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SWTOR formula list
12-08-2011, 05:34 PM (This post was last modified: 12-08-2011 06:20 PM by Alratan.)
Post: #61
RE: SWTOR formula list
Same one as all the others.
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12-08-2011, 05:42 PM (This post was last modified: 12-08-2011 06:20 PM by Alratan.)
Post: #62
RE: SWTOR formula list
modDerivedStatMappingList - and it was updated after the big beta weekend (which means it is being used).
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12-08-2011, 07:05 PM
Post: #63
RE: SWTOR formula list
Thanks Takira, I'll update the formula's now.

Drawn and Dangerous, a D&D webcomic
A.K.A Skree, Aid (Dalbora server), acnoj (official forums).
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12-08-2011, 11:19 PM
Post: #64
RE: SWTOR formula list
So if the first to-hit roll is "Accuracy vs Defense" then what does that formula look like?
Is it a fixed to-hit number added to accuracy and if it's greater than defense then it's a hit? If so, what is the fixed number?
Or is it a variable or a range of numbers?

I feel like I hit in pve 100% of the time in beta, but I was always within a couple levels of my targets. Pvp was too fast paced for me to notice if I was hitting.
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12-09-2011, 12:03 AM (This post was last modified: 12-09-2011 12:04 AM by Alratan.)
Post: #65
RE: SWTOR formula list
To the best of my knowledge, it's simply a percentage roll against Defense chance. If the enemy has 50% Defense, you have a 50% chance to hit. Also, the defender gains % Defense the higher level they are above the attacker. This is why Accuracy past 100% takes away from the Defense % of the defender: any Defense % the defender has above what Accuracy automatically assumes is Defense above the flat amount everyone has at that level.
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12-09-2011, 03:22 AM (This post was last modified: 12-09-2011 03:37 AM by LagunaD.)
Post: #66
RE: SWTOR formula list
(12-08-2011 11:19 PM)shinyhalo Wrote:  So if the first to-hit roll is "Accuracy vs Defense" then what does that formula look like?
Is it a fixed to-hit number added to accuracy and if it's greater than defense then it's a hit? If so, what is the fixed number?
Or is it a variable or a range of numbers?

The attacker's chance to hit is their Accuracy minus the target's Defense chance. This applies to melee/ranged attacks, and also to tech/force (where the target's Defense chance is their resistance).

Generally your base Accuracy with "Special" attacks (meaning everything except your cost-free basic attack) starts at 100% for your main-hand weapon and "spells" (tech/force attacks), so outright misses are rare. So in that sense Accuracy is more like Expertise than Hit Chance in WoW, since anything you add to your starting value usually reduces the target's chance to avoid. Off-hand attacks and your cost-free basic attack have a lower base Accuracy, however, and some debuffs will reduce the attacker's Accuracy by anywhere from 5% to 90%. All attacks have a minimum 5% chance to hit, if the target isn't completely immune.

NPC's appear to have a 10% base Defense chance (vs. Melee/Ranged attacks), so for non-casters the "cap" on Accuracy for PvE appears to be 110% - with 110% Accuracy for special attacks (or an Accuracy of bonus of +10%), the target should never avoid any of your main-hand special attacks.

Less clear whether NPCs have any base resist chance (vs. Tech/Force), and whether casters really need Accuracy at all for PvE.

Examples: A Marauder has a +5% Accuracy bonus from talents and/or Accuracy Rating. Their Accuracy would be:

Melee Special Attacks: Main-hand = 105%, Off-hand = 75%
Melee Basic Attack: Main-hand = 95%, Off-hand = 65%
Force Attacks: 105%

They use Vicious Slash against an NPC with 10% Defense chance. The target has a 5% chance to avoid their main-hand attack, which lands 95% of the time. Their off-hand attack has a 25% chance to miss, and another 10% chance to be avoided, so it lands only 65% of the time.

If they use Assault (the basic attack), the main-hand strikes each have a 5% chance to miss and a 10% chance to be avoided, so they land 85% of the time. The off-hand attack has a 35% chance to miss, and a 10% chance to be avoided, so it lands 55% of the time.

Unless the target has over 5% Force resistance, Force attacks like Force Scream or Smash will always land.
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12-09-2011, 11:30 AM (This post was last modified: 12-09-2011 11:33 AM by shinyhalo.)
Post: #67
RE: SWTOR formula list
Great, thanks. But now the question in my mind is How in the hell can Trooper-Commando (Assault Cannon) possibly be equal to the Bounty Hunter- Mercenary (Two pistols) since the latter has those horrendous offhand penalties?
Does the Trooper have a lower base chance? Like...
Ranged special 85%
Ranged basic 75%

Or do you think there is a balance unrelated to the to-hit chance like simply more, but less powerful attack ticks? Like BH Power unload with two pistols might register as six separate hits/damage ticks and the mirrored Trooper full auto might register as four separate damage ticks? (which, now that I think about it isn't always an advantage if your foe has Damage Reduction per hit)
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12-09-2011, 01:17 PM (This post was last modified: 12-09-2011 01:28 PM by LagunaD.)
Post: #68
RE: SWTOR formula list
There are two cases where one side of a class "mirror" dual wields, while the other uses an enhanced 1H weapon:

Commando(1H)/Mercenary (DW)

Gunslinger(DW)/Sniper(1H)

I suspect it's probably not that hard to tune the damage of an Assault Cannon or Sniper Rifle to match the damage of MH+OH blasters (including OH penalties).

Edit: To answer your specific question, all the damage coefficients for Full Auto and Unload are identical (except the BH has an offhand attack).

Unload: 169 + 0.7*MH + 1.05*RangedBonus + 0.7*OH
Full Auto: 169 + 0.7*MH + 1.05*RangedBonus

I suspect it's harder to tune the damage of a dual-wielding Marauder and a single-saber Juggernaut (using the same weapon) to be nearly the same, although in this case they can use the AC-specific abilities to compensate.

Not sure to what extent it's true of Mercenary and Gunslinger, but on my Marauder the OH weapon damage landed was about 15% of my total melee damage.
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12-09-2011, 02:05 PM
Post: #69
RE: SWTOR formula list
(12-09-2011 11:30 AM)shinyhalo Wrote:  Great, thanks. But now the question in my mind is How in the hell can Trooper-Commando (Assault Cannon) possibly be equal to the Bounty Hunter- Mercenary (Two pistols) since the latter has those horrendous offhand penalties?

Off-Hand attacks are rolled and calculated separately from main-hand attacks, and only the off-hand suffers the penalty. So the Main-Hand for both AC's consists of MH Damage, bonus damage, and base damage, and then the Merc gets an extra attack for his off-hand (which is a much smaller component of the damage).
So if it's an attack that hits 3 times, the Trooper hits 3 times and the Merc hits 6 times.

Drawn and Dangerous, a D&D webcomic
A.K.A Skree, Aid (Dalbora server), acnoj (official forums).
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12-09-2011, 04:46 PM (This post was last modified: 12-13-2011 01:51 AM by Elobi.)
Post: #70
RE: SWTOR formula list
Hey guys, I'm sitting here doing a Xml with defensive stats..

Do you by any chance have the the base values for all primary stats @ lvl 50.
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