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I use two weapons or double blades mostly so take the two weapon feats. Only Kreia, Handmaiden and possibly Bao-dur get the duelling feats.
Some characters are best set up for ranged weapons and some for melee, specialise for one or the other.
The special attacks like flurry and power attack aren't all useful. I mostly go with flurry for melee fighters, Mira gets rapid shot and Atton gets sniper shot (and a pair of disrupter pistols).
Jedi should all take master speed. When facing a group lead with a jedi who can use stasis field or insanity to freeze them all.
there are defense feats , without looking at the actual name it might be dueling iirc , adding plus one to attack and defense while using one hand weapons or being unarmed.
-Dual weapon skill. Single-hand and double-bladed sabers are for chumps.
-+Lightsaber focus. Great if you can get Kreia to train you in it, otherwise just get it yourself.
-Finesse lightsabers if you are going dex monkey, but it's not as powerful as STR build.
-Precise shot i-vii for your shooters, not all of whom get it for free,
Best defemse feats:
-Jedi Defense, + deflection
-Toughness, + health, - dam
-Armor. Especially for your companions like Bao-Dur who can't wear robes, and even Atton and Mira if you keep them pure shooters. Also some nice gloves and headgear require heavy armor to use.
Second saber can give you bonuses to attributes, blaster deflection and one additional attack. So you have two attacks instead of one so it looks like +100% to number of attacks so it looks like huge difference and with balanced weapon you have penalties -2 to second hand's attacks with all two-weapon fighting feats.
You can use Master Flurry (1 additional attack) and Master Force Speed (2 additional attacks) without penalties. So if you have dual sabers or lightsaberstaff you have 5 attacks per round, while using single saber you have 4 attacks per round, so now the difference isn't 100% in number of attack and only 25% - it's negligible.
In terms of game mechanic all jedi weapon masters and marauders should play with dual wielding (because of special feats Superior Two Weapons Fighting) and sith assassins or jedi watchmans can make a difference because all of theirs attacks can do huge amount of damage from sneak attack which is incredible with Master Critical (can stun enemies and expose them for sneak attack - even better if you took these prestigues as Jedi Guardian because Force Jump to an enemy is another oportunity for sneak attack).
I played this game like 20 times. Even Jedi Watchman with single saber and lightsaber finesse and 10 as base value of strength can be incredible powerful and have like 47 armor class.
I don't know any mod for single lightsaber, but there was Ultimate Saber Mod (doesn't work with TSL RCM) and one type of colour crystal turned lightsaber's damage to range like 60-80. As marauder with power attack (triple damage from crits) and active fury I was able to hit by 303 damage in single strike.
Critical Strike needs some help from gear. It stacks up with keen weapon so you can put specific crystal and parts to get keen + massive crits (but probably only keen because overall pure damage buff is better) but it looks like that:
Lightsaber crit threat range 19-20
Lightsaber keen 17-20
Lightsaber keen critical strike 15-20
Lightsaber keen improved critical strike 13-20
Lightsaber keen master critical strike 11-20
KotORs are based on poorly adaptation of Star Wars D20 but this system is similar to D&D 3.0, so crit works like that:
attack roll: D20 + all attack bonuses must be equal or higher than armor class
critical hit: D20 roll must be the number in range of critical threat range and if it is then it's 100% hit even if end attack's score isn't equal or higher than armor class of the target. So you have 50% chance to hit someone with hipotetically AC 1000 just by rolling number in your critical threat range. But it is treated as normal hit. To get bonus damage and become critical hit - after first roll, there is another attack roll and it's outcome must be equal or higher than target's AC to hit as critical (means with damage bonus).
So in theory, Master Critical Strike with keen Lightsaber always succesfully hit when you roll 11-20 for an attack so it diminishes risk of miss, and if you hit in this range (11-20) the game should make another attack roll to determine if it was normal hit or critical hit (to aply damage bonus multiplier).
Master Critical Strike aply -5 penalty to AC but it's negligible if you have Dueling feat or high enough AC.
So Critical Strike is good as Flurry or Power Attack and it has chance for stun. To avoid stun your target rolls a Fortitude Save against DC of your character's level + Strength modifier. So it's not so easy.
Personally I pick up special attack's feats only based on how I imagine my Exile for current playthrough and which animations I like the most. So if I go Flurry - I go Flurry with Double Ligthsaber, If I go Power Attack - I go with Double Lightsaber, but if I go Critical Strike - I pick dual Ligthsabers in both hands (better animations, better crit threat range, penalties for not balance weapon in offhand i negligible by 11-20 crit range). And sometimes I just make Original Trilogy Jedi with single green or blue saber just for special vibe.
For defense pick feats to blaster bolt deflection (it makes huge difference).
It looks the same with companions but the gear is a key to succes, even more than feats.
No matter which weapon style you choose for them,they should rock as long as you upgrade theis weapons and armor. Choose one type of special attack they will use, focus on single type of weapon. Be mind that most of them can learn the way of the force. For example I rarely develop ranged attack feats for Atton because I prefer to turn him into a jedi/sith.
The most important part is to upgrade all weapons (raw damage bonuses & crit chance), armors (energy resistance mods) and use some energy shields in combat. These elements are more effective and have greater impact on gameplay than most of the feats.