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Stats in SWTOR

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netslave
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I'm just now getting gear that has secondary stats on it and the UI in SWTOR is amazingly not helpful in determining the importance of such things as Alacrity and Surge.

So here's a list of what I think are the current primary and secondary stats. Feel free to correct me as needed. (Stats shamelessly stolen from swtorgeeks)


Primary Stats

  • Endurance: +10 Hp each point
  • Aim: +0.2 Ranged damage
  • Cunning: 0.2 Tech damage
  • Strength: +0.2 Melee damage
  • Willpower: +0.2 Force damage

At level 50 every 140 primary stat points you gain 1% Crit (unconfrmed) Interesting write up about Crit here



Secondary Stats

  • Presence – boost companion health, damage and healing
  • Power – adds melee, force and tech damage (and healing I believe)
  • Force/Tech Power – Found on weapons, works like Power but does not provide melee/ranged damage
  • Accuracy – Hit Rating and armor and spell penetration
  • Crit – gives melee, force and tech crit
  • Surge – increased critical damage
  • Armor – reduces physical and kinetic damage (all Tech and Force powers unless listed otherwise are Kinetic)
  • Defense – increases Parry/Deflect
  • Shield – increases chance to be shielded on attack
  • Absorption – increases the % of damage shaved off shielded attacks
  • Alacrity – Haste
  • Expertise – PvP stat. (Similar to Resilience in Wow) Increase damage and healing and reduces damage taken
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FIXME: http://i.imgur.com/CbOVVk4.png
  netslave edited this message on Wednesday December 21, 2011 at 07:53  
Plato
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Mediation Team Arcane mage
I can confirm, at least according to the UI, that force also helps healing.

I suspect I'll start experimenting at some point to verify ratios.
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netslave
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If anyone can find a way to see the secondary stat totals in the UI, please speak up. They had something in Beta, but I don't see it currently. :( Maybe I'm crazy.
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FIXME: http://i.imgur.com/CbOVVk4.png
     
Sabinus
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Shadow Word Daerpin
Can anyone confirm if force / will stats add to the inquisitor's melee attacks or do they want strength gear? Assassins are going to be hurting for dps in the long term if they need to stack str AND will.
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Quinnaria
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The Mod Squad: ..Annie Oakley..
It seems that the CLASS is also very important as to how the stat affects you.

http://swtorhub.com/character-stats-overview

To quote
quote:
 
Aim (Bonus: Bounty Hunter/ Trooper) – Increases damage and critical chance with ranged weapons.
Class Bonus: All advanced classes receive a bonus to tech damage and critical while Commando/Mercenary also gain a bonus to healing power.


Gotta love TenTonHammer and friends ;)
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Caitir: Quin, you just made this thread like 800000000% better. Hnnngh. <3
     
netslave
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quote:
Originally posted by Sabinus:
Can anyone confirm if force / will stats add to the inquisitor's melee attacks or do they want strength gear? Assassins are going to be hurting for dps in the long term if they need to stack str AND will.



SI and Consulars DPS will want willpower and not strength. You can check the 'type' of attack (Tech, Ranged, Melee, Force) it is from your abilities tab. If it's a force attack, Willpower is your friend. Melee, then strength is it.

I believe, to make it not confusing, all Inquisitors, whether Assassin or Sorcerer, will use willpower.
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FIXME: http://i.imgur.com/CbOVVk4.png
     
netslave
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quote:
Originally posted by Quinnaria:
It seems that the CLASS is also very important as to how the stat affects you.

http://swtorhub.com/character-stats-overview

To quote
quote:
 
Aim (Bonus: Bounty Hunter/ Trooper) – Increases damage and critical chance with ranged weapons.
Class Bonus: All advanced classes receive a bonus to tech damage and critical while Commando/Mercenary also gain a bonus to healing power.


Gotta love TenTonHammer and friends ;)



I think that's so you can stack Aim and not feel like your Tech attacks (which normally use Cunning) are being gimped.

BH/Trooper will stack Aim (with a bonus to tech attacks)
IA/Smuggler will stack Cunning (with a bonus to Ranged attacks)

That's my assumption at least.
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FIXME: http://i.imgur.com/CbOVVk4.png
     
Toragan
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The not so serious paladin
I believe it's the same for jedi consulars and their sith counterparts when it comes to willpower. Every class has a primary stat that affects the effectiveness of all of their abilities I believe.

What I'd like to know is if that applies to healing too. For example does aim help a trooper heal?
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FIXME: http://i37.tinypic.com/2qi4ad4.jpg
     
Terrem
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Bounty Hunter, ex-Ball of Gnomish Fury
quote:
Originally posted by netslave:
Primary Stats

  • Endurance: +10 Hp each point
  • Aim: +0.2 Ranged damage
  • Cunning: 0.2 Tech damage
  • Strength: +0.2 Melee damage
  • Willpower: +0.2 Force damage




This is correct, but incomplete. In addition to the above (which applies to all classes), a class's "main" stat (eg., Aim for bounty hunters) will also add to damage/healing for the related class of abilities (eg., Aim for bounty hunters will add to tech damage/healing in addition to ranged).

Therefore, there's never a reason to use another class' stat. However, some of your abilities may nonetheless get benefit from your sibling class's stat.

quote:
Originally posted by netslave:
At level 50 every 140 primary stat points you gain 1% Crit



I'd like to see a source on this. According to what I've read here, crit works on an asymptotic curve. The more primary stat or crit you have, the less more of that stat will give you, to an absolute cap of 65% crit with infinite stats.
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FIXME: https://lh3.googleusercontent.com/-xa8P2hzsmg4/TuaxNZHDxUI/AAAAAAAAACE/hgLC8h9dSX8/s800/XanthosLEsig.png
     
Terrem
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Bounty Hunter, ex-Ball of Gnomish Fury
quote:
Originally posted by Toragan:
I believe it's the same for jedi consulars and their sith counterparts when it comes to willpower. Every class has a primary stat that affects the effectiveness of all of their abilities I believe.

What I'd like to know is if that applies to healing too. For example does aim help a trooper heal?



Yes, your class's primary stat (aim for commando/mercenary, cunning for scoundrel/operative, and willpower for sage/sorcerer) will affect your healing.
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FIXME: https://lh3.googleusercontent.com/-xa8P2hzsmg4/TuaxNZHDxUI/AAAAAAAAACE/hgLC8h9dSX8/s800/XanthosLEsig.png
     
Terrem
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Bounty Hunter, ex-Ball of Gnomish Fury
Actually, to expand upon my earlier post and make it a bit more explicit:

Each class has abilities from two separate "schools". All force user abilities are either Melee or Force, and all tech class abilities are either Ranged or Tech.

So, as an example, take the Bounty Hunter. He has Rocket Punch (a Tech ability), and Unload (a Ranged ability). Because Aim is his class' primary stat, he gets a bonus to Tech and to Ranged abilities from it, and it would improve both of the above abilities. Cunning, on the other hand, is not his primary stat, so only affects Tech abilities. In this case, it would only improve Rocket Punch, but would not improve Unload. Strength and Willpower, however, affect Melee and Force abilities, of which a Bounty Hunter has none. therefore, those two stats are completely worthless to a BH, while Cunning is partially useless.
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FIXME: https://lh3.googleusercontent.com/-xa8P2hzsmg4/TuaxNZHDxUI/AAAAAAAAACE/hgLC8h9dSX8/s800/XanthosLEsig.png
     
netslave
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quote:
Originally posted by Terrem:
quote:
Originally posted by netslave:
At level 50 every 140 primary stat points you gain 1% Crit



I'd like to see a source on this. According to what I've read here, crit works on an asymptotic curve. The more primary stat or crit you have, the less more of that stat will give you, to an absolute cap of 65% crit with infinite stats.



The source was from the SWTORGeeks site. I just reposted their stuff. Thanks for that link. I'll edit it into the OP.
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FIXME: http://i.imgur.com/CbOVVk4.png
     
netslave
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Here's a better written list of the stats and what they do. Taken from here: swtorstrategyguide.org

quote:
 
There are six primary stats that you’ll find on gear and weaponry which affect your characters the most. These stats provide multiple bonuses instead of a single increase, and (depending on spec) may have up to 5 different effects for a single point. To sum it up, each stat has multiple effects, and certain ACs and classes get additional bonus effects.
  • Strength - Increases Melee Damage + Melee Crit
  • Jedi Knight/Sith Warrior Bonus – Force Damage + Force Crit
  • Willpower – Increases Force Damage + Force Crit
    • Jedi Shadow/Sith Assassin Bonus – Melee Damage + Melee Crit
    • Jedi Sage/Sith Sorcerer Bonus – Healing Power
  • Aim - Increases Ranged Damage + Ranged Crit
    • Vanguard/Powertech Bonus - Tech Damage + Tech Crit
    • Commando/Mercenary Bonus - Tech Damage + Tech Crit + Healing Power
  • Cunning - Increases Tech Damage + Tech Crit
    • Gunslinger/Sniper Bonus – Ranged Damage + Ranged Crit
    • Scoundrel/Operative Bonus – Ranged Damage + Ranged Crit + Healing Power
  • Endurance - Increases health
  • Presence – Increases companion damage, companion health, and companion healing
    Power Stats

When you see those primary stats above increasing damage or healing, they’re not actually directly affecting your abilities. Rather, these stats bump up your character’s power stats, of which there are three. In addition to being modified by primary stats, tech/force/power can be found on gear such as weapons and foci/shields.
  • Power - Generic stat that increases the damage (and healing!) of all of your abilities, regardless of type.
  • Tech Power – Increases only damage abilities considered “tech,” such as grenades or flamethrowers.
  • Force Power – Increases only damage abilities considered “force,” such as Telekinetic Throw or Shock.
  • Healing Power (Tech and Force) – This is actually split up into Healing Power: Tech and Healing Power: Force, but for all intents and purposes they’re the same. Increases the amount healed by all of your healing abilities.
    Secondary Stats

A staple of any MMO’s gearing process is having big powerful primary stats followed by the less powerful but more varied secondary stats, and Star Wars: The Old Republic is no exception.
  • Accuracy Rating – Increases your chance to hit with all attacks. Keep in mind there are separate caps for different types of attacks. If you go over 100% hit, the additional percentage is converted into defense penetration!
  • Critical Rating – Increases your chance to score a critical hit with all heals and attacks.
  • Surge Rating – Increases critical bonus damage with all heals and attacks. The default bonus is 50% extra damage/heals on a crit, which this rating improves.
  • Alacrity Rating – Decreases activation time for all abilities. This does NOT affect the global cooldown, and only reduces the time on casted abilities.
    Gear-Defining Stats

Due to the extreme amount of gear customization in TOR, developers want you to be able to take any orange item (orange = fully moddable) and use it all the way to max level if you prefer. In order to achieve this, weapons and armor both have a dynamic stat on them which changes based on the level of the mods you have placed inside the item.
  • Rating – Increases the damage done on a weapon. You’ll see this listed at the very top of a lightsaber or blaster’s tooltip. The stat itself does absolutely nothing except increase the damage done — think of it as the ‘item level’ stat you’re used to seeing in games like World of Warcraft.
  • Armor – Armor, which you should be more familiar with, increases Energy and Kinetic resistances (more on that later), is the dynamic stat increased on pieces of equipped gear.
    So, for an example, if you take an orange lightsaber with all level 1 mods in it, compared to the same lightsaber with all level 10 mods in it, the Rating stat will be much higher, and thus so will it’s damage. Same goes for Armor on those pieces with Armor on them.

PvP Stat

Conveniently enough, BioWare has condensed all the necessary PvP stats into one gigantic unit.
  • Expertise – Increases damage/healing done and decreases damage taken in PvP situations.
    I’m not entirely sure what’s defined as a PvP situation, but I would imagine it’s damage done/taken to/from other characters, or healing someone who has recently taken damage from another player. Expertise is a jack-of-all-trades stat, it helps everything a little bit.

Defensive Stats

Just in case some of you care about survivability…
  • Resistance – There are 4 types of resistance in the game. Energy and Kinetic Resistance are affected by Armor as well as specific resistance stats, whereas Internal and Elemental resistance are only affected by their stats.
  • Defense Rating – Increases chance to parry melee attacks and deflect ranged attacks.
  • Shield Chance – For those who equip a shield in their offhand slot, increases the chance for an attack to be partially absorbed by your shield.
  • Absorption Rating – Increases the amount of damage reduced when an attack is shielded.

Phew – I think that just about covers everything. Most of these stats should be pretty familiar, specifically things like armor and crit, but it’s good to take a look over everything to help out your gearing needs. Keep an eye out soon for my mega-gigantor-uber post detailing the playstyles and general rotations of each of the DPS specs available to us at launch. Until next time, stay frosty!
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FIXME: http://i.imgur.com/CbOVVk4.png
     
Terrem
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Bounty Hunter, ex-Ball of Gnomish Fury
To expand on/correct the above info dump:

  • A moddable weapon's rating or a piece's armor is based solely on the barrel/hilt/armoring mod. The "enhancement" and "mod" slots only increase stats, and the color crystal only adds stats and changes the color of the weapon's saber/bolts.
  • "Defense penetration" is simply more chance to hit, nothing different from the first bit of accuracy. Your chance to hit is your base chance (usually 90%), plus your accuracy, minus the target's defense. It's that simple.
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FIXME: https://lh3.googleusercontent.com/-xa8P2hzsmg4/TuaxNZHDxUI/AAAAAAAAACE/hgLC8h9dSX8/s800/XanthosLEsig.png
  Terrem edited this message on Thursday December 22, 2011 at 10:47  
Sienje
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Every guide I can find says power is attack only. Haven't found any that confirm it for healing.
     

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