Padawan to Knight guide and FAQ:
Section 1: Force Sensitive Skills SECTION 1: FORCE SENSITIVE SKILLS Combat Prowess:
Enhanced Reflexes:
Heightened Senses:
Crafting Mastery:
SECTION 2: CRYSTAL DROPS
Power Crystals:
Color Crystals:
SECTION 3: LIGHTSABER RESOURCES Training Lightsaber:
First Generational Lightsaber:
Second Generational Lightsaber:
Third Generational Lightsaber:
Fourth Generational Lightsaber:
Lightsaber Experimentation: Lightsaber Crafting Toolkit:
Resources:
Experimental Effectiveness: A Refined Crystal Pack:
Resources:
No Experimental Properties Notes: Final Lightsaber Names:
Lightsaber Resource Requirements Inconsistencies:
SECTION 4: LIGHTSABER SPECIALS
Generic Lightsaber Specials:
Saber Slash 1____________single_____1.00x dmg_____?x spd__1.00x frc__bleed, posture down One-Handed Lightsaber Specials:
Saber 1H Hit 1___________single__1.50x dmg_____?x spd__1.00x frc__- Two-Handed Lightsaber Specials:
Saber 2H Hit 1____________single__1.50x dmg_____?x spd__1.00x frc__- Double-Bladed Lightsaber Specials:
Saber Polearm Hit 1______single___1.50x dmg_____?x spd__1.00x frc__- SECTION 5: FORCE COSTS
Force Powers:
Force Defense: Force Healing: FORCE POWER________________COST__DETAILS
Force Enhancement:
SECTION 6: JEDI SKILL MODS EXPLANATIONS Force Power Max When this pool is emptied you will no longer be able to use these abilities until it regenerates enough. The only methods of refilling the Force power bar are regeneration, using Force Meditation to increase the regeneration rate (by three times), using Channel Force, someone using Transfer Force on you, and using a Holocron. Force Power Regeneration This amount is not regenerated all at once, but rather in “ticks” over the ten seconds in intervals. The ticks are always at 5 (or 6 in the case of decimals) Force power each and the number of ticks is determined by the Force Power Regeneration mod divided by 5 (tick amount). The tick interval is calculated by dividing the 10 second regeneration time by the number of ticks required. For example, if your Force Power Regeneration was 26 that would mean that the number ticks per 10 seconds would be 5.2 (26 / 5), resulting in each tick occurring every 1.9 seconds (10 / 5.2). So overall you would regenerate 26 Force power every 10 seconds, but in actuality you would be regenerating 5 Force power every 1.9 seconds. To determine the amount of time (in seconds) that it will take to regenerate your entire Force bar, you divide your Force Power Max value by the amount of Force that you would regen every second (Force Power Regeneration divided by 10 seconds). For example, if your Force Power Max was 7200 and your Force Power Regeneration was 74 it would take you 973 seconds (16.2 minutes) to regenerate your entire Force power bar (7200 / (74 / 10)). Note: Force Meditate increases your Force Power Regeneration by three times. So, for example, if your Force Power Regeneration was 74 it would be considered 222 (Regeneration x 3) while using Force Meditate. Lightsaber Block This is a direct percentage. For example, if your Lightsaber Block was 60 you would essentially have a 60% chance of blocking a ranged attack. Note that it only works against ranged attacks, melee attacks are not affected. Also, Intimidation and Stun status effects are rumored to lower the effectiveness of the block. Lightsaber Toughness This is a direct percentage reduction. For example, if your Lightsaber Toughness was 55 you would receive 55% less damage from an attack (attack damage x ((100 - 55) / 100)). Note that it only works against melee attacks, ranged attacks are not affected. Also note that different toughness types are not additive (eg Lightsaber Tough and Jedi Toughness), they are multiplicative. For example, a Lightsaber Toughness of 40 and a Jedi Toughness of 45 would equal a combined toughness of 67% (((100 - 40) / 100) x ((100 - 45) / 100)). Lightsaber Assembly Note that there is always a 5% chance of a critical fail even with a Lightsaber Assembly of 100%. Lightsaber Experimentation Divide the Lightsaber Experimentation value by 10 to determine the exact number of points, rounding down. For example, a value of 75 would mean 7 experimentation points (75 / 10). Note that experimentation points are only usable while constructing a Lightsaber in front of a Weapon, Droid and General Item Crafting Station (public or private). One-handed Lightsaber Accuracy When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Note that the Blind status affect will lower your accuracy. One-handed Lightsaber Speed The formula for determining attack speed is the Lightsaber Speed percentage decrease multiplied by the equipped Lightsaber’s speed (and multiplied further by the Special Move Speed Modifier if one is used). For example, if you had a One-handed Lightsaber Speed of 75 and were using a Lightsaber with a speed of 4.5 your attack speed would be 1.125 seconds (((100 - 75) / 100) x 4.5). If you used a Lightsaber special with a Speed Modifier of times three your attack speed would then be 3.375 seconds (((100 - 75) / 100) x 4.5 x 3.0). Note that attack speed is capped at 1.0 seconds, meaning you cannot attack faster than that. Two-handed Lightsaber Accuracy When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Note that the Blind status affect will lower your accuracy. Two-handed Lightsaber Speed The formula for determining attack speed is the Lightsaber Speed percentage decrease multiplied by the equipped Lightsaber’s speed (and multiplied further by the Special Move Speed Modifier if one is used). For example, if you had a Two-handed Lightsaber Speed of 75 and were using a Lightsaber with a speed of 4.5 your attack speed would be 1.125 seconds (((100 - 75) / 100) x 4.5). If you used a Lightsaber special with a Speed Modifier of times three your attack speed would then be 3.375 seconds (((100 - 75) / 100) x 4.5 x 3.0). Note that attack speed is capped at 1.0 seconds, meaning you cannot attack faster than that. Double-Bladed Lightsaber Accuracy When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Note that the Blind status affect will lower your accuracy. Double-Bladed Lightsaber Speed The formula for determining attack speed is the Lightsaber Speed percentage decrease multiplied by the equipped Lightsaber’s speed (and multiplied further by the Special Move Speed Modifier if one is used). For example, if you had a Double-Bladed Lightsaber Speed of 75 and were using a Lightsaber with a speed of 4.5 your attack speed would be 1.125 seconds (((100 - 75) / 100) x 4.5). If you used a Lightsaber special with a Speed Modifier of times three your attack speed would then be 3.375 seconds (((100 - 75) / 100) x 4.5 x 3.0). Note that attack speed is capped at 1.0 seconds, meaning you cannot attack faster than that. Melee Defense Directly correlates to an opponent’s accuracy when determining successful hits. Note that it only works against melee attacks, ranged attacks are not affected. Also, the Stun status effect is rumored to lower the effectiveness of the Melee Defense by half. Ranged Defense Directly correlates to an opponent’s accuracy when determining successful hits. Note that it only works against ranged attacks, melee attacks are not affected. Also, the Stun status effect is rumored to lower the effectiveness of the Ranged Defense by half. Force Defense Directly correlates to an opponent’s accuracy when determining successful hits. Note that it only works against Force Power attacks. Unknown if the Stun status effect has any affect on Force Defense. Jedi State Defense Only affects the Stun, Blind, Dizzy, and Intimidated status effects. Posture changes, delays, and DoT’s of any kind are not affected. Note: Jedi State Defenses do not stack on top of other state defenses (for example, Defense vs. Stun and Force Resist States). Instead it equates to a separate roll when calculating whether a status effect will be inflicted or not. Jedi Toughness This is a direct percentage reduction. For example, if your Jedi Toughness was 45 you would receive 45% less damage from an attack (attack damage x ((100 - 45) / 100)). Note that it works against both melee and ranged attacks. However, Lightsaber attacks are not affected. Also note that different toughness types are not additive (eg Lightsaber Tough and Jedi Toughness), they are multiplicative. For example, a Lightsaber Toughness of 40 and a Jedi Toughness of 45 would equal a combined toughness of 67% (((100 - 40) / 100) x ((100 - 45) / 100)). Force Intimidate Accuracy When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Defense vs. Intimidate). Unknown if the Blind status affect will lower your accuracy. Force Knockdown Accuracy When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Defense vs. Knockdown). Unknown if the Blind status affect will lower your accuracy. Note: It’s believed that the accuracy for Force Knockdown is currently broken, as they miss a lot. Force Lightning Accuracy When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Ranged Defense). Unknown if the Blind status affect will lower your accuracy. Force Throw Accuracy When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Ranged Defense). Unknown if the Blind status affect will lower your accuracy. Force Weaken Accuracy When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Ranged Defense). Unknown if the Blind status affect will lower your accuracy. Mind Blast Accuracy When determining a successful hit many other factors will affect the final outcome, including the opponent’s defenses. Supposedly Force Powers can only be defended against by Force defenses (Force Defense, Force Shield, Force Absorb, and Force Feedback), regular defenses do not work (eg. Melee Defense or Defense vs. Dizzy). Unknown if the Blind status affect will lower your accuracy. Force Choke Avoid Incap Force Absorb Force Feedback This is a direct percentage reflected back. For example, if your Force Feedback mod was 65 you would reflect back 65% damage from a Force Power attack (attack damage x ((100 - 45) / 100)) to your attacker. The default mod when using Force Feedback 1 is +65 and for Force Feedback 2 is +95. However, these values increase as you climb through the FRS, being influenced by the Force Control modifier. Force Armor This is a direct percentage reduction. For example, if your Force Armor was 45 you would receive 45% less damage from an attack (attack damage x ((100 - 45) / 100)). Note that it works against melee, ranged, and Lightsaber attacks. Also note that different toughness types are not additive (eg Lightsaber Tough and Force Armor), they are multiplicative. For example, a Lightsaber Toughness of 55 and a Force Armor of 45 would equal a combined toughness of 75% (((100 - 55) / 100) x ((100 - 45) / 100)). The default mod when using Force Armor 1 is +25 and for Force Armor 2 is +45. However, these values increase as you climb through the FRS, being influenced by the Force Control modifier. Force Shield This is a direct percentage reduction. For example, if your Force Shield was 25 you would receive 25% less damage from an attack (attack damage x ((100 - 25) / 100)). Note that it only works against Force Power attacks and not melee, ranged, or Lightsaber attacks. The default mod when using Force Shield 1 is +25 and for Force Shield 2 is +45. However, these values increase as you climb through the FRS, being influenced by the Force Control modifier. Bleeding Resistance The default mod when using Force Resist Bleeding is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier. Bleeding Absorption The default mod when using Force Resist Bleeding is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier. Disease Resistance The default mod when using Force Resist Disease is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier. Disease Absorption The default mod when using Force Resist Disease is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier. Poison Resistance The default mod when using Force Resist Poison is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier. Poison Absorption The default mod when using Force Resist Poison is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier. States Resistance Only affects the Stun, Blind, Dizzy, and Intimidated status effects. Posture changes, delays, and DoT’s of any kind are not affected. Note: State Resistance do not stack on top of other state defenses (for example, Defense vs. Stun and Jedi State Defenses). Instead it equates to a separate roll when calculating whether a status effect will be inflicted or not. The default mod when using Force Resist States is +25. However, this value will increase as you climb through the FRS, being influenced by the Force Control modifier. Force Run Note: All offensive damage is reduced by 95% while using Force Run 2 or 3 (currently normal weapons are not reduced though). Terrain Negotiation Combat Haste The formula for determining attack speed is the combat haste modifier multiplied by the profession’s weapon speed percentage decrease multiplied by the equipped weapon’s speed (and multiplied further by the Special Move Speed Modifier if one is used). For example, if you had a Combat Haste of 25, a Two-handed Lightsaber Speed of 30, and were using a Lightsaber with a speed of 5.0 your attack speed would be 2.625 seconds (((100 - 25) / 100) x ((100 - 30) / 100) x 5.0). If you used a Lightsaber special with a Speed Modifier of times three your attack speed would then be 7.875 seconds (((100 - 25) / 100) x ((100 - 30) / 100) x 5.0 x 3.0). Note that attack speed is capped at 1.0 seconds, meaning you cannot attack faster than that. The default mod when using Force Speed 1 is +15 and for Force Speed 2 is +25. However, these values increase as you climb through the FRS, being influenced by the Force Control modifier. Special Note on States: Intimidate Blind Stun Dizzy SECTION 7: SHRINE LOCATIONS Coreillia: Naboo: Tatooine: Talus: Rori: Dantooine: Lok: Yavin IV: Endor: Dathomir:
SECTION 8: KNIGHT TRIALS HIT LIST 1) Tuken Raider x19 Tatooine
2) Ancient Bull Rancor x8 Dathomir
3) Stintaril Prowlers x8 Yavin IV
4) Blurrg Raptor x3 Endor
5) Enraged Kimogila x3 Lok
6) Peko Peko Albatross x2 Naboo
7) Graul Marauder x2 Dantooine
Choose Light or Dark Side 8) Rebel Commando x47
8) Stormtrooper Commando x47
9) Rebel General (regular, high, surface marshall) x22
9) Imperial General (regular, high, surface marshall) x22
10) Rebel Rear Admiral x4
10) Elite Novatrooper Commander x4
11) Acklay x1
Yavin IV
12) Nightsister Elder x1 Dathomir
13) Kiin'Dray x1 Dathomir
14) Giant Canyon Krayt x1 Tatooine
Jedi Knight Trials Complete!
SECTION 9: FRS ADVANCEMENT QUOTE (JustG from the FRS designer): Once the experience costs have been met, the player is eligible for advancement into the next higher Rank. Whenever an open slot becomes available for a Rank in which that player meets the requirements, he may petition for it. After 1day of open petitioning, every existing member within the Tier that is granting the advancement (with the exception of those petitioning) have 1 day to vote on their selection. Open petitioning is the phase of voting during which players interested in advancing, "put their names into the hat". After the petitioning phase, voting starts. Voting simply consists of indicating which player you think should get the spot. There are no "against" votes, only "for" votes. Think "tick marks". Votes within the rank of advancement count double. The player with the most votes is given 1 day to accept the promotion via the voting terminal. If he does not accept within the one day, his win is nullified and a new round of petitioning begins. In the advent of ties, the winner is randomly selected. If there is more than one seat open at the close of voting, the top vote getters each receive a chance to accept the promotion. In the advent that no seats are available at the voting close (someone was demoted into that slot), the highest vote getter is recorded. Once a slot is freed, he may immediately accept the promotion without further voting provided that he still meets eligibility for the new rank. Within the Dark Rankings, this petitioning for a new Rank enables PvP among all candidates of also seeking that same position. If a Jedi slain by a rival candidate during this time, he is removed from the vote. All votes on him are transferred to the victor. All Dark Jedi PvP conditions (currently the only condition active in the system is the "Petitioner Sudden Death" condition, mentioned above in connection with the voting system) are registered in the enclave. When a player comes online, the player object queries the enclave for his/her "PvP Condition Enemies". The player then activates a "permanent" enemy flag against all enemies returned from the enclave. Whenever a PvP condition starts, all players are currently notified via system messages that explain which player/group they are enemies with. In the case of the "sudden death" pvp action, if a dark jedi is slain by a fellow petitioner, all votes that the loser has accumulated will be distributed amongst all of the fellow petitioners who were involved in the players death. It is possible (known, shippable issue) that a perma enemy flag persists beyond the expiration of the PvP condition. This can occur if a PvP conditions expires (i.e. voting concludes, in this case) while the players are online. If the Jedi choose to kill each other after the condition has expired, but they are still flagged, they will neither gain nor lose Jedi XP for that kill/death. This is an issue we hope to be able to resolve in the future. When a player advances to a new Rank, he automatically gains the corresponding skill box, receiving all of its benefits. Example: Player A is of Rank II. He has 30,000 experience and is therefore eligible to advance to Rank III. When an opening within Rank III is created, he petitions for it. Two other players within his Rank do likewise. After 1 day, the voting begins. Every player in the first Tier (Ranks I, II, III, and IV) is able to vote. Since this is a promotion into Rank III, the votes of the players in this Rank are doubled. If Player A receives more votes than any other player he is eligible for promotion. If he accepts this promotion from the voting terminal during the "Acceptance" phase, the Rank III skill is automatically granted to him, along with any abilities it contains. Players will receive email notifications in regards to voting issues.
Update: Addition to the Light Side FRS advancement opportunities A new system in the Light Side FRS that enables a Jedi, at the cost of Force Rank XP, to issue a No-Confidence Challenge against a member one rank above their own. Everyone at the challenged rank and lower can vote. If 2/3 of the votes are for the challenge, that player is reduced by one rank, opening it up for a new petitioner. This is similar to the Dark Side’s Arena Challenge system, but with a Light Side twist, providing a chance for ranked Jedi to progress once the upper ranks become bloated. Nothing happens to the challenger if the vote fails (of course, the challenged player may want a little revenge). A player can only issue one challenge a week and it costs 2000 experience regardless of the outcome. Also, if a player is demoted and the lower rank is full, the system will make “room” for them by temporarily overloading that rank.
SECTION 10: FORCE RANKING MODS (Also see the skill tree etc here!) Force Control: Increases the strength of any healing or enhancement effects. (Note: all Force Control (CNTRL), Force Manipulation (MANIP), and Force Power (POWER) mods listed are cumulative.) Light Force Rankings
Dark Force Rankings
SECTION 11: COMPLIMENTARY REGULAR SKILLS Certain regular professions lend themselves extremely well to a levelling Jedi. Below are some of the more notable ones: Brawler:Novice (15sp) TKA:4000 (49sp) TKA:Master (92sp) Fencer:Master (92sp) Scout:3000 (24sp) Ranger:0040 (97sp) Smuggler:0010 (69sp) Medic:2040 (34sp) Doctor:4440 (125sp) Entertainer:Novice (15sp) Bounter Hunter:3000 (172sp) Creature Handler:Master (106sp) Squad Leader:Master (135sp) SECTION 12: JEDI SUPPLIES Great stuff to bring along on the hunt: Spices:
Buffing Foodstuffs:
Defensive Foodstuffs:
Other:
Crafting Stuff: Resources (OQ & CD):
SECTION 13: GROUP TEF RULES For the Jedi's Group: Rebel Jedi
Imperial Jedi
Neutral Jedi
For the Bounty Hunter's Group: Rebel BH
Imperial BH
Neutral BH
Thanks goes to BHM (aka Andros Celsum) for supplying this summary of the Group TEF rules. Thanks also to Shineh for putting the GTEF rules into a table. Please note that there are further, more complicated, rules to GTEF, but I'm only trying to provide a simple overview here. Other things to be aware of are special rules pertaining to Player Cities and Militia members. Also, Healing TEF's and area attacks are another example as well.
SECTION 14: NOTES General: Light Enclave: Yavin IV (-5575, 4905) Dark Enclave: Yavin IV (5079, 305) If you clone at a Force Shrine you will incurr 100 wounds to each primary bar (Health/Action/Mind) and 100 battle fatigue. The Jedi TEF system is gone. You will no longer receive a TEF for using your lightsaber or force powers. However, if you choose to join the Rebellion or Empire you can still receive factional TEF's the same way other players can. To start the Knight Trials you must kneel in front of your Force Shrine (on the planet you were told to go to), click on the urn, and select "Meditate" from the radial menu. You can see the PvP Rank of yourself or another player by using "/showPvPRank". It seems that this value determines how much Rank XP you can receive from an individual for DB'ing them. To see the current ranks of the FRS Jedi on your side (once becoming a Knight) you can use "/showCouncilRank". On TC you could use /restartConversion to go back to the initial point when you converted and re-pick your skills (all progress since then will be lost tho). Unknown if this will be actived on Live. Reportedly, the "Jedi Master" title is gained by reaching rank 8 (Arbiter/Oppressor) in the FRS. Force Rank experience can only be gained by killing other opposing side Jedi. Normal players will yield 0 FR XP (but you still lose FR XP if killed by them). The only exception to this is Master Bounty Hunters, FR XP can be gained by killing them as well. Jedi can now use Holocrons to completely refill their Force power! They can be used in or out of battle and Light or Sith Holocrons can both be used (despite allegiance). Once used, the Holocron will disappear from your inventory and you can’t use another one for 23 hours (the next day). The list used to track Jedi and Bounty Hunters killed to gain Force Rank XP has now been improved and will no longer reset after logging out. If Force Rank XP was gained from killing a Jedi or Bounty Hunter, then that same individual will not grant more XP if killed again until they have been removed from the list. Individuals are removed from the list by either “bumping” them off it from killing a number of other Jedi/BH’s or the list will expire after 3 days of not killing any other Jedi/BH’s. Re-rolling: The second slot (non-Jedi character) is tied to your slot with the Jedi character. As long as you have a slot with a Jedi character the other slot can be re-rolled (delete the character and create a new one) as many times as you want. However, you can never re-roll your Jedi character though, that is unless you make the character on your other slot also a Jedi as well, at which point your could re-roll your first Jedi character (but it would not be re-rolled as a Jedi). If you need further clarifications on this please feel free to PM me.
Formulas: Force Regen Time = (max / (regen / 10 sec)) / 60 sec/min Force Meditate Regen Time = regen x 3 (or force regen time / 3) As your regen rating gets higher your ticks get faster. The amount regen'd per tick is always about 5-6 force. The formula to figure out the regen tick time is: Jedi Attack Modifier = 1.5 Base Attack Speed = ((100 - speed mod) / 100) x weapon speed Special Attack Speed = base attack speed x special move speed FRS Maintenance Cost = rank x 100 Force Armor 1 Force Cost = 0.5 x damage absorbed Force Armor 2 Force Cost = 0.3 x damage absorbed
Jedi Abilities: In order to get the +10 regen bonus from Jedi Robes you must have the robe equipped and a lightsaber equipped. Jedi Toughness does not work against Lightsabers. Reportedly (from the devs), Jedi Toughness effectiveness is reduced when combined with Lightsaber Toughness. However, effectiveness should be the following when combined:
55 LS Tough + 0 Jedi Tough = 55.00% reduction Force Armor and Shield will drain force for every hit you take while they are activated based on how much damage they absorb. You must use "Peace" after using Animal Calm for it to work. Animal Attack is an awesome ability. You can use it to turn any creature against your current combat target (the one you're actively engaged with), even if that creature is currently attacking you! Also, it can be used on as many creatures at a time as you want. For example, I was able to use this to get an entire herd of Brackasets to attack their own lair, it was hillarious! The possibilities for this ability are only limited by your own deviousness... Jedi Mind Trick does not remove a PCD (Pet Control Device) from the owner's inventory, it just causes the targeted 'pet' to turn back into its 'wild version', attacking anybody nearby if it's aggressive. Note that it doesn't have any affect on droids or an AT-ST. Avoid Incapacitation lasts for 30 seconds from use and makes it so that you can not be incapped while it lasts. It can be stacked and can also be used while KD/Dizzied. Regain Consciousness allows you to self-rez after being DB’d. However, you suffer from one minute of grogginess afterwards (no actions can be taken) and your force regen will be halved for 30 minutes. You lose 50K Jedi XP when using this move (plus the appropriate FR XP loss), but it still beats -200K XP. Unknown how long after death that it can be effectively used, I've waited 6 full minutes and still have been able to use it. Force Intimidate and Force Knockdown are considered Force Power attacks and not as state-inducing attacks. Their accuracy modifiers are only compared against the target’s Force Defenses. Defense Versus and Jedi State Defenses are not factored in, if the attack hits then the state is automatically applied. Damage output is greatly reduced for Jedi when using Force Run 2 and 3 (but not from Force Run 1). Total Heal Other and Heal States Other can be used to ‘remove’ Feign Death from a target, cancelling it out.
Crystal/Pearl Stats: Quality Types: Poor, Fair, Good, Quality, Select, Premium, Flawless Condition can range from 700-1400 Top-end Min/Max Damage is +50 Top-end Speed is -0.6 Top-end Force Cost is -9 Top-end HAM Cost is -9 Crystal Colors: Red, Dark Red, Light Green, Dark Green, Blue, Dark Blue, Yellow, Dark Yellow, Light Purple, Dark Purple, Orange, Brown
Qualifying for Jedi Knight: You must have at least two level 4 boxes in Jedi skills (so 2/2/2/2 across the Jedi skills won't allow you to "quickly" enter the FRS). You must spend a certain amount of skill points on Jedi skills. Current reports from those that have qualified indicates that you must have at least 230 points spent on Jedi skills (includes FS skills). Note that as long as you meet this requirement you can spend the remaining 20 skill points on whatever other skills you want, even regular skills (such as Novice Brawler). The purpose of the having these 20 skill points open is to allow you to modify your template after entering the FRS, if you so desire. You cannot fall below Rank 0 or get "kicked out" of the FRS. If you want to switch sides after joining the FRS or while doing the Knight Trials you must drop out of the FRS and start the Knight Trials again. If you decide to leave the FRS you will retain the Knight title, but obviously lose the additional skill mods and the ability to wear the Knight robes. Note that if you decide you want to enter the FRS again you must redo the entire Knight Trials. To leave the FRS you must drop all of your Force Ranking boxes in the skill sheet.
Faction: Padawan are considered Neutral by default now. However, they can choose to join either faction and function exactly the same as a regular player factional member (including the use of faction pets). Jedi that complete the Knight Trials will be permently overt, Light Jedi Knights will be Rebels and Dark Jedi Knights will be Imperials. This choice is made while doing the trials.
Visibility: You gain visibility by equipping a lightsaber, initiating combat with a lightsaber, and using any Jedi-related skills that consume Force power within range of other players or NPC's. You will gain a little at a time for using it in front of a few people. Do it in front of a lot of people (like in a starport) and you will almost immediately appear on the BH Terminals. The range for visibility is 32 meters. Performing any of the above acts in front of PC/NPC’s within that range will increase your visibility. It is unknown if you gain visibility for just having a lightsaber or robe equipped. It is also unknown if you gain visibility only upon using a force power or if having a latent Force power active in front of others (such as Force Run or Force Armor) will gain you visibility as well. It is rumoured that only NPC's that you can loot credits off of will count towards gaining visibility (but they all seem to drop credits now after publish 10.2). The increase to a Jedi's Visibility Value (JVV) is determined as follows:
Bounty Hunter Missions: Once you have gained enough visibility you will appear on the Bounty Hunter Terminals, where any number of BH's can pick up the mission and try to hunt you down to kill you. Bounty Hunters with a mission will gain a BH TEF that allows them (and anyone in their group if you attack back) to freely attack the Jedi that they have a mission for. If the BH kills you he will complete the mission and receive the reward. Your Visibility should be reset after this. If you kill the BH, then him and any other BH’s will fail the mission and lose the BH TEF on you. However, your Visibility will still remain the same though. Jedi must deathblow BH’s in order to make them fail their mission. There are currently many problems with BH Jedi Missions, such as everyone in a BH's group getting a TEF on a Jedi, the BH TEF not clearing after killing the Jedi, triple incapping a Jedi to avoid losing the BH TEF, and so on... Death Penalty: Upon death Jedi now suffer Jedi XP loss. If you clone you will lose an amount of Jedi XP based on your skill level:
If you use Regain Consciousness you will lose -50,000 Jedi XP (but not the -200K). If you get rez'd by a doc you do not lose any Jedi XP (unless DB'd by a BH of course). The cap for negative XP is -10 million and it will not 'decay', so be careful! The death penalty from Bounty Hunter missions changed in Publish 10.3, it is now calculated as follows: Jedi do not suffer a death penalty from dying in space (except in the case of Multiplayer Ships as passengers).
Alternatives to Jedi Robes: Aakuan Loot: Rings (+5 ranged defense, can wear two), Belt (+10 disease resistance), Robe (+10 posion reistance), and Shirt (+10 bleed resistance). BE-enhanced Tailor Clothing: There are two types of BE-enhances that are useful for Jedi, +bleeding defense and +stun/melee defense. You can get these built into various Tailor-made clothing, just remember that the maximum cumulative bonus you can get from each bonus type is +25. In addition to Robes, Jedi can also wear Belts, Gloves, and some types of Headwear. Skill Enhancing Attachments (SEA's): Of course Jedi Robes don't have slots, but you can get gloves, headwear, and belts with them so you can add SEA's that would be useful to Jedi in these (see next sub-section).
Skill Enhancing Attachments: SEA's that are useable by Jedi:
Remember that the maximum bonus allowable from SEA's and BE clothing is +25, any combined amount over that will be ignored. Also note that Resistances SEA's (eg. Posion Resistance) do not stack on top of other resistances, such as the Force Resists or the Doctor Resistance buffs. Same thing for Defense versus SEA's (eg. Defense vs. Dizzy), they are separate checks from Jedi State Defenses and Force Resist States. In my opinion, Terrain Negotiation is the most valuable SEA for Jedi, since we have none innately. Melee Defense and then Ranged Defense are useful as well.
Lightsaber Sample Stats: Lightsaber 4th gen stats (damage fully experimented, 10pts.):
Lightsaber 3rd gen stats (damage fully experimented, 7pts.):
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