<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Chapter 3: Combat Evolved]]></title><description><![CDATA[<p dir="auto"><img src="/forums/assets/uploads/xenforo/298-ecdeeec2793e-1712951052124.png" alt="1712951052124.png" class=" img-fluid img-markdown" /></p>
<p dir="auto">**Combat Evolved: Forget what you know</p>
<p dir="auto">QOL:**</p>
<ul>
<li>Players should be able to immediately mount when exiting an instance.</li>
<li>Added ability to toggle space parts for No Sell/Protected for Chassis Dealer</li>
</ul>
<p dir="auto"><strong>Fixes:</strong></p>
<ul>
<li>Fixed some missing collection items with gems and stage projector</li>
<li>Group Waypoint fix for Destroy Duties</li>
</ul>
<p dir="auto"><strong>Attributes:</strong></p>
<ul>
<li>
<p dir="auto">Base Attributes have been revamped with new and/or modified combat values</p>
</li>
<li>
<p dir="auto">Base Attributes will no longer be gained during the leveling process, leveling will only add to health, health regen, action and action regen</p>
</li>
<li>
<p dir="auto">Critical Hit Reduction now has Diminishing Returns</p>
</li>
<li>
<p dir="auto">Calculated Defensives have been added to the stat page</p>
</li>
<li>
<p dir="auto">We will continue to tweak the stat page over time as we work on a larger revamp</p>
</li>
</ul>
<p dir="auto"><strong>Requirements for Combat Skill Trees:</strong></p>
<ul>
<li>All combat skill trees with the exception of Beast Master and Creature Handler will require that you have mastered at least one weapon skill tree</li>
</ul>
<p dir="auto"><strong>Modifiers:</strong></p>
<ul>
<li>Ranged Dodge and Melee Dodge are now obsolete and are just normal dodge (for ranged) and parry (for melee)</li>
<li>Droid, Creature, NPC (Humanoid) Crit modifiers are obsolete (PvP Crit will remain)</li>
<li>Weapon Specific Critical Chance modifiers are being discontinued and should use the "wepaon critical" modifiers instead</li>
</ul>
<p dir="auto"><strong>Procs:</strong></p>
<ul>
<li>Proc checks have been moved earlier in the combat system to give a more reliable result</li>
</ul>
<p dir="auto"><strong>Recourses:</strong></p>
<ul>
<li>Force Choke recourse has been revamped to be a heal cut recourse</li>
<li>Heal Cut Recourse effects the heal cut debuff from Force Choke, Dread Strike, and Bacta Corruption for 24 seconds</li>
<li>Successful BH Stun, Unhealthy Fixation and False Hope apply stun immunity for 12 seconds</li>
</ul>
<p dir="auto"><strong>Buffs:</strong></p>
<ul>
<li>
<p dir="auto">Powerups should now last 2 hours</p>
</li>
<li>
<p dir="auto">Officer Tac Stims should now last 2 hours</p>
</li>
<li>
<p dir="auto">Meditate Buffs should now last 2 hours</p>
</li>
<li>
<p dir="auto">Banner Buffs should now last 2 hours</p>
</li>
<li>
<p dir="auto">Jedi Stances and Medic Stances can no longer be swapped in Combat</p>
</li>
<li>
<p dir="auto">Advanced Tactics, Focus Fire and Drillmaster no longer proc Inspiration and should no longer be spammed and last 2 hours</p>
</li>
<li>
<p dir="auto">Advanced Tactics, Focus Fire and Drillmaster are now appliable buffs similar to Medic Buffs</p>
</li>
<li>
<p dir="auto">High Yield, Inoculation, Toughen, and Adrenaline now share a buff group with Scatter and Charge to encourage situational usage and less buff bot spam</p>
</li>
<li>
<p dir="auto">We may monitor and reevaluate other buff types that can be combined to simplify buffing and prevent out of control buff wars</p>
</li>
<li>
<p dir="auto">Fixed issue with buffing group members who are off planet</p>
</li>
</ul>
<p dir="auto"><strong>Stat Page:</strong></p>
<ul>
<li>Revamps are taking place and added new section for Calculated Stats</li>
</ul>
<p dir="auto"><strong>Assassin:</strong></p>
<ul>
<li>Cheap Shots and Deadly Pistols have been removed</li>
<li>Cheap Strikes and Close Quarters are now weapon agnostic</li>
</ul>
<p dir="auto"><strong>Beast Master:</strong></p>
<ul>
<li>BM pets should land successful attacks more often</li>
<li>Reduced XP needed to level pets</li>
</ul>
<p dir="auto"><strong>Bounty Hunter:</strong></p>
<ul>
<li>
<p dir="auto">Investigation Skills have been moved to Novice Bounty Hunter</p>
</li>
<li>
<p dir="auto">The shield line is now tied to Duelist Stance</p>
</li>
<li>
<p dir="auto">Cripple has been moved from Marksman back to Bounty Hunter</p>
</li>
<li>
<p dir="auto">Venous Ploy and its line of attacks have been moved to Bounty Hunter</p>
</li>
<li>
<p dir="auto">Gained the Preparation Ability</p>
</li>
<li>
<p dir="auto">Master Bounty Hunters now have the Reveal Bounty ability</p>
</li>
<li>
<p dir="auto">Reveal Bounty will bring hidden player targets out of hiding</p>
</li>
</ul>
<p dir="auto"><strong>Commando:</strong></p>
<ul>
<li>Novice Commando now grants the Position Secured Ability and 3 further points into Novice Commmando include improved position secured</li>
<li>Removed Devastation from Burst Fire and added a base 20% chance of Devestation to Novice Commmando</li>
<li>Burst Fire Proc has been relocated to On Target</li>
<li>Supressing Fire Debuff has been moved to Heavy Weapon Specialist</li>
<li>Pinpoint Shielding now grants 1750 Innate Armor per tick and overwrites Armor Protections from Equipped Armor</li>
<li>Dodge Chance has been added to Deflective Armor</li>
<li>Evasion Chance and Evasion Value has been added to Blast Resistance</li>
<li>Cannot train Teras Kasi boxes if you have any Commando boxes (This is an intentional change to reflect Teras Kasi being a “Melee tank” version of Commando)</li>
</ul>
<p dir="auto"><strong>Combat Medic:</strong></p>
<ul>
<li>Fixed the DOT increases from the Combat Stance</li>
<li>Purge can no longer be used on other players</li>
<li>Commando/HeavyWeapon DOTs are now increased by Combat Stance</li>
</ul>
<p dir="auto"><strong>Creature Handler:</strong></p>
<ul>
<li>Revive will now Area Revive your fallen pets</li>
<li>All pet commands should now work even if one of the pets are dead</li>
<li>Made some improvements to the Tame ability</li>
<li>Creature Handlers can now convert certain creatures to Mounts</li>
<li>Mustafar Creatures can now be tamed correctly (does not fix existing broken tames)</li>
<li>Enhanced Stats of Creature Handler Pets</li>
<li>Reduced XP needed to level pets</li>
</ul>
<p dir="auto"><strong>Doctor:</strong></p>
<ul>
<li>Doctor Stance now has an added a 40% damage output reduction when active</li>
</ul>
<p dir="auto"><strong>Grenadier:</strong></p>
<ul>
<li>Stun Grenade has been moved to Marksman</li>
<li>Novice Grenadier has been reworked and moved to Marksman</li>
<li>Strong Arm and Packed Explosives have moved to Marksman</li>
<li>Gained the High Explosives, Explosives Expert and Surgical Demolition Lines</li>
<li>Gained Core Bomb, Dioxis Grenade, Artillery and Superior Firepower Abilities</li>
<li>The Hellstorm Jewelry Set will now require Master Grenadier</li>
</ul>
<p dir="auto"><strong>Marksman:</strong></p>
<ul>
<li>Moved Cripple back to Bounty Hunter</li>
<li>Moved Ambush to Rifleman</li>
<li>Stun Grenade has been moved from Grenadier</li>
<li>Novice Grenadier has been reworked and moved to Marksman</li>
<li>Strong Arm and Packed Explosives have moved to Marksman</li>
</ul>
<p dir="auto"><strong>Medic</strong></p>
<ul>
<li>Stasis now requires Master Medic</li>
</ul>
<p dir="auto"><strong>Rifleman:</strong></p>
<ul>
<li>Gained the Ambush ability</li>
<li>Removed Master Rifleman dependency on Sniper Shot</li>
</ul>
<p dir="auto"><strong>Smuggler:</strong></p>
<ul>
<li>Impossible Odds now has a chance to bypass all defensive rolls</li>
<li>Loaded Chance Cubes will make an attacker under the effects of Impossible Odds less likely to land a crit or strikethrough</li>
<li>Blaster at your side can now have up to 4 pts</li>
<li>Sly Lie and Fast Talk Skill lines have been incorporated into Novice Smuggler</li>
<li>Lucky Break has been incorporated into Feeling Lucky</li>
<li>Lucky Break now requires Master Smuggler</li>
<li>Feeling Lucky and Card up your sleeve has been reworked to have a guaranteed hit chance while active</li>
<li>Summon Smuggler and Summon Medic have been incorporated into Off The Books</li>
<li>Master Smuggler can now inherently craft spice</li>
<li>Master Smugglers will now possess the Cover Fire ability</li>
<li>Spot a Sucker Debuff will now apply a -300 precision debuff</li>
<li>Reworked Skullduggery's calculations</li>
<li>Skullduggery now effects AOE attacks</li>
</ul>
<p dir="auto"><strong>Squad Leader:</strong></p>
<ul>
<li>Leadership line of skills that affect buff durations is now included in Novice Squad Leader</li>
<li>Moved several skills to Grenadier</li>
<li>Rally Points are now granted with Master Squad Leader</li>
<li>Innate armor boxes are now combined into one box (similar to medic)</li>
<li>All (row 5) expertise boxes now require Master Squad Leader</li>
<li>Last Words is now inheritly built into Master Squad Leader</li>
<li>GA Set should now proc the standard heal for swift heals</li>
</ul>
<p dir="auto"><strong>Teras Kasi:</strong></p>
<ul>
<li>Evasion Chance and Evasion Value in the "Critical Hit Reduction" Expertise has been replaced with Block Chance and Block Value</li>
<li>Dodge Chance has been removed from the "Damage Reduction" Expertise, Parry Chance has been increased</li>
<li>Ranged Defense has been removed from Teras Kasi Expertise Page</li>
<li>Melee Defense now includes Parry</li>
<li>Cannot train any Commando boxes if you have any Teras Kasi Boxes (This is an intentional change to reflect Commando being a “ranged tank” version of Teras Kasi)</li>
<li>Fixed an issue with Annulling not properly applying enhanced versions of Void Dance</li>
</ul>
<p dir="auto"><strong>Jedi:</strong></p>
<ul>
<li>New Expertise Boxes for Force Choke that are dedicated to the strength of the heal cut</li>
<li>New Expertise Boxes for Forsake Fear cool down</li>
<li>New Expertise Boxes for Hermetic Touch cool down</li>
<li>New Expertise Boxes to add a minimal action drain to Force Drain</li>
<li>New Menu Selection for Jedi Meditate Buffs</li>
<li>Lightning and Maelstrom fast attack resets are no longer linked</li>
</ul>
]]></description><link>https://swgevolve.com/forums/topic/349/chapter-3-combat-evolved</link><generator>RSS for Node</generator><lastBuildDate>Sat, 15 Aug 2026 21:56:28 GMT</lastBuildDate><atom:link href="https://swgevolve.com/forums/topic/349.rss" rel="self" type="application/rss+xml"/><pubDate>Fri, 12 Apr 2024 19:49:20 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Chapter 3: Combat Evolved on Fri, 12 Apr 2024 19:49:41 GMT]]></title><description><![CDATA[<p dir="auto"><img src="/forums/assets/uploads/xenforo/299-cbb9354f3ca0-1712951374219.png" alt="1712951374219.png" class=" img-fluid img-markdown" /></p>
]]></description><link>https://swgevolve.com/forums/post/1039</link><guid isPermaLink="true">https://swgevolve.com/forums/post/1039</guid><dc:creator><![CDATA[Evolve Staff]]></dc:creator><pubDate>Fri, 12 Apr 2024 19:49:41 GMT</pubDate></item></channel></rss>