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Guide du combat upgrade - par profession
Mécanismes de base du CU
Lorsque vous apprendrez un nouveau skill de combat, votre compétence augmentera.
Ce niveau de combat déterminera votre HAM, votre capacité offensive et vos défenses par rapport à un adversaire de même niveau.
Si vous avez un niveau plus haut, vous aurez une meilleure puissance d'attaque et subirez moins de dommages.
Si vous avez un niveau inférieur, vous subirez bien plus de dommages
Si vous avez un niveau bien inférieur, vous pourrez même fous faire tuer en un seul coup.
Vous pouvez avoir un "template" avec la meilleure défense et la meilleure armure, si votre adversaire possède un plus haut niveau de combat (en raison de plus de "masterisation" et moins de "dabbling"), toutes les chances seront de son côté.
Profession non-combattante : Entertainer
Le système de buff est en plein changement.
Les artistes vont maintenant octroyer un buff (si écoutés ou regardés) qui donneront des bonus pour :
- le craft
- les points d'expérience
- l'obtention des points de faction
Les effets actuels des buffs durent de 30 minutes à 3 heures, en fonction du niveau de l'artiste mais le niveau de bonus sera toujours le même.
Professions de combat
Note sur les effets d'état : toutes les professions de combat obtiennent la possibilité de rétablir les KD dans les pré-requis
Les autres rétablissement s'obtiennent dans plusieurs professions d'élite (mais pas tous)
Intimidate : réduit les dommages causés par l'adversaire
Dizzy : réduit l'accuracy et les défenses
Stun : stoppe la régénération des points de capacité
Blind : réduit très grandement l'accuracy
Les combattant Melée obtiennent "center of being", qui est un bonus temporaire de défense
Combat à distance
Bounty Hunter
Primary Role: One-on-One Combat Specialist
Secondary Role : Medium Range Tanking (Mitigation)
Offense: Strong (4)
Defense: Strong (4)
Crowd Control: Minimal (1)
Key new abilites (can have improved and advance version too for more efficiency) :
Duelist stance : Add defense and reflect some damage back.
Spray shot : cone attack
Underhand Shot : KD attack
Confusion Shot : Stun+dizzy attack
Critical Shot :Attack with high probability of a critical strike (higher than normal damage)
Eye Shot : blind attack
Torso shot : bleed attack
Skill mod Summary: (pre req always taken in account)
Bounty Mission Difficulty +3
Burst Run Efficiency +40
Camping +5
Creature Harvesting +15
Creature Knowledge +5
Droid Precision +130
Droid Speed +90
Droid Tracking Speed +80
General Ranged Accuracy +85
General Ranged Speed +40
Mask Scent +70
Melee Defense +95
Ranged Defense +120
Terrain Negotiation +40
Tracking Droid Effectiveness +100
Tracking Droids +12
Trapping +5
Certification Summary (pre req always taken in account):
Czerka Dart Carbine Certification
High Capacity Scatter Pistol Certification
Light Lightning Cannon Certification
Assault Armor Accuracy Mitigation 20%
Assault Armor Accuracy Mitigation 30%
Assault Armor Accuracy Mitigation 40%
Assault Armor Movement Mitigation 30%
Assault Armor Movement Mitigation 40%
Assault Armor Movement Mitigation 60%
Assault Armor Rate of Fire Mitigation 10%
Assault Armor Rate of Fire Mitigation 20%
Carbineer
Primary Role: Medium Range Crowd Control (Position Control)
Secondary Role: Medium Range Area Effect Damage Specialist
Offense: Strong (4)
Defense: Minimal (1)
Crowd Control: Strong (4)
Key new abilites (can have imporved and advance version too for more efficiency) :
Charge Shot : KD attack
Crippling Shot : aim at the oponent leg, doing minimum damage but add a slow effect on target.
Full Auto Area : long duration cone attack
Leg Shot : hits leg, but have a accuracy penalty
Scatter Shot : single target multiple point attack
Supression Fire : Cone attack with an oponnents push back effect.
added Recoveries :
Blind Recovery
Dizzy Recovery
Stun Recovery
Skill mod Summary:
Carbine Accuracy +65
Carbine Defense +40
Carbine Speed +50
General Ranged Accuracy +105
General Ranged Speed +20
Melee Defense +60
Ranged Defense +75
Certification Summary:
DH17 Carbine Certification
DH17 Snubnose Carbine Certification
DXR6 Carbine Certification
E11 Mark II Carbine Certification
EE3 Carbine Certification
Elite Carbine Certification
Laser Carbine Certification
Slugthrower Certification
Battle Armor Accuracy Mitigation 20%
Battle Armor Accuracy Mitigation 30%
Battle Armor Accuracy Mitigation 40%
Battle Armor Movement Mitigation 20%
Battle Armor Movement Mitigation 30%
Battle Armor Movement Mitigation 40%
attle Armor Rate of Fire Mitigation 20%
Battle Armor Rate of Fire Mitigation 30%
Battle Armor Rate of Fire Mitigation 40%
Combat Medic
Primary Role: Medical Combatant
Secondary Role: Combat Healing
Offense: Strong (4)
Defense: Weak (2)
Crowd Control: Moderate (3)
TBD
Commando
Primary Role: Heavy Weapon Specialist
Secondary Role: Medium Range Damage Specialist
Offense: Very Strong (5)
Defense: Moderate (3)
Crowd Control: Minimal (1)
No key abilites added, the commando gain access to heavy weapons, which have build in Aera of effect
and DOT (unknown if effect are added with specials from other elit yet)
Skill mod Summary:
General Melee Accuracy +55
General Melee Speed +20
General Ranged Accuracy +95
General Ranged Speed +25
Heavy Weapon Accuracy +55
Heavy Weapon Defense +50
Heavy Weapon Speed +45
Melee Defense +95
Ranged Defense +70
Thrown Weapon Accuracy +95
Thrown Weapon Speed +50
Unarmed Accuracy +65
Unarmed Damage +70
Unarmed Defense +40
Unarmed Speed +30
Certification Summary:
Cryoban Grenade Certification
Dagger Certification
Fragmentation Grenade Certification
Glop Grenade Certification
Heavy Acid Beam Certification
Heavy Acid Rifle Certification
Heavy Particle Beam Cannon Certification
Imperial Detonator Certification
Launcher Pistol Certification
Lightning Beam Cannon Certification
Massassi Knuckler Certification
Plasma Flame Thrower Certification
Proton Grenade Certification
Rocket Launcher Certification
Thermal Detonator Certification
Assault Armor Accuracy Mitigation 20%
Assault Armor Accuracy Mitigation 30%
Assault Armor Accuracy Mitigation 40%
Assault Armor Movement Mitigation 30%
Assault Armor Movement Mitigation 60%
Assault Armor Rate of Fire Mitigation 10%
Assault Armor Rate of Fire Mitigation 20%
Pistoleer
Primary Role: Close Range Crowd Control (Attacker Control)
Secondary Role: Opponent Damage Reduction (Attacker Modifiers)
Offense: Weak (2)
Defense: Moderate (3)
Crowd Control: Strong (4)
Key abilites added:
Stopping Shot : low damage but stop (snare/root) opponent mouvement for a small period of time
Warning Shot : NPC AI control skill (fear state)
Body Shot : aim at body, with slight accuracy penalty
Burst Shot : stun attack
Disarming Shot : delay opponent next move
Fan Shot : cone attack
Intimidate Shot : intimidate attack
Quickdraw : attack with quick recovery time (low cool down effect)
added Recoveries:
Blind Recovery
Dizzy Recovery
Stun Recovery
Skill mod Summary:
General Ranged Accuracy +105
General Ranged Speed +25
Melee Defense +80
Pistol Accuracy +40
Pistol Defense +50
Pistol Speed +45
Ranged Defense +85
Certification Summary:
D18 Pistol Certification
DH17 Pistol Certification
DL44 Pistol Certification
DX2 Pistol Certification
FWG5 Pistol Certification
Power5 Pistol Certification
Republic Blaster Certification
Scout Blaster Certification
SR Combat Pistol Certification
Striker Pistol Certification
Tangle Pistol Certification
Reconnaissance Armor Accuracy Mitigation 10%
Reconnaissance Armor Accuracy Mitigation 30%
Reconnaissance Armor Accuracy Mitigation 40%
Reconnaissance Armor Movement Mitigation 10%
Reconnaissance Armor Rate of Fire Mitigation 30%
Reconnaissance Armor Rate of Fire Mitigation 40%
Reconnaissance Armor Rate of Fire Mitigation 60%
Rifleman
Primary Role: Long Range Damage Specialist
Secondary Role: Long Range Crowd Control (Position Control)
Offense: Very Strong (5)
Defense: Minimal (1)
Crowd Control: Moderate (3)
added Key abilities:
Aim : give up a combat round for a hugh accuracy bonus on the next one
Conceal Shot : shot that can be made will covered up and which will not break it unless spoted.
Cover Up : Can be activated while prone, becomes invisible on the radar, nearly all action will break the cover up.
Head Shot : head attack but with accuracy penalty
Knee-Cap Shot : give a slow state to target (mouvement penalty).
Sniper Shot : long setup tome attack that deliver a very powerfull blow.
Startle Shot : posture level up attack
added Recoveries:
Blind Recovery
Dizzy Recovery
Stun Recovery
Skill mod Summary:
General Ranged Accuracy +105
General Ranged Speed +20
Melee Defense +35
Ranged Defense +100
Rifle Accuracy +85
Rifle Defense +30
Rifle Speed +65
Certification Summary:
Advanced Laser Rifle Certification
DLT20 Rifle Certification
DLT20a Rifle Certification
E11 Rifle Certification
Jawa Ion Rifle Certification
SG82 Rifle Certification
Spraystick Certification
T21 Rifle Certification
Tusken Rifle Certification
Reconnaissance Armor Accuracy Mitigation 10%
Reconnaissance Armor Accuracy Mitigation 30%
Reconnaissance Armor Accuracy Mitigation 40%
Reconnaissance Armor Movement Mitigation 10%
Reconnaissance Armor Movement Mitigation 20%
Reconnaissance Armor Rate of Fire Mitigation 30%
Reconnaissance Armor Rate of Fire Mitigation 40%
Reconnaissance Armor Rate of Fire Mitigation 60%
Smuggler
Primary Role: Crowd Control Specialist
Secondary Role: Medium Range Damage Dealer
Offense: Moderate (3)
Defense: Minimal (1)
Crowd Control: Very Strong (5)
added Key abilities:
Concussion Shot : Full mezz, opponent cannot move nor do any action, but any hit or dot tick will break this state.
Feign Death : pretend to be incap
Last Ditch : attack that use all ability points. The less health when use, the more powerfull the blow.
Low Blow : KD and slow effect (action recovery and warm up take more time for oponent)
Overwhelming Shot : reduce target state resistance
Panic Shot : prevent oponent from attacking (delay)
Restraining shot : reduce target mouvement speed.
Reckless Shot : powerfull blow but will give a defense penalty after used.
added Recoveries:
Blind Recovery
Dizzy Recovery
Stun Recovery
Skill mod Summary:
Feign Death +70
General Melee Accuracy +10
General Melee Speed +5
General Ranged Accuracy +55
General Ranged Speed +30
Language Comprehension +100
Melee Defense +50
Pistol Accuracy +40
Pistol Defense +20
Pistol Speed +20
Ranged Defense +45
Spice Assembly +100
Spice Experimentation +100
Unarmed Accuracy +110
Unarmed Damage +70
Unarmed Defense +40
Unarmed Speed +55
Certification Summary:
D18 Pistol Certification
Dagger Certification
Death-Hammer Pistol Certification
DL44 Pistol Certification
Renegade Pistol Certification
Scout Blaster Certification
Reconnaissance Armor Accuracy Mitigation 10%
Reconnaissance Armor Accuracy Mitigation 30%
Reconnaissance Armor Accuracy Mitigation 40%
Reconnaissance Armor Movement Mitigation 10%
Reconnaissance Armor Movement Mitigation 20%
Reconnaissance Armor Rate of Fire Mitigation 30%
Reconnaissance Armor Rate of Fire Mitigation 40%
Reconnaissance Armor Rate of Fire Mitigation 60%
Melee
Teras Kasi Artist
Primary Role: Melee Tanking Specialist (Avoidance)
Secondary Role: Close Range Damage Dealer
Offense: Moderate (3)
Defense: Very Strong (5)
Crowd Control: Minimal (1)
added Key abilities :
Combo Attack : attack all target pool
Dizzy Attack : small damage dealing attack, but high probability to dizzy
Force of Will : recover from incap
Lunge : extended range attack
Meditate :
Power Boost :
added Recoveries:
Blind Recovery
Dizzy Recovery
Stun Recovery
Skill mod Summary:
General Melee Accuracy +70
General Melee Speed +25
Innate Teras Kasi Armor +60 (do not apply if armor is worn)
Meditate +100
Melee Defense +85
Ranged Defense +55
Two-handed Melee Accuracy +65
Two-handed Melee Defense +40
Two-handed Melee Speed +30
Unarmed Accuracy +75
Unarmed Damage +345
Unarmed Defense +75
Unarmed Speed +65
Certification Summary:
Blacksun Razorknuckler Certification
Blasterfist Certification
Dagger Certification
Two-handed Axe Certification
Two-handed Cleaver
Certification Vibroknuckler certification
Fencer
Primary Role: Close Range DoT Specialist (Damage-Over-Time via Bleeds)
Secondary Role: Close Range Crowd Control (Position Control)
Offense: Strong (4)
Defense: Weak (2)
Crowd Control: Moderate (3)
Key abilities added:
Binding Strike : reduce action regeneration rate of target
Bleed Attack : bleeding wound
Blind Attack : chance to blind opponent
Body Hit : aim at body but with an accuracy penalty
Cripple Attack : low damage attack which slow the movement of the target
Scatter Hit : multi location attack
added Recoveries:
Blind Recovery
Dizzy Recovery
Stun Recovery
Skill mod Summary:
General Melee Accuracy +70
General Melee Speed +25
Melee Defense +85
One-handed Melee Defense +40
One-handed Weapon Accuracy +90
One-handed Weapon Speed +65
Ranged Defense +55
Unarmed Accuracy +65
Unarmed Damage +70
Unarmed Defense +40
Unarmed Speed +30
Certification Summary:
Curved Sword Certification
Dagger Certification
Gaderiffi Baton Certification
Rantok Sword Certification
RSF Sword Certification
Ryyk Blade Certification
Stun Baton Certification
Sword Certification
Vibroblade Certification
Battle Armor Accuracy Mitigation 20%
Battle Armor Accuracy Mitigation 30%
Battle Armor Accuracy Mitigation 40%
Battle Armor Movement Mitigation 20%
Battle Armor Movement Mitigation 30%
Battle Armor Movement Mitigation 40%
Battle Armor Rate of Fire Mitigation 20%
Battle Armor Rate of Fire Mitigation 30%
Battle Armor Rate of Fire Mitigation 40%
Swordsman
Primary Role: Close Range Damage Specialist
Secondary Role: Melee Tanking (Mitigation)
Offense: Very Strong (5)
Defense: Moderate (3)
Crowd Control: Minimal (1)
added Key abilities :
Armor Break : diminish damage reduction of armored opponent
Berserk : melee attack will do more damage, but at the cost of defense penalty
Critical Strike : highest probability to do critical strike
Head Hit : aim at head of opponent at the cost of accuracy
Power Attack : powerfull attack
Sword Flurry : powerfull attack with defensive bonuses
added Recoveries:
Blind Recovery
Dizzy Recovery
Stun Recovery
Skill mod Summary:
General Melee Accuracy +85
General Melee Speed +25
Melee Defense +85
One-handed Melee Defense +40
One-handed Weapon Accuracy +65
One-handed Weapon Speed +30
Ranged Defense +60
Two-handed Melee Accuracy +110
Two-handed Melee Defense +50
Two-handed Melee Speed +75
Unarmed Damage +30
Certification Summary:
Dagger Certification
Power Hammer Certification
Scythe Certification
Sword Certification
Two-handed Axe Certification
Two-handed Cleaver Certification
Two-handed Curved Sword Certification
Vibro Axe Certification
Vibroblade Certification
Battle Armor Accuracy Mitigation 20%
Battle Armor Accuracy Mitigation 30%
Battle Armor Accuracy Mitigation 40%
Battle Armor Movement Mitigation 20%
Battle Armor Movement Mitigation 30%
Battle Armor Movement Mitigation 40%
Battle Armor Rate of Fire Mitigation 20%
Battle Armor Rate of Fire Mitigation 30%
Battle Armor Rate of Fire Mitigation 40%
Pikeman
Primary Role: Melee Opponent Control (Attacker Modifiers)
Secondary Role: Melee Crowd Control (Attacker Control)
Offense: Weak (2)
Defense: Strong (4)
Crowd Control: Moderate (3)
Key abilities added:
Impale : powerfull blow, single opponent attack
Intimidate : inflict intimidate
Spin Attack : aera of effect
Stunning Blow : inflict stun
Sweep Attack : inflict KD
Warcry : stop opponent from doing any action, but this state will break if any damage is done to him while warcried.
added Recoveries:
Blind Recovery
Dizzy Recovery
Stun Recovery
Skill mod Summary: (pre req always taken in account)
General Melee Accuracy +85
General Melee Speed +25
Melee Defense +85
Polearm Accuracy +65
Polearm Defense +65
Polearm Speed +45
Ranged Defense +55
Unarmed Accuracy +65
Unarmed Damage +70
Unarmed Defense +40
Unarmed Speed +30
Certification Summary:
Basic Lance Certification
Cryo Lance Certification
Dagger Certification
Electric Polearm Certification
Long Vibro Axe Certification
Massassi Lance Certification
Metal Staff Certification
Reinforced Combat Staff Certification
Vibro Lance Certification
Battle Armor Accuracy Mitigation 20%
Battle Armor Accuracy Mitigation 30%
Battle Armor Accuracy Mitigation 40%
Battle Armor Movement Mitigation 20%
Battle Armor Movement Mitigation 30%
Battle Armor Movement Mitigation 40%
Battle Armor Rate of Fire Mitigation 20%
Battle Armor Rate of Fire Mitigation 30%
Battle Armor Rate of Fire Mitigation 40%
Jedi
Lightsaber
Primary Role:
Secondary Role:
Offense:
Defense:
Crowd Control:
Skill mod Summary:
Double-Bladed Lightsaber Accuracy +140
Double-Bladed Lightsaber Speed +100
Force Power Max +2800
Force Power Regeneration +26
General Melee Accuracy +75
General Melee Speed +20
Lightsaber Assembly +100
Lightsaber Block +25
Lightsaber Experimentation +100
One-handed Lightsaber Accuracy +140
One-handed Lightsaber Speed +100
Two-handed Lightsaber Accuracy +140
Two-handed Lightsaber Speed +100
Certification Summary:
Double-Bladed Lightsaber Generation 1 Certification
Double-Bladed Lightsaber Generation 2 Certification
Double-Bladed Lightsaber Generation 3 Certification
Double-Bladed Lightsaber Generation 4 Certification
One-handed Lightsaber Generation 1 Certification
One-handed Lightsaber Generation 2 Certification
One-handed Lightsaber Generation 3 Certification
One-handed Lightsaber Generation 4 Certification
Two-handed Lightsaber Generation 1 Certification
Two-handed Lightsaber Generation 2 Certification
Two-handed Lightsaber Generation 3 Certification
Two-handed Lightsaber Generation 4 Certification
Ability Summary:
Saber Armor Break : diminish damage reduction bonus from armored opponent
Saber Blind : Blind attack
Saber Body Hit : target body
Saber Dervish : Aera of effect powerfull attack
Saber Head Hit : target head
Saber Leg Hit : target leg
Saber Power Attack : more powerfull than nominal dommage attack
Saber Slash : Bleed attack
Saber Spin Attack : aera of effect attack
Saber Strike : nominal attack
Saber Stunning Strike : Stun attack
Saber Sweep : KD attack
Saber Swipe : Dizzy attack
Saber Throw : Range attack with melee weapon
Power
Primary Role:
Secondary Role:
Offense:
Defense:
Crowd Control:
Skill mod Summary:
Force Accuracy +140
Force Choke +5
Force Power Max +2800
Force Power Regeneration +26
General Ranged Accuracy +75
Ability Summary:
Force Breach : Remove all force power that are buffing the current target
Force Choke : Big DOT
Force Cloak : render the Jedi invisible to surrending aera.
The more populated the aera, the more this power costs to maintain
Force Hit : basic damage ability using the force
Force Knockdown : KD attack
Force Lightning : range energy attack
Force Lightning Area : Cone range energy attack
Force Strike : improved version of force hit, still low ability cost
Force Throw : range stunning attack
Force Weaken : snare/root opponent with debuff effect.
Mind Blast : range stun/dizzy attack
Enhancer
Primary Role:
Secondary Role:
Offense:
Defense:
Crowd Control:
Skill mod Summary:
Force Power Max +2800
Force Power Regeneration +26
Ability Summary:
Channel Force : regain force at the cost of ability points
Drain Force : resplenish own force pool at the cost of opponent force pool
Force Absorb : resplenish own force pool from direct Force attack while active
Force Armor : normal damage mitigation at the cost of force point
Force Feedback : reflect force damage back
Force Meditate : accelerate force recovery while active
Force Resist Bleeding : buff
Force Resist Disease : buff
Force Resist Poison : buff
Force Resist States : buff
Force Run : accelerate mouvement and add Terrain negociation bonuses
Force Shield : force damage mitigation at the cost of force point
Force Speed : Accelerate warm up of combat action
Force Suppression : Stop enemy mouvement
Force Wave : Slow enemy.
Regain Consciousness : after being slain, the jedi can revive him/herself. Long regain penalty afterwards
Stasis : Stop enemy until damage is made or effect is over.
Transfer Force : transfer some of your force to the target
Healer
Primary Role:
Secondary Role:
Offense:
Defense:
Crowd Control:
Skill mod Summary:
Force Power Max +2800
Force Power Regeneration +26
Ability Summary:
Force Cure Disease
Force Cure Poison
Force Extinguish : remove fire state
Force Heal
Force Infusion : HOT (heal over time)
Force Sap : reduce target regain rate
Force Shock : reduce target state defense
Force Wound Heal
Heal States
Stop Bleeding
Total Heal
Defender
Primary Role:
Secondary Role:
Offense:
Defense:
Crowd Control:
Skill mod Summary:
Force Defense +100
Force Melee Defense +140
Force Power Max +2800
Force Power Regeneration +26
Force Ranged Defense +140
Innate Jedi Armor +50
Jedi State Defense +65
Melee Defense +95
Ranged Defense +75
Ability Summary:
Avoid Incapacitation : while power in effect, the Jedi is not incapacitated when health reaches 0.
Dominate Mind : Taunt ability
Force Aura : high defense bonus
Force Valor : add a block bonus but at the cost of damage output
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