Friday Feature 1/5/2018: Commands in SWG

Happy New Year! 2018 is going to be an exciting time for EiF. Our population are numbers are rising. The roleplaying community is burgeoning. The GCW is around the corner and players are getting ready and helping with live testing of the invasion portion of the system!

SWG is rich with action players can use either from the command line or placed into macros. This week we’ll focus on some useful commands. Some of our earlier Friday Features utilized a few, such as with macros.

Basic Commands

//
Complete list of commands in game. Note many commands may need a target.

/afk
Sets your character to “Away From Keyboard” so others know you are not currently available.

/anon
Sets your character to anonymous for the purpose of searches.

/consider (/con)
Displays the difficulty rating of a targeted creature or NPC compared to your skill with your currently equipped weapon.

/earth
Displays the earth (real) time.

/find
Brings up list of commonly searched for locations. Selecting a location will create a waypoint to the nearest one of that type and will produce a lighted path leading you to it. To remove the waypoint you created, type /find clear.

I personally use this ALL THE TIME! /find starport when I’m out in the middle of no where searching for the best resource spawn, allows me to get a waypoint to the nearest starport.

/findfriend
Locates your friend by name and creates an active waypoint for them. You must have the person in your friends list and you must also be on their friendslist for this to work.

/follow
Auto-follows your target; use /stopfollow to cease following.

/gallop
Urge your mount go faster for a short time. Don’t expect to use this command continuously! This is useful if you are mounted on a pet and get into combat and the pet slows down to fight.

/logout
Logs your character off the server; you should be in a city, house or campsite for a safe logout, otherwise your character will be at the mercy of the world for 3 additional minutes.

/notepad
Allows modifications to a text file that gets saved as “notes.txt” in your base profile directory. I use this to enter notes about what foods I can make and the max stats I can hit.

/quit
Exit the game immediately. Your character will remain vulnerable to attack for three more minutes.

/tip
Automatically transfers a specified number of credits to your target; you can also use /tip bank to send money directly to their bank, but there is a 5% transfer fee to do this.

/unstick
If you are stuck in a building or other feature of the landscape, this should unstick you. You cannot be moving in order for the command to work. If this command does not free your character, then please contact an admin.

/waypoint
By typing /waypoint and the coordinates, you will create a waypoint in your datapad at location of the current planet’s coordinatate or at your present location if nothing is entered. Note: targeting something and typing /waypoint does not function.

Chat

/groupchat (/g)
Sends message to group channel.

/guild (/gu)
Sends the message typed after the command to your guild channel.

/retell (/rt)
Sends tell to the last person you sent a tell to.

/reply (/r)
Sends a tell to the last person to send a tell to you.

/say
Puts your message in a chat bubble and in the main chat window.

/tell (/t)
Sends an instant message to the character indicated; you can send the message to multiple people by separating their names with a comma.

/tellpet
Sends a command privately to your pet.

Combat Players

/listen
You actively listen to the targeted musician. Heals mind wounds and battle fatigue

/loot
Loots targeted corpse. Don’t forget the Auto Loot Corpses option within Options – Misc!

/watch
You actively listen to the targeted dancer. Heals mind wounds and battle fatigue

/unstick
If you are stuck in a building or other feature of the landscape, this should unstick you. You cannot be moving in order for the command to work. If this command does not free your character, then please contact an admin.

Digging in the Dirt!

/forage
Rangers: Searches the area for anything useful.

/me
Medics: Use to forage items useful for Medics and Doctors

Entertainer/Dancer/Musician

/flourish <#>
Plays indicated musical or dance flourish.

/bandflourish
Synchronizes flourishes of everyone in the group (however, this does not grant the XP of normal flourishes). Using this command allows you to show some style alongside fellow entertainers! Only band leaders can use this command.

/bandleader
Transfers Band Leader status to indicated character.

/sing
Chat bubble that is unique to Entertainers.

/startdance
Begins the dance style that you specify.

/startmusic
Skill and instrument required – begins playing song that you specify.

/tip
Automatically transfers a specified number of credits to your target; you can also use /tip bank to send money directly to their bank, but there is a 5% transfer fee to do this.

Grouping Commands

/invite
Invite the named or targeted player to a group (only group leaders can invite additional people into an existing group).

You cannot /invite while you are in combat or the invitee is in combat. You cannot /join while you are in combat or the inviter/group leader is in combat\

/uninvite
Cancel the group invitation to the named or targeted player.

/join
Joins group or band if you have been invited.

/makeLeader
Group leader only – transfers leadership to named or targeted group member.

/groupchat
Sends message to group channel.

/dismissGroupMember
Dismiss the named or targeted player from the group.

/disband
Group leader only – disbands current target, or entire group if no target is named.

Guild

/guild
Sends the message typed after the command to your guild channel.

/guildremove
Removes target or self from your current guild.

Management: Structures (Houses, Harvesters, Factories

/addpower
Adds power to selected structure.

/setpermission
Sets which players are allowed to move and pick-up items within a structure, as well as the ability to destroy that structure. You must be in or near your building or installation to do this.

/setprivacy
Sets your structure to private or public. You must be in a building to use this.

Merchant/Crafters/Resource Gatherers

/mailsave
Saves your game mail on your computer

/sample
Used by Surveyors to take a resource sample after surveying.

Roleplay

/emote
Displays whatever text you follow it with as an action of your character. For example, if I want to say: Megan is serving free chocolate mousse cake on Port Jato, then the following would accomplish that:  “/emote Megan is serving free chocolate mousse cake on Port Jato. 

/kneel
Changes stance to kneeling. Great for RP!

/moods
Displays list of moods.

/mood none
Returns your default mood to neutral.

/prone
Changes stance to prone.

/roleplay
Sets your character to “Role Player.”

/say
Puts your message in a chat bubble and in the main chat window.

/sing
Chat bubble that is unique to Entertainers.

/stand
Changes stance to standing.

Emote Commands: On the Abilities and Commands menu (Ctrl + A) there is a Social tab with all the emotes you can use with your characters. Most emotes each have three states:

For example, in the list you’ll see an emote for “About Dang Time!” By hovering over it, you’ll see the command for it. /adn. By clicking on it, you’ll see the three states:

  • Without a modifie:
    • /adn : You openly show that your patience has expired
  • With the self modifier to apply it to yourself:
    • /adn self: A bit frustrated with yourself?
  • Targeting a player, or adding player name as a modifier:
    • /adn Megan: You encourage Megan to hurry. Any day now!

Next week we look at more commands to improve communications.

Sandarie Coron, Community Manager

Clearly Not Combat Princess!

EiF New Year’s Eve – GCW EVENT!

If you aren’t doing much on New Year’s Eve, come bring in the New Year with an Empire in Flames! Normally Sunday evenings at 9:00 pm EST is our weekly EiF RP Campaign installment. On 12/31/2017, a live test of the Galactic Civil War will take place on EiF’s live server with a planetary invasion! The planet is yet to be determined, but will likely be announced in the 12/29/2017 Friday Feature “Anatomy of an Invasion” which will provide a breakdown of how invasions work.

What can you do to prepare? I thought you’d never ask!

One thing we definitely know about the invasions is starports can be flipped via the base busting system. You’ll need a busting team with:

  • Bounty Hunter
    Commando
    Smuggler
    Doc (this replaces the BE required in Live)
    Squad Leader

    AND A support group to keep the defending faction from killing your base busters!

If you are an Armorsmith, Weaponsmith, or Chef: get your vendors stocked!

If you haven’t finished your template, or have been waiting for the GCW so you can PvP, wait no more! You have just over a week to prepare!

If you are thinking, “Bleh, I don’t PvP…” Well neither do I, at least not very well, but I’m definitely going to plan to be in a walker pew, pewing!

The EiF GCW is unique and original content. You have never experienced Star Wars Galaxies like this before.

Sandarie
Community Manager, Empire in Flames

Combat in Empire in Flames, or How I Spent My Summer Vacation

EiF brings you a player’s perspective’s on EiF’s combat system. This post isn’t fully fact checked. Thank you Pizza the Hutt! You are one of my all time favorite Hutts! Enjoy!

-Sandarie, Community Manager

===

The combat in Star Wars Galaxies has gone through multiple iterations and changes in its lifetime. Empire in Flames is another such iteration aiming to improve upon some of the inadequacies of the original game in a fashion that differs from the Combat Upgrade (and the subsequent game-changing overhaul that was the NGE). 

While the fundamental mechanics of “Pre-CU” combat still stand, there have been numerous tweaks and changes to encourage a diversity of builds that was sorely lacking in the original game. These modifications to the base emulator take the form of adjustments to stat allocations for each profession, ability changes ranging from minor adjustments of multipliers to new behaviors, and some tinkering to the engine to make combat much more intuitive and interesting.   

Whether you’re an old-hand at Pre-CU combat, an NGE player visiting the past, or completely new to SWG, there are some things that you should know! But where should we begin?   First things first! Before you can fight you need a weapon! If you’re a bareknuckle brawler or an inveterate sniper, your attacks follow the same formula! So, here’s the rundown on your hardware:

1.       Weapon type – This one is the most obvious. A pistol, a carbine, a sword, et cetera. These weapons have their corresponding abilities in their respective professions but here at Empire in Flames we have some special-case scenarios! If you’re a Bounty Hunter, or a Smuggler, your weapon skills are “weapon agnostic” which means you can use these abilities with any weapon equipped! 

2.       Damage type – All incoming and outgoing damage in SWG is “typed” and is compared against a variety of resistances. Not all guns do energy damage, and not all melee weapons will do kinetic. To ensure maximum effectiveness, examine your target (in the case of PvE) to see your opponents’ resistances and equip yourself accordingly!   

3.       Armor Piercing – This is a stat you’ll see on all weapons but you can completely ignore this as Empire in Flames removed Armor Levels from all damage equations!   

4.       Attack speed – This is the base delay for your attacks (in seconds). The CDEF Pistol that you start with, for example, has a speed of 3. Without any skills, you will auto-attack every 3 seconds. But all weapon-specific professions come with a speed stat boost that modifies this value as a percentage. More on this later!   

5.       Damage range – Minimum and maximum damage is self-explanatory.   

6.       Wound chance – Whenever an attack lands, it has a chance to impart a wound to a specific HAM pool. While higher percentages are better, the actual effect is rather small.   

7.       Range modifiers – Ok, so this one might not be super clear as to how exactly it works but it is simply a +/- modification to your attack’s accuracy. Ideally you want to be at the ideal (hehe) range but in most cases you can get away with any spot that’s not a massive penalty (like the -120 @ 64 meters on the starter CDEF pistol).   

8.       Special Attack Cost – These are the base values for the consumption of your HAM pools when you use special attacks. Each special attack has a multiplier that can leave you with an empty action pool in the case of high special costs on your weapons.   

Okay! So that’s a quick review of the weapons and how their stats function. Let’s get started with the combat mechanics and how your skills tie into them. I’m going to start with the novice box of the Swordsman profession because it’s what I have in front of me and it gives me a wide variety of skills to use as examples. In the novice box we have the following skills:

Counterattack, Defense vs. Blind, Defense vs Dizzy, Defense vs Intimidate, Defense vs Stun, Melee Defense, Ranged Defense, Two-handed Melee Accuracy, Two-handed melee Center of Being [duration], Two-handed Melee Center of Being Efficacy, Two-handed Melee Speed, and Two-handed Melee Toughness… whew! That’s a lot of stats! It might be a bit overwhelming, but they’re very straightforward once you get the hang of it!   

Counterattack is one of the three “secondary” defense skills, alongside Dodge, and Block. The way these work is that upon receiving a “successful” attack, you have a chance to react to the incoming damage with these skills.

  • Counterattack allows you to make a free basic attack against your opponent.
  • Dodge always you to sidestep the incoming damage entirely.
  • Block reduces the incoming damage by 75% and has the added bonus on Empire in Flames of making a second block attempt if the first one fails.

These three defense skills are limited to their respective weapons – Counterattack for Carbineer and Swordsman, Dodge for Pistoleer and Fencer, Block for Rifleman and Pikeman.

Note: Heavy Weapons are considered as Rifles by the game and allow you to make use of Block when wielding the Commando’s arsenal. Teras Kasi Artists have a special defense stat called Defensive Acuity which allows you to react to incoming damage with either Counterattack, Dodge, or Block.   

Defense vs [XXXXXX] – These are stats that are generally referred to as “State Defense”. Certain abilities have the benefit of attempting to apply a variety of these states and that is compared against your state defense to determine whether or not it is successfully applied.             

You’re probably curious as to how these states affect you or your target – here’s the hot-skinny.           

    • Intimidate – This state reduces the maximum damage of outgoing attacks\
    • Dizzy – When dizzied, posture changes can cause you to be knocked down.
    • Knockdown– Flat on your back! You are incapable of acting while knocked down and you take extra damage. –          It’s important to note that the way Dizzy/KD works on Empire in Flames is different from SWGEmu in that it is impossible to lock anyone into a Dizzy/KD loop (because this is just no fun!)
    • Stun – Reduces outgoing damage by 10% and lowers Primary Defense (more on what that is in a bit).
    • Blind – Reduces accuracy. Posture change (up/down) – This causes the receiving party to change their posture (standing, kneeling, or prone). Coupled with dizzy, this has the chance to knockdown.   

Next on the list is Ranged/Melee Defense – These are your so-called primary defenses which is what your accuracy is compared against when attempting to hit something. These primary defenses reduce the likelihood of being hit by most, if not all, attacks.

  • Accuracy – This makes your attacks more likely to be successful.
  • Center of Being –  Duration and Efficacy are modifiers to the Center of Being skill (which has just received some interesting changes from Anishor). Duration is in seconds, and the efficacy now functions by way of reducing the players outgoing damage by 25% and increasing their toughness by [Efficacy / 3]. Weapon Speed – This is a percentage modifier to your weapon’s attack speed before ability multipliers. It caps out at +75 which translates to 75% * attack speed (or 1/4 of your weapons attack speed as your effective attack speed).
  • And finally we have Toughness – This is a flat percentage reduction on incoming damage. It makes you “tankier”.   

In addition to all of the above, an important consideration (especially for PvP) is the Ranged and Melee Mitigation skills that come with the combat professions. The way this works is it reduces the damage range of the attacker’s weapon making it less likely for you to receive random “big hits”. Ranged Mitigation applies to incoming ranged attacks, and Melee Mitigation applies to incoming melee attacks.

For the curious, or the mathematically inclined, the formula is [Max Damage = MinDmg + ((MaxDmg-MinDmg)*(<20% for Mitigation 1, 40% for Mitigation 2, and 60% for Mitigation 3>)]   

Now that we have all that out of the way you might be wondering “What the hell do all these abilities do?!” because the tooltips may not accurately reflect what is actually happening. Each special attack ability has a damage multiplier, and an attack delay modifier. Some attacks have a specific pool they target, while others will hit a random pool. Some attacks might even apply a state. Unfortunately due to the changes made by the Empire in Flames team, I don’t have access to the definitive numbers, or what abilities apply what states, but I can give a “broad-strokes” answer regarding the ability choices available.

Higher tiered attacks will generally do more damage, with a higher special ability cost, and a larger attack delay. This means you have the luxury of tailoring your attacks based on your playstyle! Like hitting hard, but maybe not so often? Use the higher tiered attacks! Want to spam specials, as much as possible, or slip in a few extras while your action or mind pool is low? The lower tier specials will fit that niche. Every special has a trade-off which makes using something like SpinAttack1 useful even when you have AreaAttack3.   

That’s all for now! I hope it answers more questions than it creates. Happy hunting and May the Force Be With You!

With Love,              Pizza The Hutt.  

Friday Feature 11/3/2017: The Friday Feature Archives!

Empire in Flames turns six months old tomorrow! Since we launched EiF a Friday Feature has been put together nearly every week! (except one, oops.) The staff and community has found over the past months that we’ve referred to these posts over and over and over! So now you have an archive of them to easily reference for personal use or to direct a new player to the information!

Sandarie, Community Manager

Friday Features: The Archives!
Anniversary Memories 4/27/2018 http://www.empireinflames.com/?p=947
A look behind the scenes 3/30/2018 http://www.empireinflames.com/?p=893
Emotions in EiF 3/9/2018 http://www.empireinflames.com/?p=842
Searching on the Bazaar Terminal 2/23/2018 http://www.empireinflames.com/?p=814
THE Road Map for EiF 2/9/2018 http://www.empireinflames.com/?p=807
Food and Drinks 2/2/2018 http://www.empireinflames.com/?p=802
Base Busting EiF Style! 1/26/2018 http://www.empireinflames.com/?p=795
A Chat with Sandarie 1/12/2018 http://www.empireinflames.com/?p=771
Commands in SWG 1/5/2018 http://www.empireinflames.com/?p=763
The Anatomy of an Invasion 12/29/2017 http://www.empireinflames.com/?p756
Welcome to Empire In Flames 11/10/2017 http://www.empireinflames.com/?p=714
The Staff of an Empire in Flames 12/15/2017 http://www.empireinflames.com/?p=732
Political Power 12/1/2017 http://www.empireinflames.com/?p=708
Combat in Empire in Flames, or How I Spent My Summer Vacation 11/24/2017 http://www.empireinflames.com/?p=698
A Chat with Wefi 11/17/2017 http://www.empireinflames.com/?p=680
A Chat with BluePyros 11/10/2017 http://www.empireinflames.com/?p=667
The Friday Feature Archives! 11/3/2017 http://www.empireinflames.com/?p=659
EiF Combat 10/27/2017 http://www.empireinflames.com/?p=647
A Chat with Kelta 10/20/2017 http://www.empireinflames.com/?p=638
A Chat with Abi/Gail 10/13/2017 http://www.empireinflames.com/?p=628
RP on EiF 10/06/2017 http://www.empireinflames.com/?p=623
Invasion 9/29/2017 http://www.empireinflames.com/?p=609
A Chat with Anishor 9/22/2017 http://www.empireinflames.com/?p=599
Loot Kits/Recyclers 9/15/17 http://www.empireinflames.com/?p=595
A Chat with Halyn 9/8/2017 http://www.empireinflames.com/?p=586
Heavy Weapons Y’all! 9/1/2017 http://www.empireinflames.com/?p=560
oops… 8/25/2017
Teaser! 8/18/2017 http://www.empireinflames.com/?p=541
Old Content – Racetracks 8/11/2017 http://www.empireinflames.com/?p=535
Badges 8/4/2017 http://www.empireinflames.com/?p=527
Macros 7/28/2017 http://www.empireinflames.com/?p=514
Creature Resources 7/21/2017 http://www.empireinflames.com/?p=505
Player Events 7/14/2017 http://www.empireinflames.com/?p=492
Port Jato 7/7/2017 http://www.empireinflames.com/?p=474
Player Goods and Services 6/30/2017 http://www.empireinflames.com/?p=461
Server Hardware 6/23/2017 http://www.empireinflames.com/?p=456
Player Cities 6/16/2017 http://www.empireinflames.com/?p=433
EiF Character Builder Beta Testing! 6/9/2017 http://www.empireinflames.com/?p=424
Enter the Cats! 6/2/2017 http://www.empireinflames.com/?p=415
Decorating in Empire in Flames 5/26/2017 http://www.empireinflames.com/?p=391
Planetary Factional Alignment in EiF 5/19/2017 http://www.empireinflames.com/?p=376
Pauleh Plays! 5/12/2017 http://www.empireinflames.com/?p=361
By the Numbers 5/5/2017 http://www.empireinflames.com/?p=330
Bonus Posts!
Question and Answer Time with the Devs! 5/2/2017 http://www.empireinflames.com/?p=291
Racial Bonuses 5/1/2017 http://www.empireinflames.com/?p=282
Professions and Skills 5/1/2017 http://www.empireinflames.com/?p=271
Housing in EiF 4/27/2017 http://www.empireinflames.com/?p=245
Empire in Flames Contact and Social Media Information 4/22/2017 http://www.empireinflames.com/?p=216

Friday Feature 10/27/2017: EiF’s Combat!

EiF knew combat would not be fully balanced when we went live. Over the past months we’ve had a much larger player base using our system than the 5-10 players pre-launch on the test center. Our community’s feedback has been invaluable. I reviewed the Q & A with the Devs, to be sure this was the most accurate and up-to-date information. There are a few changes, such as with the armor. 

Below is the current state of EiF’s combat systems, as it relates to Professions and Skills.

General

  • EiF is about player choice and counter play in our balance.
  • Professions vs Skills
    • The New Profession System and Skill Trees: One of the core ideas of EiF was to separate “What you do” from “How you do it”. “What you do” are your Professions – Bounty Hunter, Commando, Doctor, Entertainer, Merchant, Ranger, Smuggler, and Squad Leader. Any person can pick any profession; they cost 0 skill points, but a person can only have one of those professions at a time. Professions grant non-combat abilities and some combat specials, but no combat modifiers – for example, picking Smuggler doesn’t give you extra pistol speed/accuracy/etc.
    • Skills are the “How you do it”, and it’s almost everything else from the original skill trees. Pistoleer, Carbineer, Rifleman, TKA, Fencer, etc, plus your crafting skills and dancer/musician/image designer. Those do require skill points, so you mix-and-match to your heart’s content, up to 250 points worth. The trees are recalculated so that you can basically take two and a half skill trees; I suspect most players will have a line or two of Medic in their builds, but some of our testers already surprised me on that point by forgoing it for more defensive modifiers.
  • No Legendaries
    • Weapons or Armor
  • Core Based Crafting System
    • Separates the appearance from the performance
    • Crafting revamped -Damage is substantially higher and resists cap much lower than 90%
    • Weapons
      • All stats have been revamped to actually matter on a weapon. Assuming similar crafting, pistols will be faster than carbines which are faster than rifles. Rifles have higher damage than carbines which have more damage than pistols.
      • Accuracy calculations come into play; a melee character on top of a rifleman will absolutely destroy him, but at 64 meters the rifleman will shred a melee character.
      • Additional weapons, including some from the NGE will be added as EiF progresses
      • A recent tease from Halyn was an A280-CFE which is a convertible weapon. With the proper certifications (details coming soon(™)) it can be switched between a pistol, carbine, or rifle.
      • Armor piercing/armor level have been removed from calculations, as it pushed players to AP3-only weapons (or stun!)
    • Armor
      • Not all about Composite anymore, appearance is separated from performance
      • Armor is capped at 60% resists
      • Suits of factional armor will come in with the GCW patch. The Imperial and Rebel variants of Mandalorian armor will be part of the Mandalore patch
    • All armor and weapons decay
      • An armorsmith can best repair armor
      • A weaponsmith can best repair weapons
      • Any player can use a repair kit, but the master AS and WS have better chance of not breaking the piece and getting a better repair
      • Crafting stations improve chances of a good repair
  • HAM
    • The HAM/buff system has been inverted. Pre-CU features low base HAM and extremely strong buffs; EiF flipped that, so players start with high HAM and buffs add around 10% total.
    • Starting HAM is closer to 5000
    • No longer incapped by depletion of:
      • Mind
      • Action
      • PvP
        • Action and mind bars can still be targeted by other players, even if they can’t force an incap. During, say, a 4v4, a valid tactic may be for one or two players on each side to focus on keeping the enemy healer’s mind bar locked down to prevent them from throwing heals.
      • Players only incap on the health bar.
    • Action and Mind regenerates faster
      • 3-4 sec from empty to full
      • Action and mind regen very fast, but specials actually /use/ action and mind – firing a pistol special, for example, might take 30% of your action bar, but a few seconds later you’ll be back at full action.
      • Health is regenned faster by sitting
    • No species starting differentiation for HAM
  • Speed
    • Not capped at 1 atk/sec, but 75% reduction of weapon speed
    • With a focus on speed all the way down (speed crafted, speed sliced, speed PuPed) pistols can fire well faster than once per second…but given HAM costs for specials, it’s not real practical.
    • Speed is calculated differently. HAM costs and encumbrance matter. AP is no longer factored into damage calcs. High HAM and low buffs. Lower armor protections.
  • Dizzy
    • Dizzy/KD doesn’t work the same way here.
    • Dizzy is only a 15% chance to K/D you on posture change, not 85% that is is traditionally
    • Dizzy however affects you offensively, reduces your accuracy
    • Stacks with Blind
    • Reduces your primary defenses by 20%
  • Primary Defense – caps at 125
    • Melee/Range
    • SL bonus pushes the cap above 125
    • Pikatta Pie – pushes the cap about 125 too
  • Secondary Defenses – caps at 125
    • Dodge – Pistols/ 1H mele
    • Counter attack – Carbines/2H Melee
    • Block – Rifles/Pikeman
    • Defensive Acuity – Unarmed
    • In the future we’ve talked about adding in schematics that drop with different combinations, such as a dodging polearm.
    • SEAs help to reach Cap, but not push above the cap. Still keeps the cap of +25 to one stat from all your attachments.
  • Buffs
    • Doc buffs
    • Moved status from doc buffs into base stats, so now unbuffed you are close to what a doc buffed character was. Doc buffs only increase stats by about an additional 5% ( as was intended in Raph Koster’s initial design )
    • No longer required for play, intended to be at same power as other buffs such as food and drinks
    • No Doc Bots
    • Buffs are weak on EiF
    • Ent Buffs are reduced from Live
    • The classic SWG model is “low HAM, high buffs” – we’ve swapped that around, so you natively have high HAM with buffs providing far less of an increase. Playing without buffs is perfectly feasible; in PvP, buffs give an edge.
    • Further tweaking to ensure Doc buffs are viable is planned, but not outside the scope of current design. Atm they’re a bit underpowered.
  • Professions – Profession skills require the ‘mind’ pool to activate.
  • Racial Bonuses – Some bonuses do affect combat.

Thank you, Anishor, for helping me to put this together!

-Sandarie, Community Manager

Clearly Not Combat Princess!