Weapon Damage
Every weapon has a fixed minimum and maximum base damage range (e.g. 300–1200). This is the foundation before any modifiers. Damage skills increase both the minimum and maximum damage by a percentage. These act as true multipliers on the weapon’s base range.
Detailed Mechanics
- General skills (Ranged Damage, Melee Damage): +0.1% per point (0.001 multiplier).
- Weapon-specific skills (Pistol Damage, Carbine Damage, Rifle Damage, Polearm Damage, etc.): +0.2% per point (0.002 multiplier).
- Unarmed Damage: Special exception at +0.5% per point (0.005 multiplier) — significantly stronger per point invested.
- Strength Bonus (Melee & Lightsaber only): Each 3 points of Strength adds approximately +1 flat damage.
- Final Damage Flow: After a successful hit, base damage is scaled by your total damage multipliers. Critical hits (typically ~35% chance) multiply damage further (1.5x–2x), and Strikethrough can bypass armor.
Dodge
Dodge is a secondary defense mechanism that gives your character a chance to completely avoid an incoming attack, taking no damage, when it successfully triggers. Unlike primary defenses (e.g., Melee Defense or Ranged Defense), which reduce the chance of being hit, Dodge acts as a last line of defense, potentially negating an attack that would otherwise land. The Dodge chance is calculated from a base 5% (for players), plus contributions from:
- Agility: 0.01% per point
- Luck: 0.00333% per point
- Combat Dodge: ~0.1% per effective point after diminishing returns A well-built character can reach 60% Dodge chance, greatly increasing survivability. Combat Dodge is powerful but limited by diminishing returns to preserve balance.
Defense Reductions
These skills provide offensive combat advantages by directly reducing an opponent's defensive chances against your attacks. They are uncapped (no maximum value) and have no diminishing returns (DR)*applied.
These modifiers appear under your character's skill mods. They improve your hit reliability by penalizing common defensive rolls on the defender's side.
Detailed Mechanics
Dodge Reduction
Reduces a defender's chance to DODGE your attacks by ≈0.143% per point.
- Formula: Reduction = points ÷ 7
- Example: 49 points = 49 ÷ 7 = 7% reduction in dodge chance.
Evade Reduction
Reduces a defender's chance to EVADE your attacks by ≈0.143% per point.
- Formula: Reduction = points ÷ 7
- Example: 70 points = 70 ÷ 7 = 10% reduction in evade chance.
Glancing Blow Reduction
Reduces a defender's chance of a GLANCING BLOW from your attacks by ≈0.143% per point.
- Formula: Reduction = points ÷ 7
- Example: 35 points = 35 ÷ 7 = 5% reduction in glancing blow chance.
Parry Reduction
Reduces a defender's chance to PARRY your attacks by ≈0.143% per point.
- Formula: Reduction = points ÷ 7
- Example: 42 points = 42 ÷ 7 = 6% reduction in parry chance.
Since these are uncapped and DR-free, stacking high values (via gear, buffs, professions, etc.) provides linear benefits even at extreme levels.