I am not satisfied that SWKOTOR 1 level cap is 20. It makes me feel like I'm not powerful enough to beat many and many Dark Jedi, Sith Troopers, Sith Apprentice, turret, and much more in Star Forge. It's too hard. So which feat and powers do you suggest for me to beat them? SWKOTOR 1 is pretty complicated because I don't understand how enemies are strong enough. Can you please help me?
Level 20 on SWKOTOR 1 is not enough. It should be 50. Why?!
#1
Posté 01 janvier 2015 - 02:53
#2
Posté 01 janvier 2015 - 07:28
Soldiers: Combat Friendly. If Melee, Strength is your friend. Dexterity if you are blaster build. No matter what, a healthy balance of Strength, Dexterity and Constitution will be your friends
Scout: Middle of the road. Good Skills, Excellent Saving Throws, Decent Fighter. Free Implant Tree, Free Uncanny Dodge. Favors, Dexterity, Intelligence, Wisdom.
Scoundrel: Excellent Skills, Good On Sneak Attacks(they are free to the Scoundrels and only class can use Sneak Attack). Sneak Attacks can be usable for Force abilities, Blaster builds, And Melee Builds. Also if you go to the Jedi Guardian Class, Sneak Attack can stack with Force Jump if you are using the Lightsaber. Favors, Dexterity, Intelligence, Charisma.
Side note on Lightsabers: High Dexterity or High Strength are good for a Solid Lightsaber build due to the hidden Lightsaber finesses ability that regardless if you have high dexterity or high strength, Lightsabers will have good Attack bonus.
Jedi Guardian: Similar to the Soldiers, Favors Lightsaber above all else. Force Jump requires a Lightsaber and stacks with Sneak attack. Good combat abilities.
Jedi Sentinel: Similar to Scouts, Good middle of the road. Also has an unique Force Immunity tree that useful while fighting Dark Jedi. Decent with the force and combat abilities. Favors Dexterity, Intelligence and Wisdom.
Jedi Consular: Great at using the force, Has Force Focus to boost Force abilites, Plenty of Force abilities. Sneak Attack from Scoundrel can stack with many force abilities that Jedi Consular can develop. Favors Intelligence, Wisdom, Charisma.
No matter how you build your Jedi/Dark Jedi/Sith, Understanding how each class works with each other will help you greatly. Yes you can make a gunslinger build with any class combination and a scoundrel/jedi guardian with a pair of good blasters can be quite dangerous.
Remember to read the feats, Many of them can complment each others a great deal
#3
Posté 03 janvier 2015 - 07:48
I understand. But the feat information was too complex and hard to understand. I'm curious and let me ask you a few questions about feats:
- What is Force Focus? What does it do?
- How do I get Level 50 on KOTOR 2?
- What is "Attack Modifier"?
- What is saving throws including Reflex, Fortitude, and Willpower?
Can't wait to know about this. I just can't find the info on other website about reflex and fortitude and willpower related to KOTOR 1 and KOTOR 2. That's why I join this for help. ![]()
#4
Posté 03 janvier 2015 - 10:05
Force Focus(Jedi Consular ability) increase the damage of offensive force abilities including Stasis
In Kotor 2, there are two known tricks. Using the Mine with Kreia's mentor ability. Place 15 mines in one area, then go into another area, place 15 mines there. then pick the mines in the other area up. then pick the other mines in the other area. Kreia's mentor ability will increase the experience percentage by a certain amount when she levels up. Or go to Korriban when you are a dedicated Light or Dark Sided, there is a cave, there is a clickable corpse, click it as amount you want. there will be several hsiss will appear to fight you.
Attack Modifiers is how often you hit. In Kotor 1 and 2, Class will influence by how much Attack Modifiers you get first, if you are more of Melee Character, regardless of class, Strength will be your friend. Strength will apply to unarmed, Simple/Advanced Melee Weapons and Lightsabers. Side note: there is an hidden Lightsaber Finsess feat that if your Dexterity is higher than your strength, it will make your Dexterity Modifer as your Attack Modifer. So a High Dexterity Kotor 1 character focusing on Lightsabers will have good Defense and good Attack Modifers, Also Dexterity will influence in a positive way if you are a gun/blaster oriented Character. For example, when you start upgrading Hk-47 you will notice his Dexterity is improving a great deal,Dexterity is a blaster's best friend regardless if it is pistol, rifle or heavy weapons.
Saving Throws are Reflex, Fortitude and Willpower. Dexterity will improve Reflex, Constutition improves Fortitude and Wisdom will improve Willpower.
Feat Sygnery: it is when two or more feats will work together to make something awesome. Master Two Weapon Fighting Feat Tree, will improve your ability to use Double Weapons(including double lightsabers and double swords) or a weapon in each hand(a pistol in each hand, a sword in each hand, a lightsaber in each hand). Weapon Focus will help you a great deal. Even with the not combat friendly class like Scout. +1 Attack to Advanced/Simple Melee Weapons will be added to overall Attack Modifers. Vibro blades of all types are consider to be Advanced, Simple are not Vibro blade melee weapons. both are usable with Melee weapon feat tree.
Master Dueling Feat Tree is good as well if you want to use a single weapon only
David, I do want you to start up a Kotor 1 game and read the feats. You can't go wrong with several different builds.
#5
Posté 04 janvier 2015 - 05:10
Saving throws are made against the Difficulty Class (DC) of the Critical Strike and Sniper Shot feats, Force powers, grenades, mines and On Hit properties of weapons. These throws are the sum of the bonuses a character has based on class, level, attributes, items and Force powers, and a d20 roll (the virtual roll of a twenty-sided die, adding a random value between 1 and 20): if this total is equal to or greater than the DC then the saving throw is successful, which normally reduces any damage and any status effect.
There are three types of saving throw: Fortitude, Reflex and Will.
Fortitude
Stun, Stasis and Stasis Field
Affliction and Plague
Wound, Choke and Kill
Drain Life and Death Field
Critical Strikes and Sniper Shots
Poison Grenade
Gas Mines
On Hit: Horror
On Hit: Poison
Reflex
Force Push, Whirlwind and Wave
Stun, Disable and Destroy Droid
CryoBan, Frag, Ion and Plasma Grenades, and Thermal Detonators
Frag and Plasma Mines
Flamethrowers (damage)
On Hit: Attribute Damage Dexterity
On Hit: Paralyze
On Hit: Slow
Will
Fear, Horror and Insanity
Slow
Shock, Force Lightning and Storm
Concussion and Sonic Grenades
Flash Mines
On Hit: Stun
Although all poison effects (including the Force powers Affliction and Plague) require a Fortitude saving throw, there isn't necessarily any link between the type of save and damage or status effect. For example, all of the following stun, but require different saves: Stun, Critical Strikes and Sniper Shots require a Fortitude save; Force Push and Wave require a Reflex save; and Concussion Grenades, Flash Mines and On Hit: Stun weapons require a Will save (although looking at that list, it could be said feats and Force powers that only stun require a Fortitude save, Force powers that also damage require a Reflex save and items that stun require a Will save
Returning to Force Focus, if an enemy Jedi Guardian or Sentinel uses the Force power Shock on you and it has DC 20, then your Will saving throw is successful if it's 20 or more. If your Will save (as seen on your character sheet) is 9, then the d20 roll needs to be 11 or more to save successfully: thus there's 50% chance of success, which results in half damage. However, if the enemy were a Jedi Consular with Master Force Focus, this increases it to DC 24 (+4) and the d20 roll would need to be 15 or more to save successfully: thus there's only 30% chance of success, or 70% chance of full damage.
In the second game, your characters may gain maximum level 50 but this isn't necessary, and may even be undesirable. You'd normally expect to be high 20s or low 30s when you complete the game, and you only need to be level 33 to maximize the bonuses of your personal lightsaber crystal. Assuming you chose a prestige class at the earliest opportunity at level 15, Jedi Weapon Masters and Sith Marauders are granted the highest level of their feats (Increased Melee Damage III and Increased Combat Damage III respectively) at level 30 (the same level at which you're granted Unarmed Specialist VIII), while Jedi Masters and Sith Lords are granted the highest level of theirs (Inspire Followers V and Crush Opposition V respectively) at level 32; Jedi Watchmen and Sith Assassins are granted the highest level of theirs (Sneak Attack VII and X respectively) at level 34.
Beyond that, your enemies may level up as you do, so gaining more levels doesn't necessarily make things any easier. For example, according to the combat log the final boss has the following statistics depending on your level:
STATISTIC YOUR LEVEL 30 40 50 -------------------------- Level 34 45 56 Defense 50 60 70 Fortitude 58 68 79 Reflex 52 62 73 Will 60 70 81 Attack 44 55 66 Force power DC 58 66 73This may only apply to the final boss, or other bosses: it's been a while since I gathered that data, and I won't focus on the second game until I've completely finished the first later this year. However, in the case of this final boss, while your Attack and Force power DC keep pace with the Defense and saving throws of the boss, your Defense and saving throws don't keep pace with their Attack and Force power DC (so you're not really any better or worse off offensively, but you may be worse off defensively).
Leveling up much further can also be quite tedious. Recovering a friendly mine after leaving a map and returning to it grants experience equal to 10 * character level, while maximum experience required to level up is equal to 1000 * current level, so 100 mines need to be set and recovered to gain each level. Kreia's unique Mentor feat grants 7% more experience when she's in your party at level 13 and higher, so that number should be reduced to 93-94. However, even if you're only intent on leveling up from 35 to 50, that's still 1,395-1,410 mines in total, which requires you to set and recover sets of 15 mines 93-94 times. Once you have 30 mines you can spread the load by doing it whenever you leave one area for the next, but this could still get tedious.
- DeathScepter et MichaelN7 aiment ceci
#6
Posté 25 janvier 2015 - 11:29
Interesting... I like both of your articles. So... is it possible to gain EXP points if i keep recovering my personal mines in KOTOR 2? I've heard that Kreia's mentor ability is very special because it gains unlimited experience points, right? I knew it! Thanks for the tips. Anyway, what is Difficulty Class and Dual Strike?
- DeathScepter aime ceci
#7
Posté 26 janvier 2015 - 06:37
To be clear, you do not receive any experience for recovering mines in the first game (KotOR); you do receive experience for recovering mines you or your party set in the second game (KotOR II), but only after leaving and returning to the area in which they were set.
Kreia's unique Mentor feat grants 7% more experience when she's in your party at level 13 and higher. I haven't read anything about that bonus increasing any further as you level up beyond level 13 (although it wouldn't be the first time a feat description was inaccurate), and as far as I know it simply helps you level up (slightly) faster since you receive more experience whenever you do something to earn it.
Difficulty Class (DC) is a value assigned to anything against which a saving throw has to be made to reduce or prevent their effects: normally the higher the DC, the less likely it is that a saving throw will be successful. For example, in KotOR, Minor mines have DC 15, Average mines DC 20 and most Deadly mines DC 25 (Deadly Gas Mines DC 30): if all your saves are 14 then you have 100% chance of saving against the effects of Minor mines, but only 75% chance against Average mines and 50% chance against Deadly mines (25% chance against Deadly Gas Mines).
Skills may also require a difficulty check: for example, mines also have DCs to determine whether you can detect them with your Awareness skill or disable, recover or set them with your Demolitions skill, while locks have DCs to determine whether you can unlock them with your Security skill. If the sum of your skill rank and a d20 roll (which is always 20 when you're not engaged in combat) is equal to or greater than the DC, then your skill use is successful.
Dual Strike is a feat in KotOR II which grants an attack bonus when you attack the same enemy as another party member, making that enemy easier to hit and thus damage. Although useful, the conditions for its use aren't always met, particularly for your main character who solos some parts of the game (including the end).
- DeathScepter aime ceci
#8
Posté 01 février 2015 - 11:25
Oh cool. thanks for the info.
- DeathScepter aime ceci
#9
Posté 02 février 2015 - 02:09
I agree that level 20 is a little short for KOTOR. If you play on harder difficulties and/or build your character very poorly the final dungeon can be overly challenging. Mind you, if you build your character well it's not that difficult at all if you know how to approach things. For the sake of people who don't really think about their overall builds I think level 30 would have been an appropriate cap. Level 50 would have been too excessive as proven by KOTOR 2. On the hardest difficulty I maxed out one of my characters using the Hssiss trick. For the last third of the game that character was basically a living god. Hardly anything ever damaged him and he tore through entire mobs and every boss in mere seconds. Even the big three bosses went down in under a minute on the hardest difficulty to his overlevelled might. Level 30 would have been a good median to compensate for people who levelled their character carelessly without giving room to drastically overpower them for players who planned their whole build meticulously.
- DeathScepter aime ceci
#10
Posté 18 septembre 2015 - 02:11
It's level 20 because KotOR was based on the Star Wars d20 RPG, which like D&D 3.x has a normal cap of 20 levels. KotOR 2 actually broke the mould by deciding to make a lot of stuff up themselves rather than tie themselves down to the pen and paper rulebooks. The classes and all the game mechanics are based on Star Wars d20, which itself is based on d20 Future. This was back in the days when Wizards of the Coast and Bioware were still best friends and Bioware was making games for other people's fictional universes rather than focusing on its own IPs.
Class and build make a HUGE difference. If you're having trouble, go with a soldier/guardian and focus on survivability. That will carry you through to the end... I know my first char who was a consular had a rough time on the final boss.
- DeathScepter aime ceci
#11
Posté 06 novembre 2015 - 02:13
Old thread, yes, but I know of a trick you can use that helps with the final boss fight.
When you enter that final chamber on the bridge, instead of immediately charging forward, walk out a bit at a time, saving each time you stop before going forward.
Once you have some decent distance between yourself and the door you came through, lay out as many mines as you can, keeping them clustered together in a path.
The idea is to trigger the cutscene, and when gameplay resumes, have Malak come at you. If you placed the mines well, he'll run straight through them all, ending the battle without you swinging at all if you brought enough.
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Another thing to consider is class, some go for the Scout/Sentinel, which grants the most skills and has a balance of lightsaber combat and force powers including Force Immunity, arguably the best class-specific Force-passive available.
Others go for the Soldier/Sentinel, the Soldier is better combat-wise, and the only skill you can level up without penalty is Treat Injury. By the time you level up to Sentinel, the Treat Injury skill is so high that even basic medpacks heal a bunch of health. Handy for those long battles.
For those that go the Consular route, the trick is to take the all three Toughness feats, since combined they give you +2 vitality points for every level (40 additional points if level 20) and reduce damage received by 2
The other thing is the abundance of Force powers available. Many Light-side powers grant bonuses to Defense, Saving Throws, and of course, Heal, which is self-explanatory.
I've seen Soldier/Consular builds that use the Soldier to get those feats and the Consular to get those Force powers.
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The final thing I bring up is a save editor. I'm not advocating it as your go-to playstyle, but I'm just saying it's an option.
You can bring up your attributes to 50 if you want, where you can basically run around in your underwear obliterating anyone in your path.
- The_Prophet_of_Donk aime ceci
#12
Posté 06 novembre 2015 - 04:41
Old thread, yes, but I know of a trick you can use that helps with the final boss fight.
When you enter that final chamber on the bridge, instead of immediately charging forward, walk out a bit at a time, saving each time you stop before going forward.
Once you have some decent distance between yourself and the door you came through, lay out as many mines as you can, keeping them clustered together in a path.
The idea is to trigger the cutscene, and when gameplay resumes, have Malak come at you. If you placed the mines well, he'll run straight through them all, ending the battle without you swinging at all if you brought enough.
--------
Another thing to consider is class, some go for the Scout/Sentinel, which grants the most skills and has a balance of lightsaber combat and force powers including Force Immunity, arguably the best class-specific Force-passive available.
Others go for the Soldier/Sentinel, the Soldier is better combat-wise, and the only skill you can level up without penalty is Treat Injury. By the time you level up to Sentinel, the Treat Injury skill is so high that even basic medpacks heal a bunch of health. Handy for those long battles.
For those that go the Consular route, the trick is to take the all three Toughness feats, since combined they give you +2 vitality points for every level (40 additional points if level 20) and reduce damage received by 2
The other thing is the abundance of Force powers available. Many Light-side powers grant bonuses to Defense, Saving Throws, and of course, Heal, which is self-explanatory.
I've seen Soldier/Consular builds that use the Soldier to get those feats and the Consular to get those Force powers.
--------
The final thing I bring up is a save editor. I'm not advocating it as your go-to playstyle, but I'm just saying it's an option.
You can bring up your attributes to 50 if you want, where you can basically run around in your underwear obliterating anyone in your path.
Too bad they don't have an easy save editor for xbox....
My pc was stolen and I can't do it the easy way lol





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