Combat Preparation Guide

Character Statistics

Your characters statistics can be viewed on the Character window. By default this is assigned to the C key. Health and Action Heath - Health is a measure of your physical condition. It is a pool that is reduced every time you take physical damage. Should it reach zero, you will be incapacitated. Some enemies will instantly kill you when your health reaches zero.

Action - Action is a measure of how rested your character is. As you grow tired, you will see your Action pool being depleted. A task cannot be attempted unless you have enough Action to attempt it, such as special moves.

Sub Stats

New Values:  Miss, Dodge, Block, Parry, Strikethrough, Evasion and Punishing Blow

Miss

  • NPCs and players with ranged weapons in Auto-Aim mode have a base 5% chance to miss their target. Factors such as debuffs and movement increase the player's chance to miss. Buffs and the strength stat reduce the chance to miss.
  • The base miss chance for melee and ranged in Manual-Aim mode is 0%.

Dodge

  • Dodge is a defender attribute that gives a chance to avoid incoming damage. On a successful roll, the attack will be treated as a miss and no damage will be applied.

Block

  • Block is a defender attribute that has a chance to mitigate additional damage based on the defender's block score. Block mitigation is applied after armor so it is possible to reduce incoming damage to 0 with a high enough Block Value.

    (Block Value + Strength) / 2 + 25 = Block Value

Parry

  • Parry is a melee defender attribute that will allow the defender to negate a successful attack. Normal parry can only block other melee attacks though Lightsaber weapons can parry ranged attacks as well.

Strikethrough

  • Strikethrough is a type of critical which instead of adding damage will bypass a % of your target's armor. Strikethrough amount is based on the attacker's Strikethrough Value.

Evasion

  • Evasion is a defender attribute that will allow the target to avoid a % of damage from an Area Effect attack. The amount of % evaded is determined by the defender's Evasion Value.

Punishing Blow

  • A punishing blow is a type of critical only available to NPCs that do 150% damage. Elite and Boss category NPCs (as well as those higher level than the player), can land a punishing blow.

Glancing Blows

  • The damage reduction from a glancing blow has been reduced from 96% to 60%. In addition, Elite and Boss category NPCs (as well as those higher level than the player), have a natural chance to receive a glancing blow.

Player Attributes

Constitution: Adds 8 max points to your Health Bar and 2 max points to your Action bar for every 1 point.

Stamina: Adds 8 max points to your Action bar and 2 max points to your Health bar for every 1 point.

Agility : Affects Dodge, Parry and Evasion Chance  

Strength : Affects Block Chance, Block Value, Hit Chance, and adds a damage bonus to melee attacks.  

Precision : Affects Parry, Block Chance, Critical Hit Chance and Strikethrough Chance.

Luck : Affects Dodge Chance, Evasion Chance, Evasion Value, Critical Hit Chance, Strikethrough Chance and Strikethrough Value.  Luck also increases the chance of Lucky events. 

The <<LUCKY!>> message in the combat fly text means you scored a critical hit. You'll notice that you hit for two times or more of your normal damage, this also works with heals in that you will heal for more damage. 

You can also get Lucky kills in space and ground PvE combat (more XP and faction points for that kill), crafting (critical assembly) and selling junk to junk dealers (more credits for that sale).

Attributes to Hit Type Chance

100 points in Agility gives 1% Dodge , .5% Parry and 1%  Evasion .

Every 100 points in Strength gives 0.5% Block , 50 points to Block Value and 1% to-Hit .  33% of your  Strength is added as a Melee Damage Bonus to your weapon's damage range.

Every 100 points in Precision gives 0.5% Strikethrough , 1% Critical Hit Chance , 0.5% Parry , and 0.5% Block Chance .

Every 100 points in Luck gives 0.33% Dodge , 0.5% Strikethrough Chance , 10.0% Strikethrough Value , 0.33% Critical Hit Chance , 0.33% Evasion and 10% to Evasion Value .

Your Critical Hit Chance varies depending on the target, and is thus not displayed on the Character Sheet.  Melee Damage Bonus , Strikethrough Value and Evasion Value are also not displayed on the Character Sheet.

Every 100 points in Combat Defence: Block , Combat Defence: Dodge , Combat Defence: Evasion , Combat Defence: Parry , Combat Offence: To-hit Bonus and Combat Offence: Strikethrough gives 1% chance to execute each attack.

You character has a base 500 points (5% chance) in Combat Defence: Block , Combat Defence: Dodge , Combat Defence: Evasion , Combat Defence: Parry and Combat Offence: Strikethrough .

Combat Offence: To-hit Bonus has a base chance of 0.  Increasing your To-hit Bonus offsets your base chance to miss.

How the hit type for your attack is decided.

Chapter 7 Changes:

Defender combat actions and attacker combat actions are now independent checks.

Precedence of Combat Results is as follows:

  • Miss , Parry , Dodge will NEGATE Hit, Critical, Strikethrough, Punishing Blow
  • Critical, Strikethrough will NEGATE Glancing Blow
  • Glancing Blow , Block , Evasion will MITIGATE Hit, Punishing Blow
  • Block , Evasion will MITIGATE Critical, Strikethrough

Kinetic, Energy, Heat, Cold, Acid and Electricity

Sum of the protection given to you by armour.  Kinetic and Energy are the two main types of damage in SWG.

Heat, Cold, Acid and Electricity protect against certain elemental damage and also provide Resistance and Absorbtion to certain Damage over time effects.

Armour DoT Absorbtion

Damage caused by Damage Over Time (DoT) effect is reduced via armor protections as indicated below:

  • Bleeding/Disease DoT - Cold Elemental Resistance
  • Poison/Acid DoT - Acid Elemental Resistance
  • Fire DoT - Heat Elemental Resistance
  • Energy DoT - Electricity Elemental Resistance

What this translates to:

Note: All percentages are approximate values with a standard deviation of 1%

Elemental Resist - % of DoT absorbed.
1000 - 6%
2000 - 12%
3000 - 17%
4000 - 22%
5000 - 25%
6000 - 28%
7000 - 30%
8000 - 32%
9000 - 34%
10000 - 35%
11000 - 37%
12000 - 38%
13000 - 39%
14000 - 40%
15000 - 41%

Armour DoT Resistance

There is now a secondary resistance check on each DoT "tick" that will give a chance to resist for partial damage. 

Different armor types add an increase resistance to certain DoT types based on the number of slots covered by that armor type.   The effect becomes most pronounced when wearing a similar type of armor over all slots that normally offer protection. 

  • Assault Armor: Resistant vs. Fire/Acid
  • Battle Armor: Resistant vs. Poison/Energy 
  • Recon Armor: Resistant vs. Bleed/Disease

The following information is the approximate total Resistence that each piece will attribute:

Chest = 22.6% chance to resists DoT type
Pants = 12.6%  chance to resists DoT type
Helmet = 8.4% chance to resists DoT type
Arm Pieces = 4.1% chance to resists DoT type

you can mix and match the armor you wear to come out with your overall resistence possible.

Preparing for Combat

Equipment

  • Armour / Clothing / Jewelery
  • Weapons
  • Grenades
  • Instant Stimpacks
  • Cybernetics
  • Droids

Buffs

  • Veteran
  • Profession
  • Usable Item (non consumable)
    Group 1 - Unrestricted Buffs.
    Group 1a - Targetting Assitance/Healers Touch
    Group 2a - Mustafarian Rewards and Cube Products (Buff slot, group 2a cooldown).
    Group 2b - Mustafarian Rewards and Cube Products (Stim slot, group 2b cooldown).
    Group 2c - Mustafarian Rewards and Cube Products (Stim slot, group 2c cooldown).  
  • Chef
  • Stims

Armour / Clothing / Jewelery

Top of the line crafted armour is far superior to looted armour, crafted armour can still be made with up to +350 health bonus and you can customise the stats on your armour by using Armour Attachments.

Typical crafted armour stats: 

Reconnaissance - Energy : 7000, Kinetic : 5000, Elemental : 6000
Appearances: Mabari, Tantel, Ubese, Ithorian Guardian, Kashyyykian Ceremonial, and Factional

Battle - Energy : 6000, Kinetic : 6000, Elemental : 6000
Appearances: Bone, Marauder, Padded, Ithorian Defender, Kashyyykian Black Mountain, R.I.S. (quest), Factional and Clone Trooper.

Assault - Energy : 5000, Kinetic : 7000, Elemental : 6000
Appearances: Chitin, Composite, Ithorian Sentinel, Kashyyykian Hunting, Factional, Bounty Hunter and Mandolorian.

Personal Shield Generator - 2400 Energy Resist, 65% recharge time. Note: Absorbs energy damage from ranged attacks only.

What those armour ratings mean:
8200 = Absorb 56.58% of damage
7000 = Absorb 52.50% of damage
6000 = Absorb 48.00% of damage
5000 = Absorb 42.50% of damage

Some armour chest pieces do not allow you to wear the bracers and arms, the Mabari Chest Piece for example. Tantel does however. The only advantage of wearing more armour pieces is that you can have extra mods from the armour pieces.

A good Armorsmith can make armour with custom resists, for instance more Kinetic and Energy resists at the expense of Elementl resists. See your local Munitions Trader for more info.

Once you have your armour, you can add some clothing, jewellery and Armour and Clothing Attachments to increase your Stats. The best source for jewellery items are cl92 Elite NPC's and the best Armour and Clothing attachments come from Munitions and Domestic traders respectively.

These are the locations where you can equip non-armour items:

Non Armour:

Necklace
Ring x 2
Bracelet x 2
Shirt (can apply an "Exotic" attachment)
Boots
Gloves
Belt - You may prefer the extra protection of a Personal Sheild Generator.
Backpack

That gives you a lot of room for stat boosts without giving up armour resists. Profession rewards belts also have stats, but take the place of a Personal Shield Generator.

Armour:
Helmet
Chest (can apply an "Exotic" attachment)
2 x Biceps
2 x Bracers
Legs

Traders can also supply you with Armour, Clothing and Weapon powerups!  These have limited use and each use lasts for a set time only.

Treasure Map Loot

Miscellaneous

Schematic For Ayelixe/Krongbing Textiles Survival Backpack V2 (+20 Constitution, Stamina, Agility, Strength, and Luck)

Level 75: Adventurer Hiker & Hunter Counter-Toxin Wristband Prototype IV (right) (Bleeding, fire, poison absorption 8 )

Level 75: Adventurer Hiker & Hunter Toxin Resistant Wristband Prototype IV (right) (Bleeding, fire, poison resistance 8 )

Commando

Level 85: Traxes BioElectronics Targeting Assist Wrist Implant PTI-IV (Focused Fire Action cost, Focused Fire Critical chance, Focused Fire Damage, Focused Fire Freeshot, + 4)

Bounty Hunter

Level 75: Courier Wrist Communications Scanner SCNv4 (Droid speed 10, PVP critical chance 2, stamina 20)

Level 85: Blastech WrisTek - Wrist Assault Booster Zulu (Assault Action cost 4, Assault Critical chance 4, Assault Damage 4, Assault Freeshot 4)

Medic

Level 85: Saldalith Manufacturing Veridicator 200a (Vital Strike Action cost 4, Vital Strike Critical chance 4, Vital Strike Damage 4, Healing Potency 4)

Jedi

Level 85: Jedi Knight's Wristguard (Jedi Strike Action cost 4, Jedi Strike Critical chance 4, Jedi Strike Damage 4, Jedi Strike Freeshot 4)

Officer

Level 85: SoroSuub Personnel Comlink Wrist-P4  (Sure Shot Action cost 4, Sure Shot Critical chance 4, Sure Shot Damage 4, Sure Shot Freeshot 4)

Smuggler

Level 85: Merr-Sonn Targeter Ranging Wrist Assist V4 (Fast Draw Action cost 4, Fast Draw Critical chance 4, Fast Draw Damage 4, Fast Draw Freehot 4)

Spy

Level 75: Corellidyne Personal Insurgency Wrist Implant -Black- (right) (Assasinate Action cost 4, Assassinate Critical chance 4, Assassinate Damage 4, Assassinate Freeshot 4)

Weapons

Weapons do either Energy or Kinetic damage and some have a bonus elemental damage, so it is advantageous to take into account the armour resists of your target, are they weaker to Energy or Kinetic attacks?

Procedure Effects

You can also supplement your weapon damage by adding items that cause a "Proc", or Procedure Effect.

Some come in an item buff form, like the Mustafarian Distance Globe (ranged only), some are on the weapons themselves like the Caller of Storms sword, and some come in the form of a buff activated by wearable jewellery like the Amoebic Dischange Bracer (ranged and melee).

A Proc has a random chance to fire and performs an extra damage attack in the range of 200-600 damage.

You can combine the Proc on a weapon with a Proc buff details below, the Cyborg Lightning Arm arm proc (melee only) and the proc from the Synaptic Focus Crystal and all four will have a chance to fire.

Examples of available Proc buffs:

Amoebic Discharge Bracer (Right arm Bracelet) - Toxic Shock - Will fire in Ranged and Melee combat
Bio-Capacitance Discharge Bracer (Right arm Bracelet) - Static Strike - Will fire in Melee combat only
Explosive Pellet Bracer (Right arm Bracelet) - Explosive Pellet - Will fire in Ranged combat only
Mustafarian Distance Globe (Reusable buff item) - Mustafarian Heat Shock - Will fire in Ranged combat only, Duration Permanent (Known Issue), 2 minute Cooldown (possibly bugged, some reports of random 30 minute cooldown)

Gift of the Light Side (Elder Jedi Robe) - Gift of the Light Side - Will fire in Melee combat only

Fiery Strike (Improved) (Consumable buff item) - Fiery Strike - Will fire in Ranged and Melee combat, 5 uses, Duration 3 minutes.
Overwhelming Shock Device (Consumable buff item) - Overwhelming Shock - Will fire in Ranged combat only, 10 uses, Duration ? minutes.
Toxic Weapon Spray (Consumable buff item) - Toxic Spray - Will fire in Melee combat only, ? uses, Duration ? minutes.
Capacitor Overcharger (Consumable buff item) - Overwhelming Shock - Will fire in Ranged combat only, ? uses, Duration ? minutes.


Instant Stimpacks

These can be used to suppliment your healing abilities, A to D are no longer craftable so get them while you can! All instant stimpacks have a one minute timer before you can use another.

Experimental Stimpack E - CL80 (Looted from Forward Commander MKI) -1500 Heal

Publish 27 granted players a no-trade gift item of a "Concentrated Bacta Tank" which heals you to full health when not in combat and can be used once every 30 minutes. This has been used to great effect by Jedi and Spies who cloak to break aggro, use the Concentrated Bacta Tank to heal fully then continue the fight.

Bacta Kits

These are crafted by domestics traders and will heal you five times over 10 seconds up to the full amount listed on the kit.  Any damage taken will cancel any further heals but you will always get at least one heal, so with a Bacta Kit Mark III with 6000 heal power you can heal for at least 1200.

Bacta Kit Mark I (level 10) - 1350 Heal power
Bacta Kit Mark II (level 38 ) - 3400 Heal power
Bacta Kit Mark III (level 65) - 6000 Heal power

When you use a charge of a Bacta Kit, you will receive a 60 second debuff until you can use another Bacta Kit.

Galactic Civil War Instant Stimpacks

Military Stimpack E - Healing Power: 5500 (Health)
Military Adrenaline Injection E - Healing Power 2750 (Action)
Military Dexterity Enhancement - This is a military grade enhancement that boosts the user's dexterity.
Military Pain Numbing Powder E - Effect Increases Energy and Kinetic Protections by 500 - 30 Minutes
Military Damage Booster Pack E - Effect: Increases Damage Done by 250 - 3 Minutes
Military Personal Reactive Shield E - Effect: Does 300 Damage to Attacker - 30 Seconds
Military Reactive Stim Injector E - Healing Power: 950 (Health) - 10 Seconds
Military Reactive Adrenaline Injector E - Healing Power: 300 (action) - 10 Seconds
Military Critical Reactive Stim Injector C - Effect: Attempts to heal for 2500 Health at time of death and increases defense for a short time - 30 Minutes

Rallying Banner - (CL 75) This banner will greatly increase the morale of friendly troopers in its vicinity, increasing their combat ability.

Rallying banner gives a buff to your surrounding players depending on your profession. They are placed as banners on the ground and are static for 3 mins.

You get the banner as a 10 use item, then you can place one every three minutes and have to go back and get a new one after you have spent all 10. Buffs refresh everytime you go near the banner.

Jedi - Aura of the Force - 100 Strength - 10 Minutes
Officer - Aura of Command - 100 Precision - 10 Minutes
Commando - Aura of Destruction - Chance to Fire an Additional Effect - 10 Minutes
Spy - Aura of the Hidden - 100 Agility - 10 Minutes
Bounty Hunter - Aura of the Assasin - Critical Hit Change Modified by 5% - 10 Minutes
Medic - Aura of Health - 100 Consitution - 10 Minutes
Smuggler - Aura of Luck - 100 Luck - 10 Minutes 

Galactic Civil War
Rank Buffs

Retaliation : After years in the battlefield, your mind has instinctively learned to suppress pain by immediately counter-attacking your enemies. As you are wounded, so shall they be wounded.
Granted at: Rank 7 (Lieutenant/Lieutenant)
Duration: 2 Minutes
Recharge: 10 Minutes
Description: A proc effect where you have the chance to attack the enemy back each time you are damaged. Usually about 200-300 damage.

*Note: Does not work with heavy weapons

Adrenaline Rush : Through countless battles, fear has hardened you for combat allowing you use an adrenaline rush to your advantage. Your combat skills are quickened in the face of danger.
Granted at: Rank 8 (Captain/Captain)
Duration: 2 Minutes
Recharge: 5 Minutes (Note: This is on the same timer as Unstoppable)
Description: Reactive action heal - Your action has the chance to be healed for 560 with each hit.

Unstoppable : Your body has become so used to pain and wounds that you ignore all but the most severe. When other solders would be on their knees begging for mercy, you will fight on...unstoppable.
Granted at: Rank 9 (Major/Major)
Duration: 2 Minutes
Recharge: 10 Minutes (Note: This is on the same timer are Adrenaline Rush)
Description: Reactive health heal - Your health has the chance to be healed for 950 with each hit

Last Man Standing : Seasoned by many battles, you alone have been the deciding factor between victory and defeat. Pushing yourself beyond the abilities of common soldiers, you are destined to be the last person standing.
Granted at: Rank 10 (Lt. Colonel/Commander)
Duration: 5 Minutes
Recharge: 10 Minutes
Description: You receive a 7500 heal upon incapacitation followed by a 100% glancing blows buff for 5 seconds. 

Legendary Warrior : Soldiers and warriors throughout your faction recognize you as a legend. Your presence on the battlefield will dramatically boost the morale and combat abilities of those around you.
Granted at Rank 11 (Colonel/Colonel)
Duration: 3 Minutes
Recharge: 15 Minutes
Description: All allies within 50m range receive +200 to agility, +120 to Constitution and +750 to Energy and Kinetic Armour buff.

Imperial Airstrike : Your high rank in the Imperial army gives you the authority to call down a TIE Bomber to attack your enemies.*
Granted at Rank 12 (General)

Rebel Airstrike : Your high rank in the Rebel Alliance gives you the authority to call down an X-Wing to attack your enemies.*
Granted at Rank 12 (General)

*Note: These abilities cannot be used indoors.


Cybernetics

Cybernetic limbs are awarded as quest rewards. These can be fitted by NPC's in Medical Centers in some large cities like Coronet on Correlia, Theed on Naboo and Mos Entha on Tatooine.

Cyborg Strength Arm (left - 4800 armour): Awards a buff special of +200 Strength and +100 Stamina that will be in effect for 1 minute. This ability may be used once every 10 minutes. Quest reward from Doctor Kinesworthy, Myyydril village, Kashyyyk /way -356 -453.

Cyborg Revive Arm (left - 4800 armour): Awards an ability to resurrect others. It may be used once every 30 minutes. Quest Reward from Nurse Yraka, Myyydril village, Kashyyyk /way -305 -477.

Cyborg Sure Shot Arm(left - 4800 armour): Awards a ranged damage special move with no action costs. This ability may be used once every 4 minutes. Quest reward from Qakkee, Bestine, Tatooine /way -1399 -3664

Cyborg Lightning Arm (right - 4800 armour): Awards a melee damage special move with no action costs. This ability may be used once every 6 minutes. This cybernetic also has a melee proc. Loot from Necrosis, Myyydril caverns, Kashyyyk

Cyborg Armor Arm (right - 5700 armour): Provides a level of armored defense as if you were wearing a bicep and bracer as armor. Quest reward from Doctor Kinesworthy, Myyydril village, Kashyyyk /way -356 -453.

Cyborg Critical Snipe Arm (right - 4800 armour) : Awards a ranged damage special move with no action costs. This ability may be used once every 10 minutes. Quest reward from Doctor Kinesworthy, Myyydril village, Kashyyyk /way -356 -453.


Buffs

Veteran: Favor of the Elders (Elder buff) - Group Enhancement. Constitution, Stamina and Agility +20, 15 minutes duration.

Profession:

You can have any and all of these Profession buffs active at once, they won't prevent you using any other buffs.

Medic

Nutrient Injection - +250 to Constitution, 30 minute duration. 
Stamina - +250 to Stamina, 30 minute duration.
Enhance Strength - +80 to Strength, 30 minute duration. 
Enhance Precision - +80 to Precision, 30 minute duration.  
Enhance Agility - +80 to Agility, 30 minute duration. Enhance Block - +20% Block Chance, 30 minute duration. Enhance Dodge - +5% Dodge Chance, 30 minute duration.

Entertainer


Officer

Tactics (Mark 9) - Agility +150, Constitution + 70, duration 4 minutes 30 seconds.
Inspiration (Mark 6) - Action costs modified by 5%. 2800.00 action restored.
Focus Fire (Mark 6) - Precision +115 , Strength +115, duration 4 minutes 30 seconds
Charge! - Modify movement speed. Damage output modified by 10.00%. Action costs modified by 10.00%. Prevent movement impairing effects.
Scatter! - Modify Movement Speed. Avoidance modified by 5.00%. Prevent movement impairing effects.
Last Words - Heal, Action heal, Dodge chance, and Speed boost (when officers dies).

Jedi

Saber Block - 50% chance to parry all attacks, 40 second duration, 60 second cooldown.
Force Run - Increases movement speed, immunity and cure all snares and roots, 15 second duration, 45 second cooldown.
Vapaad Focus - Stamina + 60, 1 hour Duration, 15 second Cooldown.
Shien Stance - Constitution +60, 1 hour Duration, 15 second Cooldown.
Vapaad Focus and Shien Stance occupy the same buff slot.

Commando

Base of Operations - +500 armor group buff

Smuggler

Off the Books - +50 Luck, +50 Precision and 6% damage reduction.

Usable Items (non consumable):

I've put these into groups that share the same cooldown timers and buff "slots", for instance, if you use the Sith Holocron, you will start a one hour cooldown on all the buff items in that group, even if the cooldowns are shorter on the other items.

Group 1 - Unrestricted Buffs

These buffs have their own buff slot and do not interfere with any other buffs, even ones in this group. 
Gift of the Light Side (Elder Jedi Robe Buff) : Constitution +125. The robe also gives a further Agility +50, Constitution +120 and Strength +120. Duration is as long as the robe is equipped.

A focused Crystal (health) (Pre Publish 25 reward, no longer available) - +2000 Health, Duration 2 hours, 3 day cooldown. Mutliple health crystals can be used one after the other as the cooldown is on the crystal itself.

A focused Crystal (mind) (Pre Publish 25 reward, no longer available) - +500 Action and Proc Effect, Duration 2 hours, 1 day cooldown.

Experimental Electrobinoculars - Detect Hidden +100, 15 minute duration.

Group 1a - Targetting Assitance/Healers Touch

These buffs have their own buff slot and only overwrite each other.

Target Enhancement Helm (Targetting Assitance) - +20 to Precision and Strength (counts as buff not item), duration as long as item is equipped, no cooldown.

Microsensory Mesh Gloves (Healers Touch) - +20 to Agility and Stamina (counts as buff not item), duration as long as item is equipped, no cooldown.

Group 2a - Mustafarian Rewards and Cube Products (Buff slot, group 2a cooldown).

Most non-consumable buffs, from loot, reward or cube recipes tend to go into this group.

Lair Crystal - Critical chance modified by 5%, Avoidance modified by 5%, 10% damage increase, Constitution +75, Luck +50, 3 minutes duration, 15 minute cooldown.

Shard of Retaliation - Luck, Agility and Constitution +200, 3 minutes duration, 15 minute cooldown.

Shard of the Serpent - Modify Poison, Disease, Bleeding and Fire Absorption + 50, 5 minutes duration, 60 minute cooldown.

Sith Holocron - Constitution and Stamina + 150, 3 mins duration, 60 minute cooldown.

Cooling Spray Unit - Luck +160, duration 30 seconds, cooldown 30 minutes.

Mustafarian Injector - +100 to Strength and Precision, 30 minute Duration, 2 minute cooldown.

Mustafarian Distance Globe - Chance to execute the Mustafarian Heat Shock effect in ranged combat only (extra damage), duration ?very short?.

Miners Medallion (Advanced Fire Prevention) - +100 to agility, duration 30 minutes, no cooldown (re-equip to reactivate).

Amoebic Discharge Bracer (Right) - Toxic Shock - Will fire in Ranged and Melee combat.

Bio-Capacitance Discharge Bracer (Right) - Static Strike - Will fire in Melee combat only

Explosive Pellet Bracer (Right) - Explosive Pellet - Will fire in Ranged combat only

Rare Nova Crystal - 1000 health restored, 30% Critical Hit Chance Increase for 2 minutes - 3600 sec reuse time - lvl 80

Rare Rol Stone -
1000 action restored, 3% Strikethrough Chance Increase for 2 minutes - 3600 sec reuse time - lvl 80

Rare Power Gem -
removes all DoTs, 3% Dodge Chance Increase for 2 minutes - 3600 sec reuse time - lvl 80

Rare Corusca Gem -
3% (?) Critical Hit Defense Increase for 2 minutes- 3600 sec reuse time - lvl 80

Rare Sasho Gem -
+20 strength, 3% Parry Chance Increase for 2 minutes - 3600 sec reuse time - lvl 80

Rare Ankarres Sapphire -
2000 action restored, health increased by 15% for 2 minutes - 3600 sec reuse time - lvl 80

Flask of Naris-Bud Tea - 3% Evasion Chance Increase
for 2 minutes - 1800 sec reuse time - 10 charges - lvl 80

Small Flask of Nerfmilk - 1 minute snare immunity buff - 1800 sec reuse time - 10 charges - lvl 80

Flask of Elba Water -
3% Block Chance Increase for 2 minutes - 1800 sec reuse time - 10 charges - lvl 80


Group 2b - Mustafarian Rewards and Cube Products (Stim slot, group 2a cooldown).

The following buffs can be activated with any of the buffs in group 2a active at the same time (cooldown permitting), but will activate cooldown for all buffs in groups 2a and 2b:

Anti-Mobility Dampening Device - Immune to all snares, duration 20 seconds, 30 minute cooldown.

Revitalization Pack - Constitution, Agility and Luck +200, duration 3 minutes, cooldown 30 minutes.

Sprint Enhancement Stim - Burst Run for 1 minute, cooldown 30 minutes.

Synaptic Stimulation Collar - Immune to mezmering effects, duration 20 seconds, 30 minute cooldown.

Stims - See Stims section below.[/align]

Group 2c - Mustafarian Rewards and Cube Products (Stim slot, group 2c cooldown):

Wild force shards have their own cooldown timer and use the Stim buff slot.

Wild Force Shard (Defensive Burst) - Constitution and Agility + 120, 5 minutes duration, 60 minute cooldown.

Wild Force Shard (Offensive Burst) - Constitution, Precision, Strength +120, 5 minutes duration, 60 minute cooldown.

Stims - See Stims section below.

Domestics Trader:

Only one Domestics Trader buff can be active at a time. Stats are given as a guide as final stats vary.

When using BE tissues when crafting multi-stat foods, only the first stat listed will vary, the second (or third) will remain constant.

Combat

Travel Biscuit: 8-13 Agility, +15 Movement Modifier, 12-24 minutes.
Accarragm: 30-50 Agility, +27 Movement Modification, 12-24 minutes.
Flameout: 22-35 Agility, +30 Strikethrough Chance, +30 Strikethrough Value, 12-24 minutes.
Breath of Heaven: 22-35 Constitution, +30 Dodge, 12-24 minutes.
Thaktillo: 22-35 Stamina, +30 Parry, , 12-24 minutes.
Vercupti of Agazza Boleruuee: 21-35 Precision, +30 Evasion, +30 Evasion Value, 12-24 minutes.
Deneelian Fizz Pudding: 22-35 Luck, +30 Block Chance, +30 Block Value, 12-24 minutes.

Note: The +30 values above on Strikethrough Chance, Dodge, Parry, Evasion and Block Chance add 300 points to the your Combat Defence: Block , Combat Defence: Dodge , Combat Defence: Evasion , Combat Defence: Parry and Combat Offence: Strikethrough respectively as viewed on your character sheet.

This translates to an extra 3% chance to execute these combat hit types.

Constitution

Terrata: +25 Constitution, 26 Filling, 18 Mins
Pikatta Pie: +20 Constitution, 27 Filling, 18 Mins
Parwan Nutricake: +15 Constitution, 27 Filling, 18 Mins
Garrmorl: +10 Constitution, +10 Strength, +10 Precision, 50 Fill, 18 Mins
Blood Chowder: +10 Constitution, 17 Fill, 18 Mins
Kanali Wafers: +5 Constitution, 17 Filling, 18 Mins
Meat Jerky: +2 Constitution, 5 Filling, 14 Mins

Stamina

Bivoli Tempari: +35 Stamina, 25 Filling, 18 Mins
Ahrisa: +20 Stamina, 33 Filling, 18 Mins
T'illa T'iil: +20 Stamina, +20 Constitution, 68 Filling, 20 Mins
Gorrnar: +15 Stamina, +15 Constitution, 33 Filling, 20 Mins.
Dweezel: +15 Stamina, 16 Filling, 18 Mins Gralinyn Juice: +10 Stamina, 27 Filling, 18 Mins
Durindfire: +10 Stamina, +10 Constitution, 16 Fill, 18 Mins
Blue Milk: +5 Stamina, +5 Constitution, 30 Fill, 20 Mins
Blob Candy: +5 Stamina, 11 Filling, 18 Mins
Exo-Protein Wafers: +3 Stamina, +3 Luck, 5 Filling, 18 Mins

Strength

Mandalorian Wine: +30 Strength, +30 Constitution, 67 Filling, 18 Mins
Rakririan Burnout Sauce: +25 Strength, +25 Precision, 27 Filling, 18 Mins
Havla: +20 Strength, 33 Filling, 18 Mins Trimpian:+15 Strength, 16 Filling, 18 Mins
Vasarian Brandy: +15 Strength, +15 Constitution, 49 Filling, 18 Mins
Correlian Brandy, +10 Strength, +10 Constitution, 15 Fill, 18 Mins
Correlian Ale: +10 Strength, 15 Fill, 18 Mins
Air Cake: +5 Strength, +5 Precision, 9 Fill, 18 Mins
Caf: +5 Strength, 16 Filling, 18 Mins
Caramelized Pkneb: +4 Strength, +3 Precision, 16 Filling, 18 Mins
Bofa Treat: +3 Strength, 9 Filling, 18 Mins

Precision

Gruuvan Shaal: +20 Precision, 33 Filling, 18 Mins
T'ssolok: +15 Precision, +15 Constitution, 45 Filling, 18 Mins
Ormachek: +15 Precision, 80 Filling, 18 Mins
Ithorian Mist: +10 Precision, +10 Constitution, 15 Fill, 18 Mins
Deuterium Pyro: +10 Precision, 16 Filling, 18 Mins
Crispic: +5 Precision, 16 Filling, 18 Mins Spiced Tea: +4 Precision, 8 Filling, 18 Mins

Agility

Vegeparsine: +25 Agility, 29 Filling, 18 Mins
Vayerbock: +20 Agility, +20 Stamina, 22 Filling, 18 Mins
Elshandruu Pica Thundercloud: +20 Agility, +20 Constitution, 16 Filling, 18 Mins
Scrimpi: +20 Agility, 31 Filling, 18 Mins
Vagnarian Canape: +15 Agility, +15 Stamina, +15 Constitution, 39 Filling, 18 Mins Kiwik
Clusjo Swirl: +15 Agility, +15 Constitution, 39 Filling, 18 Mins
Karkan Ribenes: +15 Agility, 66 Filling, 20 Mins
Veronian Berry Wine: +10 Agility, +10 Constitution, 16 Filling, 18 Mins
Pastebread: +10 Agility, 20 Filling, 18 Mins
Almond-Kwevvu Crisp Munchies: +5 Agility, +5 Stamina, 22 Filling, 18
Mins Won Won: +5 Agility, +5 Constitution, 39 Filling, 18 Mins
K-18 Rations: +4 Agility, 15 Filling, 18 Mins
Jaar: +3 Agility, +3 Health regen (?), 60 Fill, 20 Mins
Jawa Beer: +3 Agility, +3 Luck, 21 Filling, 15 Mins
Ruby Bliel: +3 Agility, +3 Stamina, 22 Filling, 18 Mins

Luck

Sweesonberry Rolls: +25 Luck, 22 Filling, 18 Mins
Citros Snowcake: +20 Luck, 27 Filling, 18 Mins
Felbar: +15 Luck, 20 Filling, 18 Mins
Cho-Nor-Hoola: +11 Luck, 16 Filling, 18 Mins
Synthsteak: +5 Luck, +5 Constitution, 28 Filling, 18 Mins
Aitha: +5 Luck, 14 Filling, 20 Mins
Teltier Noodles: +3 Luck, +3 Constitution, 16 Filling, 18 Mins
Dustcrepe: +3 Luck, +3 Stamina, 60 Fill, 20 Mins
Blap Biscuit: +5 Luck, +5 Constitution, 22 Fill, 18 Mins

Stims

Different levels of stims are available for different combat levels, they all last for five minutes and have a 5 second cooldown.

Using a stim of greater power than the one you have active will replace the buff, if you try to replace a buff of a higher value, you are told that you already have a similar buff active.

Known issue - Not all of these stims are assigned to any loot tables, for instance, we've not seen any CL80 Lucky Artifacts. Ones marked in gold are highest level confirmed to drop.

There are a wide array of reward stim buffs as well, these are usually a low bonus for a longer duration.

The best stims come from the Chu Gon dar cube, a list of combinations can be found here:

Note:  The stims are listed alongside items that use the "buff" slot so you may end up creating a "Stim" that is actually a buff.  Some trial and error is required.

Here is a list of looted stims:

Constitution

Fitness Stim (CL1) - +5 Constitution
Improved Fitness Stim (CL10) - +10 Constitution
Advanced Fitness Stim (CL20) - +15 ConstitutionHealth Stim (CL40) - +20 Constitution
Improved Health Stim (CL40) - +25 Constitution
Advanced Health Stim (CL50) - +30 Constitution
Constitution Stim (CL60) - +35 Constitution
Improved Constitution Stim (CL70) - +40 Constitution
Advanced Constitution Stim (CL80) - +45 Constitution

Stamina

Fortitude Stim (CL1) - +5 Stamina
Improved Fortitude Stim (CL10) - +10 Stamina
Advanced Fortitude Stim (CL20) - +15 Stamina
Endurance Stim (CL30) - +20 Stamina
Improved Endurance Stim (CL40) - +25 Stamina
Advanced Endurance Stim (CL50) - +30 Stamina
Stamina Stim (CL60) - +35 Stamina
Improved Stamina Stim (CL70) - +40 Stamina
Advanced Stamina Stim (CL80) - +45 Stamina

Strength

Energy Stim (CL1) - +5 Strength
Improved Energy Stim (CL10) - +10 Strength
Advanced Energy Stim (CL20) - +15 Strength
Power Stim (CL30) - +20 Strength
Improved Power Stim (CL40) - +25 Strength
Advanced Power Stim (CL50) - +30 Strength
Strength Stim (CL60) - +35 Strength
Improved Strength Stim (CL70) - +40 Strength
Advanced Strength Stim (CL80) - +45 Strength

Precision

Perception Scope (CL1) - +5 Precision
Improved Perception Scope (CL10) - +10 Precision
Advanced Perception Scope (CL20) - +15 Precision
Ocular Enhancement Scope (CL30) - +20 Precision
Improved Ocular Enhancement Scope (CL40) - +25 Precision
Advanced Ocular Enhancement Scope (CL50) - +30 Precision
Precision Scope (CL60) - +35 Precision
Improved Precision Scope (CL70) - +40 Precision
Advanced Precision Scope (CL80) - +45 Precision

Agility

Dexterity Stim (CL1) - +5 Agility
Improved Dexterity Stim (CL10) - +10 Agility
Advanced Dexterity Stim (CL20) - +15 Agility
Quickness Stim (CL30) - +20 Agility
Improved Quickness Stim (CL40) - +25 Agility
Advanced Quickness Stim (CL50) - +30 Agility
Agility Stim (CL60) - +35 Agility
Improved Agility Stim (CL70) - +40 Agility
Advanced Agility Stim (CL80) - +45 Agility

Luck

Hopeful Trinket (CL1) - +5 Luck
Charmed Trinket (CL10) - +10 Luck
Lucky Trinket (CL20) - +15 Luck
Hopeful Keepsake (CL30) - +20 Luck
Charmed Keepsake (CL40) - +25 Luck
Lucky Keepsake (CL50) - +30 Luck
Hopeful Artifact (CL60) - +35 Luck
Charmed Artifact (CL70) - +40 Luck
Lucky Artifact (CL80) - +45 Luck


Buff Combination Examples

This is just an example of how buffs can be combined and is not meant to be taken as the norm.

Trader Buffs:

Wearable items with SEA's - +315 to Constitution, Stamina and Luck.
Wearable items with Exotic SEA's - Bleeding Absorption 8%, Fire Absorption 8%, Poison Absorption 8%.
Powerups - Bleeding Absorption 10%, Fire Absorption 10%, Poison Absorption 10%.

Elder Buffs:

Favor of the Elders (Elder buff) - Group Enhancement. Constitution, Stamina and Agility +20, 15 minutes duration.

Medic Buffs:

Nutrient Injection - +250 to Constitution, 30 minute duration. 
Stamina - +250 to Stamina, 30 minute duration.
Enhance Strength - +80 to Strength, 30 minute duration. 
Enhance Precision - +80 to Precision, 30 minute duration.  
Enhance Agility - +80 to Agility, 30 minute duration.  

Entertainer Buffs:

Action Cost Reduction - 8%
Resilience - 20% Reduced damage from DoT Effects.
Second Chance - 24% Chance to heal when hit in combat.

Domestic Trader Buffs:

Flameout (Bio Enhanced): +60 Constitution, +25 Agility, +25 Stamina.

Smuggler Buffs:

Booster Blue - +50 Constitution, +50 Stamina and +50 Luck, -50 Agility
Off the Books - +50 Luck, +50 Precision and 6% damage reduction.

Officer Buffs:

Tactics (Mark 9) - Agility +150, Constitution + 70, duration 4 minutes 30 seconds.

Group 1 - Unrestricted Buffs

A focused Crystal (health) (Pre Publish 25 reward, no longer available) - +2000 Health, Duration 2 hours, 3 day cooldown.
A focused Crystal (mind) (Pre Publish 25 reward, no longer available) - +500 Action and Proc Effect, Duration 2 hours, 1 day cooldown.

Group 2a - Mustafarian Rewards and Cube Products (Buff slot, group 2a cooldown)

Lair Crystal - Critical chance modified by 5%, Avoidance modified by 5%, 10% damage increase, Constitution +75, Luck +50, 3 minutes duration, 15 minute cooldown.

Group 2c - Mustafarian Rewards and Cube Products (Stim slot, group 2c cooldown)

Wild Force Shard (Defensive Burst) - Constitution and Agility + 120, 5 minutes duration, 60 minute cooldown.

All this adds up to:

Constitution - 960 (x8 = 7680 extra max health, x2 = 1920 extra max Action)
Stamina - 660 (x8 = 5280 extra max action, x2 = 1320 extra max health)

Max Health - +2000
Max Action - +500

Totals :
11000 extra max health, 7700 extra max action .  (approximately double base health and action for cl90)

Precision - +130 (0.9% chance to ranged crit)
Strength - +135 (1.0% chance to melee crit)
Agility - +225 - (2.25% chance to  glancing blow)
Luck - +465 (3.4% chance to ranged or melee crit, 1.1% chance to glancing blow)
Critical chance modified by 5%
Avoidance modified by 5%


Totals :
Chance to ranged crit - 9.3%
Chance to melee crit - 9.4%
Chance to glancing blow - 8.35%


Bleeding Absorption 18%
Fire Absorption 18%
Poison Absorption 18%.
20% Reduced damage from DoT Effects.

Totals:
Bleeding Absorption 38%
Fire Absorption 38%
Poison Absorption 38%.


Other Modifiers:

Action Cost Reduction - 8%
Chance to heal when hit in combat. - 24%
Damage increase - 10%


As you can see, stacking buffs can make a lot of difference.

 

The following TCG buffs occupy the group 5 buff slot ( shard of retaliation etc)

60 min cooldowns, 3 mins duration

gorax ear - con, stam, pre, luck +200

muur talisman - con stam, pre, str +200

sanyassan skull - con. sta, pre, agi +200

morgukai shadow scroll - con, sta, pre, crit hit chance 5%

Buff Combination Examples.

This is just an example of how buffs can be combined and is not meant to be taken as the norm.

Trader Buffs:

Wearable items with SEA's - +315 to Constitution, Stamina and Luck.
Wearable items with Exotic SEA's - Bleeding Absorption 8%, Fire Absorption 8%, Poison Absorption 8%.
Powerups - Bleeding Absorption 10%, Fire Absorption 10%, Poison Absorption 10%.

Elder Buffs:

Favor of the Elders (Elder buff) - Group Enhancement. Constitution, Stamina and Agility +20, 15 minutes duration.

Medic Buffs:

Nutrient Injection - +250 to Constitution, 30 minute duration. 
Stamina - +250 to Stamina, 30 minute duration.
Enhance Strength - +80 to Strength, 30 minute duration. 
Enhance Precision - +80 to Precision, 30 minute duration.  
Enhance Agility - +80 to Agility, 30 minute duration.  

Entertainer Buffs:

Action Cost Reduction - 8%
Resilience - 20% Reduced damage from DoT Effects.
Second Chance - 24% Chance to heal when hit in combat.

Domestic Trader Buffs:

Flameout (Bio Enhanced): +60 Constitution, +25 Agility, +25 Stamina.

Smuggler Buffs:

Booster Blue - +50 Constitution, +50 Stamina and +50 Luck, -50 Agility
Off the Books - +50 Luck, +50 Precision and 6% damage reduction.

Officer Buffs:

Tactics (Mark 9) - Agility +150, Constitution + 70, duration 4 minutes 30 seconds.

Group 1 - Unrestricted Buffs.

A focused Crystal (health) (Pre Publish 25 reward, no longer available) - +2000 Health, Duration 2 hours, 3 day cooldown.
A focused Crystal (mind) (Pre Publish 25 reward, no longer available) - +500 Action and Proc Effect, Duration 2 hours, 1 day cooldown.

Group 2a - Mustafarian Rewards and Cube Products (Buff slot, group 2a cooldown).

Lair Crystal - Critical chance modified by 5%, Avoidance modified by 5%, 10% damage increase, Constitution +75, Luck +50, 3 minutes duration, 15 minute cooldown.

Group 2c - Mustafarian Rewards and Cube Products (Stim slot, group 2c cooldown).

Wild Force Shard (Defensive Burst) - Constitution and Agility + 120, 5 minutes duration, 60 minute cooldown.

All this adds up to:

Constitution - 960 (x8 = 7680 extra max health, x2 = 1920 extra max Action)
Stamina - 660 (x8 = 5280 extra max action, x2 = 1320 extra max health)

Max Health - +2000
Max Action - +500

Totals :
11000 extra max health, 7700 extra max action.  (approximately double base health and action for cl90)

Precision - +130 (0.9% chance to ranged crit)
Strength - +135 (1.0% chance to melee crit)
Agility - +225 - (2.25% chance to  glancing blow)
Luck - +465 (3.4% chance to ranged or melee crit, 1.1% chance to glancing blow)
Critical chance modified by 5%
Avoidance modified by 5%


Totals :
Chance to ranged crit - 9.3%
Chance to melee crit - 9.4%
Chance to glancing blow - 8.35%


Bleeding Absorption 18%
Fire Absorption 18%
Poison Absorption 18%.
20% Reduced damage from DoT Effects.

Totals:
Bleeding Absorption 38%
Fire Absorption 38%
Poison Absorption 38%.


Other Modifiers:

Action Cost Reduction - 8%
Chance to heal when hit in combat. - 24%
Damage increase - 10%


As you can see, stacking buffs can make a lot of difference.