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TOR Leaked Info : SWTOR Discussions

Posted: September 15th, 2011, 5:02 am
 
anthony87

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So i was looking around and i didnt see any beta info leaked.

So a Guildie posted this info on the forums so i decided to post it here.

Not my own, but brought here by me for your convenience.


Itemization and Crafting

Basic stuff:

All characters in TOR use one primary stat of Aim, Cunning, Strength or Willpower.

* All primary stats give 1% crit for every 140 (at level 50)
* Aim gives 0.2 ranged damage
* Strength gives 0.2 melee damage
* Cunning gives 0.2 tech damage
* Will power gives 0.2 force damage

Endurance gives 10 HP per point.
Your primary stat will always give either [Ranged + Tech] or [Melee + Force], so a Trooper will get a tech bonus from Cunning, and a Smuggler will get a ranged damage bonus from Aim in addition to the bonuses they already get from their primary stat. This causes Smugglers to do more damage with Weapon attacks, and Troopers will do more damage with Tech attacks (see: explosives) assuming both had the same base value and scaling. Strength and Willpower give both of them nothing but crit.
Secondary stats are:

* Presence - boots companion health, damage and healing
* Power - adds melee, force and tech damage
* Force/Tech Power - Found on weapons, works like Power but does not provide melee/ranged damage
* Accuracy - Gives +hit and gives armor/spell pen over 100%
* 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 (deflect is just ranged parry)
* Shield - increases chance to be shielded on attack
* Absorption - increases the % of damage shaved off shielded attacks
* Alacrity - Cast/channel Haste
* Expertise - PvP stat. Increases damage and healing done, reduces damage taken.

Basic Equipment Information:

All character have 9 armor slots, 3 relic slots, 1 mainhand and 1 offhand slot.
9 slots are: Head, Chest, Hands, Waist, Legs, Feet, Wrists, Ear and Implant
Mainhands Weapons: Lightsabers (single and double), vibroswords and knives, blaster pistols and rifles, sniper rifles, assault cannons, scatterguns (shotguns), and electrostaves. Gauntlets and Training swords are also listed as being in the game, but are insignificant past level 6, or not in the game as far as I can tell.
Offhands: Focus, shields, generators, lightsabers and blaster pistols.
Relics: Relics are poorly implemented currently, but they are just stat-sticks you make by combining matrix shards (which come from Datacrons.) Matrix Shards come in 4 colors, Red, Green, Yellow and Blue. Tri-color combinations (RGB, RGY, BYR and BYG) require level 15 and give a primary state and endurance (stat depends on the combo.) Double-color relics (YYR, BBG, etc.) give more stats, require level 24, and have a secondary stat. Single-color relics (RRR, BBB, etc.) always give your classes primary stat, have 2 secondary stats, and require level 50.
It should be noted, it is currently impossible to make some of the single-color relics as the matrix shards are not implemented correctly. The only 2 you can legitimately make to my knowledge are YYY, and possibly RRR.
Most gear is itemized currently so item types have correct core stats (i.e., no +WILL Heavy Armor.) There are a few exceptions that will be fixed (+CUN Assault Cannons, for example.)
Companions:
They share the core-stat system and all wear armor of a certain type. They do not have relic slots, but have every other slot.
Droid companions have different gear, but share the same gist to itemization. They have a Sensor Unit (Helm), 2 Cores (Chest/Pants), 2 Motors (Gloves/Feet), and 2 Parts (belt/bracers) and they all use +AIM as a stat. They still use Ear and Implant slots, sport regular Blaster-type weapons (pistols or rifles), and use normal off-hands (sheilds or generators.)
How Mods Work:

It should be first stated that not all items have mod slots and cannot be upgraded in any way.
The mod system is like socketting gems in WoW, but they give more stats and generally drop into items that, on their own, have absolutely no stats; not even armor. Armor values are determined by the type of armor (light/med/heavy), and the armor rating stat listed on mods. Damage is the same thing, but with damage modifiers and weapon types (assault cannons do more than blasters, for example.) Your level 10 armor can be your level 50 armor if you can mod it enough to keep it relevant.
Almost all mods have variable quality (not rarity.) They will have minor variations in their name, and will provide different statistical bonuses even though they will have the same level requirements and rarity.
Example: Patron MZ-40y Power Cell.
Patron is a prefix that always gives +CUN +END. y can be a number between 1 and 4 and is the indicator of quality, 4 being the best (having the highest stats.) The range from 1-4 can be fairly significant. This will drive min/maxers completely insane as you cannot craft them (currently.)
Patron MZ-401 might be [+10cun +8end] and Patron MZ-404 might be [+13cun +10end]. You have 21 mod slots that can have this variable quality "feature", which can result in the difference of hundreds of stat points on high level mods.
Modulators:
Modulators are the only common mod shared between weapons and armor pieces. Modulator slots are found on critical crafted items, and are effectively a "free" slot. Crafted items with static stats can have modulator slots. Modulators are obtained through Underworld Trading crew missions and can have any stat, making critical crafted epics potentially the best items in the game unless high-level epic items spawn with more mod slots or static stats (both of which are expected.)
Armor:
The 6 types of Armor mods: Harness, Underlay, Overlay, Support, Circuitry, and Modulators.
Items are composed of: Harness or Underlay + 1-2 of Overlay/Support/Circuitry + Modulator (crit craft only)
Harnesses (head/leg/chest) and Underlays (everything else) always have armor rating and core stats, and no items have both Harness and Underlay slots. Overlays have core stats, support/circuitry do not.
Optimal armor items are always Harness/Underlay + Overlay (+ Support/Circuitry if 3 mods.) It is actually not worth upgrading if you lose an overlay slot because of how much better core stats are than secondary stats.
Weapons:
Weapons have the potential, unlike armor, to have 5 mod slots and have more mod types.

* Ranged: Barrel + Power Cell + (Trigger or Scope) + Color Crystal + Modulator (crit craft only)
* Melee: Power Crystal + Hilt + (Focus Lens or Matrix Emitter) + Color Crystal1 + Modulator (crit craft2 only.)

1 - Vibro weapons do not have color crystals. 2 - you cannot currently craft full lightsabers.
Barrels and Power Crystals control damage rating, Power Cells and Hilts have core stats while Triggers, Scopes, Lenses and Emitters do not. Color Crystals can have core stats (but usually just have endurance), so using vibro weapons is inadvisable.

Crafting Basics:

The general crafting system in TOR is nearly identical to WoW, except to make items you simply open a menu and send a companion to do it instead of running to the required apparatus and crafting it yourself. This is actually really convenient, especially since some crafted items take upwards of 20 minutes to craft, and your idle companions aren't doing anything anyway. You can generally send all but 1 companion to craft, or on missions, but it's based on your level, not how many companions you actually have. This means you can only send 4 at level 49 even though you'll have 6 companions, whereas you can send 5/6 at level 50.
All companions, except for the ship droid who's sole purpose is a profession bot, have bonuses to 2 professions. +Efficiency reduces the time it takes to complete missions by a percentage and +Critical increases the likelihood of getting a critical craft or acquiring epic gems, metals, fabrics, and polymers from mission-based professions. All bonuses cap out around 5-10, and some are lower (+critical to missions are +2 while crafting is +5, because missions have a 20% crit chance already, and crafting is 5% base.)
Critical crafts do 3 things:

* Armor/Weapons: Adds a modulator slot
* Mods: Makes 2
* Missions: Gives epic quality crafting materials

Reverse Engineering:

RE is TOR's version of disenchanting. You are only able to RE items similar to ones you can craft, and the item's overall quality determines what kind of goodies you get from it (you always get crafting materials.) Generally speaking, you should never RE anything you cannot craft as it is unprofitable.
You currently cannot RE mods. I don't know if you ever will be able to, but I feel it has to be added in order make crafting viable endgame.
The main reason RE exists is to learn how to make better craftable items. When you RE an item that you can craft (which you learn off of trainers or schematics) there is a chance you will learn to make a better version of the same item, both in rarity and power. This is done through a prefix system, that will determine a static property being added to whatever item you RE'd.
Lets say you RE'd a Space Blaster (uncommon) and learned how to make a Commander's Space Blaster (rare).
"Commander" is a prefix (like WoW's "of the _____" suffixes) that adds +Presence to the item. If you don't like the prefix you got, you just RE more Space Blasters until you get something you do want, like "Overloaded" (+power) or "Critical" (+crit rating). I do not have a full list of these, but as far as I can tell, you cannot get a prefix from crafting that gives core stats.
Now that you can make Commander's Space Blaster, you can now RE that to learn an epic version. This epic version will retain the prefix of the first, but since it's an epic, will have increased stats by having better base mods.
To summarize:

* Step 1: Uncommon version. Learned from trainers.
* Step 2: Rare version. Has improved stats in addition to a prefix for more stats.
* Step 3: Epic version. Has improved stats in addition to the rare prefix. They will also add another prefix "Advanced".

You can also crit all of these crafts which will add a Modulator slot (as mentioned earlier.) Critical crafts also have a higher probability, when RE'd, of learning better patterns. Unless you fill the Modulator slot, critical crafts do nothing on their own.
Critting an epic craft leads to an obnoxiously long item name, such as: [Exceptional Advanced Commander's Space Blaster]
Specific Crafting Information:

All players can have 1 Production, and 2 other crew skills.
Sending your companions on missions is expensive and time consuming, but the only way to actually level the mission-based professions. You can level a tradeskill from 1-400 without using any mission professions as they only exist to facilitate the crafting of rare and epic items. All Mission professions provide companion gifts, and have 1 other unique feature to them in addition to resource gathering.
Production:

* Force user crew skills: Artifice and Synthweaving - Lightsabers, offhands, STR and WILL armor of all types.
* Non-Force user skills: Armormech and Armstech - Ranged weapons, AIM and CUN medium and heavy armor.
* Good for both: Biochem and Cybertech - Consumables, implant and ear slot items, droid parts.

Gathering:
World nodes are the main way of leveling these, but they do have missions which are useful for getting rarer components such as artifact fragments or color crystals for Archaeology. Droid parts are also quite rare from gathering for Slicing.

* Archaeology - Synthweaving and Artifice
* Slicing - Cybertech, makes tons of money and gets lots of free items (always take this until 50.)
* Scavenging - Armstech and Armormech
* Bioanalysis - Biochem

Missions:


* Treasure Hunting - Gemstones are used to make Weapons and typeless gear (Armstech, Artifice*, Cybertech)
* Diplomacy - Fabrics make "Light" armor (Artifice, Synthweaving)
* Investigation - Research Compounds make "Medium" armor (Synthweaving, Artifice, Armormech)
* Underworld Trading - Metals make "Heavy" armor (Armormech, Artifice, Synthweaving) Chemicals currently unused, but are for Biochem. Only source of Modulators

* - you cannot currently make full lightsabers, but this should be changed before launch.
All the professions are in a bit of a weird unfinished state right now and needs some TLC before launch, but the overall premise to them is good. Artifice makes a lot of armor items it probably shouldn't, and Cybertech doesn't make items it probably should (vibroswords/knives and electrostaves.) Slicing is basically a money fountain. All of these things would be reasonably simple to improve before launch




Tanks abilities List


Sith Warrior
Dark Blood - Increases Elemental and Internal damage reduction by 4%.
Consuming Howl - Force Scream has a 50% chance to heal you for 3% of your total health when used.
Endure Pain - Linked from Tier 3 Backhand. Temporarily increases your maximum health by 30% for (X) seconds. When the effect ends, the health is lost.
Guard Stance - Increases your melee and ranged defense by 2% while in Soresu Form.
Invincible - Reduces the damage the Warrior suffers from all sources by 60% for 9 seconds.
Saber Ward - Increases parry and deflect chance by 50% for 12 seconds.
Soresu Form - While in Soresu Form, the Warrior gains 1 Rage when attacked by an enemy, plus 1 Rage every 3 seconds. It also significantly increases his chance to glance incoming attacks, reducing the damage they inflict, but reduces the Rage granted by all of his Assault abilities by 1.

Sith Inquisitor
Mark of Power - Increases the target's Strength, Aim, Willpower, Cunning and Presence by 5% and internal and elemental damage reduction by 10% for 30 minutes. If the target is a party member, all other party members are also affected.
Sacrifice - Sacrifice your companion for instant health to 75% of your total health.
Backlash - Surrounds the caster in a lightning shield, increasing resistance to damage by 25% for 15s. In addition, once per second, the shield shocks melee attackers dealing low energy damage.
Deflection - Increase the chance of deflecting blaster bolts by 70% for 15s.

Sith Warrior:

Backhand (0/1) Linked to Tier 5. Bashes the target for (X) kinetic damage, stunning it for 4 seconds. This ability generates a high amount of threat.
Self evident, threat bonus so unskippable for a tank. Sort of a WoW's shield slam

Barricade (0/3) Reduces the cooldown of Saber Ward by 10 seconds.
Lowers the cooldown of 1 defensive ability

Thrown Gauntlet (0/2) Reduces the cooldown of Threatening Scream by 15 seconds and Challenge by 5 seconds.
Reduce the cooldown of some ability that looks like taunts to me, therefore should be useful

Shield Specialization (0/2) Increases shield chance by 4%.
Self evident, should be linked to shiel generators

Improved Sundering Assault (0/2) Sundering Assault has a 50% chance to apply one additional stack of Sunder Armor.
Could be useful for threat generation

Unstoppable (0/2) Force Chage has a 50% chance to grant Unstoppable, reducing all damage taken by 20% and granting immunity to physics and movement impairing effects for 4 seconds.
Could be a good pull-ability, jump at target and reduce incoming damage. to start building threat ASAP

Payback (0/2) Unleash has a 50% chance to heal you for 10% of your maximum life.
Self evident, could be useful




Known list of Companions
Trooper:

(1) Aric Jorgan -Ord Mantell

-Ranged, Sniper Rifle
-Heavy Armor
-DPS Companion
-Starting Kit: Concussion Round
-Gifts: Ammunition Belt, Survival Gear, Padded Weapon Case


(2) Elara Dorne -Taris

-Ranged, Blaster Pistol
-Heavy Armor
-Healing Companion
-Starting Kit: Medpack
-Gifts: Republic & Imperial History Holo, Hutt Data Library, Republic & Imperial Banners


(3) M1-4X -Nar Shaddaa

-Ranged, Blaster Rifle
-Heavy Armor/Droid Parts
-Tank Companion
-Starting Kit: Flamethrower
-Gifts: ??


(4) Melee Tank, Heavy Armor, Tanno Vic, Balmora
Notes: Rifle, Suppression, Grenade

(5) Melee Dps Medium Armor, Bug Dude, Hoth


Bounty Hunter:

(1) Ranged Healer, Medium Armor, Mako, Hutta
Notes: Blasters

(2) Ranged DPS, Medium Armor, Gault, Tattooine
Notes: Riffle

(3) Melee Tank, Heavy Armor, Torian Caldera, Taris
Notes: Mandalorian, Ground Slam Kit Default, AOE flame swipe taunt special.

(4) Ranged Tank, Heavy Armor, Blizz, Hoth
Notes: Suppressive Fire Special (Taunt), Default kit ???, Jawa


Imperial Agent

(1) Ranged DPS, Medium Armor, Kaliyo D'jannis, Hutta
Notes: Dual Wield Pistols, Grenade Kit Default

(2) Melee Tank, Medium Armor, Vector Hyllis, Alderaan
Notes: Vibrostaff, AOE Swipe Taunt special, Gound Slam Kit Default

(3) Doctor Lokin-??? (bugged) Taris

(4) Ranged Healer, Medium Armor, Ensign Temple, Quesh
Notes: Pistol and Shield Generator, Med Pack Kit


Smuggler:

(1) Ranged Tank, Heavy Armor, Corso Riggs, Ord Mantell
Notes: Uses Blaster Pistols and Blaster Rifles, has a Taunt ability

(2) Melee Tank, Heavy Armor, Bowdaar, Nar Shaddaa
Notes: Wookie, uses vibroswords/blades/whatever

(3) Ranged DPS, Heavy Armor, Akavi Spaar, Balmorra (Republic Side)
Notes: Mandalorian, has a Flamethrower move

(4) Healer, Medium Armor, Guss Tuno,-Hoth
Notes: Mon Cal, uses blasters


Sith Inquisitor:

(1) Melee Tank, Khem Val, Korriban
Notes: Da Shade(Force Eater)

(2) Ranged DPS, Medium Armor, Andronikus Revel, Tatooine

(3) Mele DPS, Unknown, Unknown, Taris
Notes: Dual Light Saber

(4) Ranged Healer, Unknown, Unknown, Hoth


Jedi Consular:

(1) Qyzen-Fess, male Trandoshan, Melee Tank, Heavy Armor, on Typhon
Notes: Toggleable taunt-mode "lightning whip", Electrostaff or Vibrosword
+5 BioChem, +15 Archaeology

(2) Theran Cedrex, male Human, Ranged Healer/Techie, Medium Armor, on Nar Shaddaa
Note: Pistol, toggleable healing mode
+10 Cybertech, +10 Slicing

(3) Zenith, Twilek male, Ranged tank heavy armor, sniper rifle, aoe ammo kit.
Awarded toward end of Balmorra class missions.

(4) Lt Iresso, Human male, Ranged tank, blaster rifle, taunt ranged skill.
Awarded at the end of Hoth class storyline.


Jedi Knight:

(1) Ranged Tank, Heavy Armor, T7-01, Typhon
Notes: Astromech Droid, Blaster Rifle, Grenade (AOE damage), Suppression

(2) Melee DPS, Light Armor, Kira, Courscant
Notes: Dual lightsaber, AOE sweep ability, AOE with a brief stun to surrounding enemy

(3) Ranged healer, Unknown, Doc, Balmora
Notes: Pistol, Special skill is healing

(5) Ranged Tank, Heavy Armor, Unkown, Hoth
Notes: Twilek, sniper rifle


Sith Warrior:

(1) Ranged DPS, med Armor, Twilek female, Korriban
Notes: Dual Pistols

(2) Ranged Healer, Malavi Quinn, Balmora

(3) Mele DPS, Light Armor, Unknown, Hutta

(4) Ranged Tank, Heavy armor, Unknown, Taris

(5) Melee Tank, Heavy Armor, Unknown, Hoth



Sith Warrior Companions:
• Vette – Twi’lek – DPS, Crowd Control

Sith Inquisitors Companions:
• Kim Vaal – Dashade – Tank
• Xalek – Kaleesh – DPS

Imperial Agent Companions
• Kaliyo Djannis – Rattataki – DPS/Assassin

Bounty Hunter Companions
• Mako – Human – Support
• Skadge – Houk – Tank?
• 2V-R8 – Droid – Healer?
• PO-12 – Droid – ?



Jedi Knight Companions:
T7-01 – Droid – Surveillance, Cartography, Data Slicing

Jedi Consular Companions:
Quezen Fess – Trandoshan – Melee DPS

Smuggler Companions:
Bowdaar – Wookiee – DPSTank
Corso Riggs – ? – ?

Trooper Companions:
M1-4X – Assult Droid – Melee DPS
Tanno Vik – Weequay – DPS







Assassins/Shadows and Operatives/Scoundrels have a stealth just like you would expect: no duration, drops if you perform certain actions, cannot be used in combat. They do not, however, have any Vanish-like ability, so once they are revealed in combat, they must leave combat to stealth again. Operatives/Scoundrels also have an ability that can put them and the rest of their party in stealth for 15s, as long as the rest of the party stays close (probably 10-15m).

Some specs improve stealth more than others (e.g. the Assassin/Shadow has the Deception/Infilitration ability which has some stealth buffs), but all specs within the AC can use it.

Now, for the major differences between other games. People in stealth are a lot easier to spot, especially if they are in front of you. This goes for PvE and PvP, making it less useful unless you play very carefully. There is also no way in SW:TOR PvP to stunlock and burn an enemy down in a very short amount of time, so you can't crush an enemy out from stealth nearly as easily. Stealth allows you to choose the timing and location of the fight, but doesn't let you dominate it.

Everything I've read from beta testers so far indicates that stealth in PvP is not very powerful at all, and quite vastly underpowered.









Hopefully this earns me some cash :mrgreen: lol


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Posted: September 15th, 2011, 1:02 pm
 
cuervogold

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edit, I see this is a review by a tester but it really doesn't offer much in the way of exploits.

Probably move this discussionon.

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Posted: September 15th, 2011, 1:02 pm
 
cuervogold

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double post.

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Posted: September 15th, 2011, 11:52 pm
 
vinnyboy32

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Check out Betacake.net. Once in awhile they'll post something good. They were a lot better before they changed sites though.

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Posted: September 16th, 2011, 3:02 am
 
cuervogold

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This info is on the UC website, which is public.

http://www.ucguild.com/forum/portal.php

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