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SWG: Evolve Forums

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  3. Chapter 5.7 - 09/18/2025

Chapter 5.7 - 09/18/2025

Scheduled Pinned Locked Moved Patch Notes
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  • Evolve StaffE Offline
    Evolve StaffE Offline
    Evolve Staff
    wrote on last edited by
    #1

    1758234418659.png

    **New Items

    Kashyyyk Token Vendor Additions**

    • Added 20 new weapons to the Kashyyyk token vendor.
    • Kashyyykian Clone Armor has been added.
    • Added Kashyyyk Beast Muzzle.
    • New Swamp Crystal has been added.

    More Vendor Additions

    • Events Vendor: added 13 new items.
    • FRS Vendor: added 3 new deco items.
    • BH Vendor: added 2 new items including a battle worn composite armor kit.
    • Hoth Vendor: added 2 new items, a snow speeder familiar and shield generator blueprint poster.
    • Chronicle Vendor: added 3 new items.
    • Several TCG items have been added to various vendors.
    • Added a new NPC that will sell glowies for mustafar tokens.
    • Added a quest to get a "token" box to store glowies in.

    Combat Changes
    Note: You can find more in depth reasoning on why certain combat changes were made, as well as their impact, in the first comment of this post.

    Global Combat Changes

    • New 8 second Recourse for "Stuns"
    • New 8 second Recourse for "Roots" (Dires not included as they have their own recourse).
    • New 12 second Recourse for "Dazes".
    • Fixed missing Divisors for Crit Chance from weapons and pups that were improperly applying 1:1 values.
    • Procs have been adjusted to work with the original intention and design of faster weapons having a higher chance to proc and slower weapons having a lower chance to proc.

    Gen 2 Melee Weapon Rework (Kashyyyk and Legendary weapons):

    • 1 Hand weapons hit faster but have lower damage.
    • 2 Hand weapons hit slower but for more damage.
    • Polearms can now hit at 8m range.
    • Revamped one-hand, two-hand and polearm recrafted legendary weapons from the Rare Loot System to be in line with these changes.

    Fencer

    • Burning Blade reduced from a max of 20% chance to 8%.
    • Corrosive Tip reduced from a max of 20% chance to 8%.
    • Adjusted Damage and Cooldown of Specials.

    Swordsman

    • Adjusted Damage and Cooldown of Specials Replaced.
    • One-two pummel with Advanced Two Hand Armor Shred.

    Jedi

    • Lightsaber Forms 3 & 5, Soresu and Shien, have been changed considerably.

    • Soresu now provides the following:

    • +1000 Innate Armor

    • 15% Block Chance

    • +150 Block Value

    • -25% Damage Output

    • Shien now provides the following:

    • 15% Parry Chance

    • 15% Evasion Chance

    • +36% Evasion Value

    • -10% Critical & Strikethrough Chance

    • Barrier of Blades, when active, is raised to 30% from 20% chance to Reflect Damage.

    • Reflect Damage will now only work against auto attacks and single target attacks.

    • Reflect Damage will now return only 50% of the damage to the attacker.

    • Active Saber Reflect properly casts auto attacks back to the caster when proc’d.

    • Active Saber Reflect will now properly increase parry chance while active (Force Alacrity).

    • 1H saber stance has had proc chances equalized with recent fencer changes.

    • Saber Block duration updated to 30 sec from 20 sec.

    • Evasion from Guardian Tree is now 6% per point spent.

    • Second Chance Heal on Warden Set is now 15% down from 25%.

    • Pommel Bash and Force Throw now have shared cooldowns

    • Removed Weapon speed bonus from 1h Jedi Saber Stance. The weapon changes currently being tested for melee weapons will be incorporated into the next generation of Lightsabers.

    Devastation

    • Devastation Damage has been increased and should now bypass evasion.
    • Devastation and Innate Heavy Weapon Action Cost will now work properly for people who mastered Heavy Weapon Specialist even if they haven't specced into Commando.
    • Devastation now has the chance to proc with specials.
    • Devastation Chance will now show properly on the stat page.
    • Adjusted Devastation Values on the Juggernaut Set.

    Commando

    • Devastation has been removed from the first four boxes of Commando and replaced with DOT Damage Increase.
    • Adjusted Evasion Value on Commando: Blast Resistance.

    Beast Master

    • Provoke cooldown reduced from 10 seconds to 8 seconds. Provoke’s taunt power has been raised for all 5 levels, but the action cost increases for each level as well.
    • Creature Knowledge can now be used from 50m (up from 24m) and lasts 3 minutes (up from 1 minute).

    Taunt Rework

    • BH Abilities have had threat generation tuned way down and should no longer taunt.
    • TKM, Commando and Jedi Taunts have all been equalized.

    Crafting

    • Raised factory crate size to 1000 for 209 schematics, including many of the most popular subcomponents across all professions.
    • A few shipwright, bio engineer, and weapon schematics will be a bit easier to cap (more on this in the first comment).
    • Increased max vendor items from 4250 to 6000 for a fully specced Artisan/Master Merchant.
    • Fixed an issue where Chef only had 80 Experimentation baked into Expertise to 100 to be in line with similar crafting skills.
    • Kashyyyk Stalker pistol should no longer appear as the UG-G8 during assembly.
    • Resource "Caps" now matched with Legends and SWGAide.

    Heroic: Undead Bunker

    • Door Lockup script should work more reliably and not kick people after they have progressed.

    Additional Improvements

    • Fixed an overzealous calculation related to Reactive Heals.
    • Fixed several melee abilities so they shouldn't Strike (Martial Artist), Sweeping Kick (TKM), & Thrill (TKM) range reduced from 64m (when using a ranged weapon) to 10m be able to be used with ranged weapons. Added animations for using the same abilities with a ranged weapon.
    • Flurry, Decapitate and Crippling Vortex now require a melee weapon to use.
    • Increased cooldown of Corpse Drag from 1 second to 2 seconds to reduce corpse whiplash, and ability spamming.
    • Updated stat names for “Damage Adds to Action” and “Attack Damage Adds Action” to instead read as “Incoming Damage to Action” and “Outgoing Damage to Action” for clarity.
    • Moved all instant beneficial aid commands to “Healing” command group, including all revives, DoT cleans, debuff cures, etc… (many were already there).
    • Moved all self-applied buffs to the “Buff” command group for consistency (many were already there).
    • Moved Paint Target to “Combat” command groupRenamed Revive abilities for more clarity and better grouping.
    • Moved Bounty Check and Inside Information to “Other” command group.
    • Stances: Healing, Combat Medic, Tank, and Offensive Stances now have a consistent, shared 30 second cooldown.
    • Jedi Stealth Strike now has a heal cut recourse, like all other heal cuts.
    • Updated skill descriptions for accuracy and clarity for Impossible Odds, Sleight of Hand, Master Commando, and Master Teras Kasi.
    • Increased the cooldown on the Evolve Buff Bot from 0 seconds to 45 seconds.
    • Added cleaner Kashyyyk textures, character creator pedestal and planetary travel window from Himalayas
    • Added 22 Years of SWG Intro Slide and Evolve UI Background from Scorpius Von Guts

    Thank you Orton, Cailener, Ceena, Ebabo, Palon, Chavex, Domess, Robdo, Vuzist, Coke, and Althenya for submitting screenshots that led to 70 strings being fixed.

    Big thanks to Chavex and Reyna for implementing all of the new vendor additions.

    Historical reactions: Like × 2

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    • Evolve StaffE Offline
      Evolve StaffE Offline
      Evolve Staff
      wrote on last edited by
      #2

      Details:
      Jedi roots have gained a reputation to be distinctly powerful, locking down all movement with ease. The following changes will allow Jedi to continue to snare easily, but make roots rarer.

      • Force Throw and Pommel Bash root chance was not working as expected, and will now be brought down from an actual 50% rate (with 4 points) to 8%.
      • Shared cooldown added
      • Adding a global 8 second recourse to all non-dire roots

      Similarly, stuns have gained more popularity in group play, sometimes leading to a sequence of continuous lockout for 8 seconds or more. To avoid too much sequential stunning, we’re trying out a global recourse that prevents a player from being stunned again for 4 seconds after the current stun disappears. This applies to Pistol Whip, Flashbang, and Beast Master Kick.

      Dazes: Formerly often called “Stuns”, this will be our chosen term to reference abilities that strip defenses - Head Crack, False Hope, and Disarming Slash

      DoT Balancing: We’ve observed that a few DoTs are murderous and the rest are pretty non-threatening. This is mostly owed to one-handed weapon DoTs hitting extremely hard, and people having been given powerful DoT fighting abilities, leaving all other DoTs in the dust. The following changes aim to tamp down the explosive potential of one-handed DoTs, while giving other DoTs more of a chance to come into their own.

      • One Handed Weapon DoTs
      • DoT application rate has been reduced from 20% to 8% for fencers and one-handed lightsabers.

      Few adjustments to calculated resource quality during crafting: Reverted a change Stella Bellum (Source) made to White and Gold (SOE Live) which caused a few resources to miscalculate their maximum gates. This was causing SWGAide.com to sometimes misreport what the best resource was to use for a schematic, as it assumes SOE Live settings, used by SWG Legends and a few other servers. Steel, copper, aluminum, and siliclastic ore calls will now use their legacy attribute gates instead of the JTL attribute gates. This will slightly improve crafting results when schematics call for the above resources generally, but not by name (e.g., “Steel” but not “Duranium Steel”). Affected classes and attributes are:

      • Metal - Cold resistance
      • Ferrous metal - Conductivity, cold resistance, & malleability
      • Steel - Conductivity, cold resistance, & malleability
      • Non ferrous metal - Cold resistance, decay resistance, heat resistance, & shock resistance
      • Aluminum - Cold resistance, conductivity, decay resistance, heat resistance, shock resistance & unit toughness
      • Copper - Cold resistance, decay resistance, heat resistance, shock resistance, & unit toughness
      • Sedimentary ore - Decay resistance, & shock resistance
      • Siliciclastic ore - Decay resistance, shock resistance, & unit toughness

      Historical reactions: Like × 1

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