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		<updated>2026-04-05T11:54:44Z</updated>
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	<entry>
		<id>https://wiki.swganh.org/index.php?title=Intimidate1Context_Source1&amp;diff=11710&amp;oldid=prev</id>
		<title>Ready: New page: http://www.theamazonbasin.com/swg/index.php?content=template  &lt;pre&gt;  Building a Template  A brief look at the reality of game mechanics in SWG as of Patch 7, 4/21/04.  Character builds are...</title>
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				<updated>2007-08-22T08:17:01Z</updated>
		
		<summary type="html">&lt;p&gt;New page: http://www.theamazonbasin.com/swg/index.php?content=template  &amp;lt;pre&amp;gt;  Building a Template  A brief look at the reality of game mechanics in SWG as of Patch 7, 4/21/04.  Character builds are...&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;http://www.theamazonbasin.com/swg/index.php?content=template&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Building a Template&lt;br /&gt;
&lt;br /&gt;
A brief look at the reality of game mechanics in SWG as of Patch 7, 4/21/04.&lt;br /&gt;
&lt;br /&gt;
Character builds are unique and diverse in SWG. Almost no two &lt;br /&gt;
characters have the same exact set of skills and if they do give it a &lt;br /&gt;
week. People shape their characters in a number of different ways. &lt;br /&gt;
Roleplayers typically build a character around a profession and an &lt;br /&gt;
identity they want to portray. Dabblers typically build characters for skills&lt;br /&gt;
 they want to experiment with or those they want to for convenience or &lt;br /&gt;
preference. Min/Maxers typically build a character to maximize certain &lt;br /&gt;
skills and minimize skill point waste to optimize their character for a &lt;br /&gt;
certain purpose. Then lastly we have the Hologrinders that are just &lt;br /&gt;
chasing little cubes in hopes of becoming a Jedi (Sorry, had to poke fun &lt;br /&gt;
there). While I have stereo-typed players, in truth most of us are a mix &lt;br /&gt;
of all of these stereotypes to a certain degree. What I am concentrating&lt;br /&gt;
in this post is Min/Maxing and understanding game mechanics and skills. &lt;br /&gt;
This is combat oriented.&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Skills, Mechanics and Definitions&lt;br /&gt;
&lt;br /&gt;
Defenses&lt;br /&gt;
There are 3 types of defenses in SWG. Primary, Secondary and State defenses.&lt;br /&gt;
&lt;br /&gt;
Primary Defenses&lt;br /&gt;
Melee and Ranged Defenses are primary defenses. These defenses work regardless&lt;br /&gt;
 of what weapon a character is wielding. These defenses are rolled against &lt;br /&gt;
accuracy to see if an attack is successful. Currently these defenses are &lt;br /&gt;
capped at 125. Only Chef food, Squad Leader and City bonuses can take these &lt;br /&gt;
over the 125 cap.&lt;br /&gt;
&lt;br /&gt;
Secondary Defenses&lt;br /&gt;
Dodge, Counter Attack and Block are secondary defenses. These defenses are &lt;br /&gt;
weapon dependant. Pistols and 1-handed melee weapons use dodge. Carbines &lt;br /&gt;
and 2-handed melee weapons use counter attack. Rifles and Polearms use &lt;br /&gt;
Block. These defenses come into play if and only if the proper weapon is &lt;br /&gt;
equipped and a hit is successful against the primary defenses. These &lt;br /&gt;
defenses do not block scatter hits, unarmed combos, bleeds or DOTs. &lt;br /&gt;
Currently these defenses are capped at 125. Only Center of Being and &lt;br /&gt;
Chef food bonuses can take these over the 125 cap.&lt;br /&gt;
&lt;br /&gt;
Center of Being is a brawler skill that boosts secondary defenses. The &lt;br /&gt;
bonus is directly added to the secondary defense. CoB is also weapon &lt;br /&gt;
dependant, meaning that if CoB is active for 2-handed Melee, it must &lt;br /&gt;
be reapplied if you switch to a 1-handed Melee weapon.&lt;br /&gt;
&lt;br /&gt;
Defense Accuity is a Teras Kasi skill. Defense Accuity has a random &lt;br /&gt;
chance to either Block, Dodge or Counterattack. While many complain &lt;br /&gt;
that this skill is not working, my own testing shows that it does &lt;br /&gt;
indeed work, is affected by CoB, but has a lower chance of working due&lt;br /&gt;
 to comparably lower value to the other secondary defenses.&lt;br /&gt;
&lt;br /&gt;
State Defenses&lt;br /&gt;
Defense vs. xxx are state defenses. State defenses are a roll against &lt;br /&gt;
accuracy to see if a state is applied. Each state skill then has an &lt;br /&gt;
inherent chance to succeed upon a successful roll. Currently all these &lt;br /&gt;
defenses stack across professions, but have a 95% cap. In other words, &lt;br /&gt;
no matter how high your state defenses there is always a 5% chance that &lt;br /&gt;
a succesful 'state hit' will be applied. When a successful 'state hit' &lt;br /&gt;
is applied, there is then a percent chance based on the skill for it to work.&lt;br /&gt;
&lt;br /&gt;
Defense vs. Knockdown - This defense is currently working. 70+ in this &lt;br /&gt;
skill is recommended for a noticeable difference. Thakitillo Chef food &lt;br /&gt;
provides 80% defense for 10 minutes (Highly recommended for those lacking this defense.)&lt;br /&gt;
&lt;br /&gt;
Defense vs. Posture Down - This defense is currently working. It is more &lt;br /&gt;
difficult to achieve high defense in this skill. No Chef food exsists.&lt;br /&gt;
&lt;br /&gt;
Defense vs. Dizzy - This defense is currently working. Dizzy is what &lt;br /&gt;
makes Knock Down and Posture Down so dangerous. Any attempt to change &lt;br /&gt;
posture, even if you are currently in that posture (i.e. hitting stand &lt;br /&gt;
while standing) results in a chance for a person to fall down.&lt;br /&gt;
&lt;br /&gt;
Defense vs. Blind - This defense is currently working. Blind significantly &lt;br /&gt;
lowers an attackers accuracy. It is estimated at applying -50 accuracy.&lt;br /&gt;
&lt;br /&gt;
Defense vs. Stun - This defense is currently working. Stun halves the&lt;br /&gt;
 attacker's damage and also lowers primary defenses by -50 defense.&lt;br /&gt;
&lt;br /&gt;
Defense vs. Intimidate - This defense is currently NOT working. Even at &lt;br /&gt;
90+ defense a novice brawler with no bonuses will land intimidate 50% &lt;br /&gt;
of the time. Intimidate halves the attacker's damage, lowers state &lt;br /&gt;
defenses and negates all secondary defenses.&lt;br /&gt;
&lt;br /&gt;
My experience has shown that certain state defenses matter more than &lt;br /&gt;
others and that certain states are harder to defend against than &lt;br /&gt;
others. It is also important to note that because accuracy plays a &lt;br /&gt;
role in determining the success of a defense it is much better to &lt;br /&gt;
have 100 in one defense than 50 in two defenses. A player with 75 &lt;br /&gt;
melee, ranged and secondary defenses will be hit significantly more&lt;br /&gt;
 than a person with 0 melee and ranged defense but 125 secondary &lt;br /&gt;
defense. A person with 50 def vs. knockdown and 50 def vs. dizzy &lt;br /&gt;
will be much easier to apply kd/dizzy to than a person with 0 &lt;br /&gt;
defense vs. knockdown and 100 defense vs. dizzy. Min/Maxing of &lt;br /&gt;
skills is just that. Maxing what skills you choose to and minimizing&lt;br /&gt;
 wasted skill points.&lt;br /&gt;
&lt;br /&gt;
Accuracy&lt;br /&gt;
Accuracy is very simple. The higher your accuracy the better chance&lt;br /&gt;
 you have to hit something and applying a desired effect/state. &lt;br /&gt;
Accuracy should be maxed if possible, especially against targets &lt;br /&gt;
with high defense. It is important to understand that your posture,&lt;br /&gt;
 the target's posture, the target's defenses, intimidate on the &lt;br /&gt;
target, stun on the target, blind state on the attacker, aim, &lt;br /&gt;
range modifiers on the weapon and rate of movement of both you &lt;br /&gt;
and the target severly affect accuracy. Use all these to your &lt;br /&gt;
advantage whether you are the attacker or the defender.&lt;br /&gt;
&lt;br /&gt;
Speed&lt;br /&gt;
Speed works on an exponential scale in SWG. It is a continous curve &lt;br /&gt;
that is near constant at lower speed and then rises sharply as speed &lt;br /&gt;
approaches 100. Speed is capped at 1 second in SWG. Any attacks that &lt;br /&gt;
appear faster are due to lag. Due to SWG's speed formula any weapon &lt;br /&gt;
can be used at 1 attack per second at 100 speed. Due to inherent &lt;br /&gt;
weapon speed and special attack delay modifiers, all weapon have a &lt;br /&gt;
different cap which is below 100. What is most important to note is &lt;br /&gt;
that as you approach 100 speed, each bit of weapon speed significantly &lt;br /&gt;
increases attack speed until you hit the one second cap (i.e. the &lt;br /&gt;
difference between 75 speed and 85 speed is significantly lower than &lt;br /&gt;
the difference between 85 speed and 95 speed when using a 5.4 speed &lt;br /&gt;
Power Hammer with Head Hit 3 in 2-handed melee). &lt;br /&gt;
http://killyourpc.org/swg/speedguide.html offers an excellent&lt;br /&gt;
 indepth view of the weapon speed formula in SWG.&lt;br /&gt;
&lt;br /&gt;
Damage&lt;br /&gt;
Random HAM vs. Targeted HAM. Random HAM attacks are typically higher&lt;br /&gt;
 damaging attacks. Targeted HAM attacks are typically lower damage &lt;br /&gt;
but only hit one pool. Your target, your special attack and the group &lt;br /&gt;
you are attacking with all determine what is the best type of damage &lt;br /&gt;
to deal when comparing Random HAM vs. Target HAM attacks.&lt;br /&gt;
&lt;br /&gt;
Mind Damage vs. Health/Action Damage. Mind Damage is unhealable in SWG. &lt;br /&gt;
The Mind stats are also the most difficult to buff. In PvE, the difference&lt;br /&gt;
 between attacking a targets mind vs attacking health or action is not &lt;br /&gt;
real significant. The only exception is against certain NPCs that can heal&lt;br /&gt;
 themselves. In PvP, mind damage is king. Health and Action stats are &lt;br /&gt;
often times 2-3x higher than mind stats. Given the reduced pool size, &lt;br /&gt;
reduced regeneration and unhealable quality of mind, mind attacks are &lt;br /&gt;
far more effective than health/action attacks in PvP.&lt;br /&gt;
&lt;br /&gt;
Mitigation&lt;br /&gt;
There are two types of mitigation in SWG, melee and ranged. Mitigation &lt;br /&gt;
reduces the difference between max and min damage on an attackers weapon.&lt;br /&gt;
 Mitigation 1 is 20% reduction, Mitigation 2 is 40% reduction and &lt;br /&gt;
Mitigation 3 is 60% reduction. Example: An attacker is using a weapon &lt;br /&gt;
with 50-150 damage against a Mitigation 3 target. The attackers damage &lt;br /&gt;
spread is 100. Mitigation reduces this by 60% making it a 40 damage&lt;br /&gt;
 spread. Effectively, the attacker's weapon now is a 50-90 damage weapon.&lt;br /&gt;
&lt;br /&gt;
Mitigation cannot be stacked. Mitigation is always in effect regardless of &lt;br /&gt;
the weapon you are using. Your highest level of mitigation will always be&lt;br /&gt;
 used. A person with Ranged Mitigation 1 from Carbine, Ranged Mitigation&lt;br /&gt;
 3 from Rifle, Melee Mitigation 2 from TK and Melee Mitigation 3 from &lt;br /&gt;
Fencer will always have Ranged Mitigation 3 and Melee Mitigation 3.&lt;br /&gt;
&lt;br /&gt;
Armor&lt;br /&gt;
My quick opinion. Most people wear too much armor or too little. &lt;br /&gt;
For 99% of PvE Kinetic Ubese is all you will ever need. For 99% of &lt;br /&gt;
PvP High Stun/Base Resists Helm and Chest with the rest average resists is all you need.&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Analyzing a Build&lt;br /&gt;
&lt;br /&gt;
To close things up, I'm going to critique my own build, which is designed&lt;br /&gt;
to be an effective soloer in both PvP and PvE. It can't do it all, but &lt;br /&gt;
it does 99% of it very well. Hopefully, this sheds some light in what &lt;br /&gt;
you might do in applying the reality of game mechanics into your own build.&lt;br /&gt;
&lt;br /&gt;
My Current Build&lt;br /&gt;
Wylie Kai'Odi&lt;br /&gt;
Human&lt;br /&gt;
Master Heavy Sword / Master Brawler / TK 4304 / Fencer 4400 / Medic 4000&lt;br /&gt;
HAM 400/400/400 400/400/400 1100/800/1100&lt;br /&gt;
&lt;br /&gt;
Melee Defense: 156 (163)&lt;br /&gt;
Ranged Defense: 134 (137)&lt;br /&gt;
Counter Attack: 110&lt;br /&gt;
CoB: 125&lt;br /&gt;
Mitigation: Melee Mitigation 3&lt;br /&gt;
&lt;br /&gt;
Def vs. KD: 95&lt;br /&gt;
Def vs. PD: 90&lt;br /&gt;
Def vs. Blind: 20&lt;br /&gt;
Def vs. Dizzy: 25&lt;br /&gt;
Def vs Stun: 65 (85)&lt;br /&gt;
Def vs Intimidate: 20 (25)&lt;br /&gt;
&lt;br /&gt;
2h Speed: 80 (90)&lt;br /&gt;
2h Accuracy: 130 (135)&lt;br /&gt;
&lt;br /&gt;
Weapons: Power Hammer (5.4 spd 178-709 damage w/ power up),&lt;br /&gt;
 Scythe (2.0 spd 200-330 damage w/ power up)&lt;br /&gt;
&lt;br /&gt;
Armor1: 73% Kinetic Ubese with Encumberance Slice&lt;br /&gt;
Armor2: 84% Base/37% Stun Composite with Effectiveness Slice &lt;br /&gt;
(Helm and Chest); 78% Kinetic/69% Base/4% Stun Composite with &lt;br /&gt;
Encumberance Slice (The Rest)&lt;br /&gt;
&lt;br /&gt;
Accesories: +10 2h Speed SEA's, +5 2h Accuracy SEA's, +8 Def vs. &lt;br /&gt;
Intimdate SEA's, +20 Def vs. Stun BE Shirt, + 7 Melee Defense BE &lt;br /&gt;
Shirt and Pack, +3 Ranged Defense Pack.&lt;br /&gt;
&lt;br /&gt;
Comments&lt;br /&gt;
Human - Humans have no real bonuses or special abilities. What &lt;br /&gt;
they do have is the most flexible HAM stats of all races.&lt;br /&gt;
&lt;br /&gt;
Master Heavy Sword - Specializes in Heavy Mind Damage. AP2 weapons&lt;br /&gt;
 and Blast damage kill things very quickly.&lt;br /&gt;
Master Brawler - 20m ranged KD is great. Intimidate2 lasts much&lt;br /&gt;
 longer than Intimidate1. The added speed, defense, CoB and accuracy&lt;br /&gt;
 also make it attractive.&lt;br /&gt;
Teras Kasi - Meditation and Defenses. Meditation cures bleeds, &lt;br /&gt;
poison, disease and wounds. It also provided PowerBoost and Force of Will.&lt;br /&gt;
Fencer - Defenses and Blind/Dizzy AOE attacks. It also gives me a stun damage option.&lt;br /&gt;
Medic - I have played builds without medic, but felt that the &lt;br /&gt;
ability to heal self and others in combat is critical, especially in&lt;br /&gt;
 high end PvE. Medic 4000 lets me cure bleeds and provides 1k+ heals &lt;br /&gt;
with stim b's. Novice Medic is also the coolest title in the game. &lt;br /&gt;
I missed not having that.&lt;br /&gt;
&lt;br /&gt;
HAM - I always play buffed. My stat migration gives me a very even&lt;br /&gt;
 stat balance after buffs. 3300/2100/2100 3300/2200/2200 3500/1800/2400 &lt;br /&gt;
are what my stats look like after buffs, powerboost, composite armor&lt;br /&gt;
 and stacking two brandies (my standard set-up).&lt;br /&gt;
&lt;br /&gt;
Melee/Ranged defenses - I'm over the cap for two reasons. First, &lt;br /&gt;
I'm lazy. I should probably drop to TK 4302 and pick up some Aukuan &lt;br /&gt;
rings and SEA's to optimize. I could then go Medic 2040 giving me &lt;br /&gt;
1.5-2k heals with stim D's. Second, I'm convinced that stun is applied &lt;br /&gt;
to defenses before the cap. This means that when I'm stunned my melee/&lt;br /&gt;
ranged defenses are 103/87 rather than 75/75.&lt;br /&gt;
&lt;br /&gt;
Counter Attack/CoB - I'm 235 in secondary defenses with CoB running on&lt;br /&gt;
 a looping macro. I have a +10 Counter Attack SEA to add when I get &lt;br /&gt;
around to it. This makes up for my lack of ranged mitigation in PvP.&lt;br /&gt;
&lt;br /&gt;
Melee Mitigation 3 - This makes a huge difference in both PvP and PvE.&lt;br /&gt;
I can take a lot of melee damage. High Secondaries make up for my lack &lt;br /&gt;
of ranged mitigation except in high end PvE against ranged opponents. &lt;br /&gt;
Super Battle Droids hurt. This is my main weakness as defenses don't do&lt;br /&gt;
 much against high level PvE MOBs.&lt;br /&gt;
&lt;br /&gt;
State Defenses - I am near impossible to Knock Down or Posture Down. &lt;br /&gt;
This makes up for my low dizzy defenses. High Stun defenses make stun &lt;br /&gt;
very difficult to apply. Defense vs. Intimidate is broken, so I gave up &lt;br /&gt;
on that defense (I used to have +91). Blind is a major weakness against &lt;br /&gt;
melee attackers, but doesn't seem to hurt too badly if they are intimidated. &lt;br /&gt;
Against ranged attackers, I have a 2.5x to-hit modifier, making Blind&lt;br /&gt;
 inconsequential.&lt;br /&gt;
&lt;br /&gt;
2h Melee Speed - I am very close to the speed cap with a 5.4 Power Hammer &lt;br /&gt;
(1 attack every 1.25 seconds with my slowest special). I hope to get some&lt;br /&gt;
 nice SEA's to complete my set up.&lt;br /&gt;
2h Melee Accuracy: Every bit helps. Swordman have poor accuracy compared &lt;br /&gt;
to other Melee classes. Accuracy powerups, SEA's and Intimidate help make &lt;br /&gt;
up the difference.&lt;br /&gt;
&lt;br /&gt;
Weapons - One heavy hitting Blast damage weapon and one accurate Kinetic &lt;br /&gt;
damage weapon. I also carry a speed sliced power hammer (fighting w/o SEA's),&lt;br /&gt;
 a damage sliced 2h curved sword (for lairs to limit decay on Scythe), a &lt;br /&gt;
stun baton (fencer), and a few DOT weapons when I need an edge.&lt;br /&gt;
&lt;br /&gt;
Armor - I wear my Ubese almost all my PvE. The lower encumberance and cheaper &lt;br /&gt;
cost of replacement make it attractive. My Composite is full of SEA's and is&lt;br /&gt;
 pretty expensive to replace. I wear it for PvP and some high-end PvE. &lt;br /&gt;
I kill NS Elders in my Ubese.&lt;br /&gt;
&lt;br /&gt;
Accessories - I have a few skill tapes that I use as well as some BE clothing&lt;br /&gt;
 and +skill items. A few high value SEA's in a Ubese shirt, Ubese bandolier &lt;br /&gt;
and Mabari belt would be ideal due to no decay, but this works for now.&lt;br /&gt;
&lt;br /&gt;
-------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Summary&lt;br /&gt;
&lt;br /&gt;
I have completed, tested and played various build in SWG:&lt;br /&gt;
CH 4404/ BH 0004 / Novice Medic&lt;br /&gt;
MCH / BH 0004&lt;br /&gt;
MBH / CH 1100 / Novice Medic&lt;br /&gt;
MBH / Pistol 0030 / Novice Medic&lt;br /&gt;
MBH / Medic 3200&lt;br /&gt;
MBH / Carbine 0403&lt;br /&gt;
Master Carbineer / BH 0430&lt;br /&gt;
Master Heavy Sword / Master Carbineer / TK 4004 / Novice Medic&lt;br /&gt;
Master Heavy Sword / Fencer 4440 / TK 4004 / Carbine 0030&lt;br /&gt;
Master Heavy Sword / Master Fencer / Master Brawler / TK 4304&lt;br /&gt;
Master Heavy Sword / Master Brawler / TK 4304 / Fencer 4400 / Medic 4000&lt;br /&gt;
&lt;br /&gt;
I am most happy with by current build. With it, I've soloed &lt;br /&gt;
around 20 NS Elders, I've soloed 2 Giant Canyon Krayts, I've &lt;br /&gt;
killed the Giant Dune Kimo solo a number of times and I'm able &lt;br /&gt;
to run most of the Geonosian Caves without armor. I never wear &lt;br /&gt;
armor doing faction missions, running average MOB missions or &lt;br /&gt;
fighting average NPC's. In PvP, I can solo multiple elite &lt;br /&gt;
professions quite succesfully. My only real weakness in PvP is &lt;br /&gt;
Combat Medics, but that's the case for most non-Doctor builds. &lt;br /&gt;
I have yet to lose to a Combat Medic 1v1, but add in a group and &lt;br /&gt;
they become very powerful.&lt;br /&gt;
&lt;br /&gt;
I was asked by a few people to make this post and share a little &lt;br /&gt;
knowledge on the reality of game skills and mechanics. I can't cover &lt;br /&gt;
everything and I'm sure things will change. Of course, most of what &lt;br /&gt;
I've written is subject to opinion and personal experience. I just &lt;br /&gt;
hope that this summary of 6 months of reading, trying and testing &lt;br /&gt;
builds in both a PvE and PvP enviroment helps some understand the &lt;br /&gt;
poorly documented and complicated combat system in SWG. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ready</name></author>	</entry>

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