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SWG: Evolve Forums

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Griffy

@Griffy
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Recent Best Controversial

  • Perfect Crystals
    G Griffy

    NORD, post: 2435, member: 16 wrote:

    Well there we go. Is there a reason to also add then to a vendor?

    There is in fact a reason to add them to vendors as an extra source to prevent RNG gating something, just has to be the appropriate vendor. For example, beyond has an issue where there's 9000 buffs that are tied to legendary content and people are just W keying with 50 buff rows they got from PvE.

    Suggestions

  • Perfect Crystals
    G Griffy

    Ahh gotcha, yeah I don't think things that empower characters in PvP etc. should only be earnable in a PvE rng loot. Every server seems to think adding 50 things to bosses makes the game more enjoyable but it just becomes a chore.

    Suggestions

  • Perfect Crystals
    G Griffy

    I hadn't looked, was just wondering if they were the same. Couldn't remember if just flawless were on there or not. But I would say add them to FRS as well if they are to get added to a vendor.

    Suggestions

  • Perfect Crystals
    G Griffy

    Are they the same ones that are already on the FRS vendor?

    Suggestions

  • Evolving Your Combat Understanding
    G Griffy

    Chrylyn, post: 2413, member: 1773 wrote:

    what was updated 🤔

    Most people don’t know how stats actually work or combine for their rolls, even less people know the actual formulas used for strikethrough, block etc. and even less people know that they were swapped from luck to strength etc. this is just an all in one information location for formulas, stat rolls and evolve stats. Scrolling through 50 different Wiki pages for different information that might not even be correct for Evolve is more of an annoyance. I can tell this because if somebody is stacking glancing blow with how stats work, they are wrong. You need almost 0 glancing blow or block chance, in reality, if you just stack the main stats that roll into them.

    Historical reactions: Like Ă— 2

    Player Guides

  • Evolving Your Combat Understanding
    G Griffy

    Griffy's Guide to Combat in Evolve

    [HR][/HR]

    Section 1: Stats

    (The following primary stats provide increased offensive or defensive stats without Diminishing Returns. This means that your most reliable form of stat stacking will come from these.)

    • Agility
    • Constitution
    • Luck
    • Precision
    • Stamina
    • **Strength

    1738608974383.png**

    Defensive Stats:

    • Dodge

    • Single Target

    • Full damage negation

    • Parry

    • Single Target

    • Full damage negation

    • melee vs melee only with the exception of lightsabers working against ranged

    • Evasion

    • Area of Effect

    • Damage negated based on evasion value

    • 100% maximum

    • Block

    • Damage negated based on this block value formula

    • Applied after armors

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

    • Glancing Blow

    • Damage negated based on the armor value at the time of damage received

    • Critical strikes and strikethroughs cannot be glanced

    • 60% at 0 armor value to around 95% at 20k armor value.

    • Critical Hit Reduction

    • Reduces your chance to be critically hit at a 1:1 negation rate

    • Lucky Dodge

    • Evolve-exclusive defensive ability

    • Full damage negation

    Offensive Stats:

    • Devastation

    • Unique to Commandos only

    • Special roll using a Heavy Weapon.

    • Listed Maximum value for damage becomes the new Minimum

    • The new Maximum is a 50% increase to the new Minimum

    • Example: if your Weapon has a Min-Max of 500-1000, you will see a Devastation land between 1000-1500

    • Strikethrough

    • Penetrates a % of armor value based on this strikethrough formula

    • Hard cap of 49% minimum and 98% maximum penetration will apply upon roll

    • 10% + (Strength / 10) + (Strikethrough Value / 2) = Max Strikethrough Value, 5% + (Strength / 20) + (Strikethrough Value / 4) = Min Strikethrough Value

    • Critical Hit

    • Adds a damage multiplier bonus of 1-50%

    • Guaranteed Hit

    • Upon successful roll guarantees a hit roll

    • This occurs prior to opponent's defensive rolls and negates them

    • Freeshot

    • Different types of freeshots exist

    • All follow the same logic of making the ability cost 0 action

    • Instant Cooldown

    • Ability cooldown will reset upon a successful roll

    • Dodge Reduction

    • Reduces opponent's total dodge

    • 1:1 from your reduction

    • Parry Reduction

    • Reduces opponent's total parry

    • 1:1 from your reduction

    [HR][/HR]

    **Section 2: Combat Rolls **

    (This portion of the guide provides an overview of how stats influence combat mechanics using a rollover-based probability system. Understanding these mechanics will help optimize both defensive and offensive strategies in battle!)

    Combat Rolls and Rollover Mechanics:

    Combat rolls use a rollover method. This means that each failed roll chance will contribute to the next roll’s advantage, increasing the likelihood of success. Each roll can roll from 1-100 meaning you can only ever have a 99% chance to succeed even if the chance is higher than 100%. (there are a few exceptions that are more advanced and will not make their way into this guide)

    [HR][/HR]

    Defensive Rolls

    Single Target Defense:

    • [B]Dodge → Parry → Block → Glancing Blow

    • **Dodge **= Dodge

    • **Parry **= Dodge + Parry

    • Block = Dodge + Parry + Block

    • Glancing Blow = Dodge + Parry + Block + Glancing Blow

    [/B]

    Area of Effect (AoE) Defense:

    • [B]Evasion → Block → Glancing Blow

    • Evasion = Evasion

    • Block = Evasion + Block

    • Glancing Blow = Evasion + Block + Glancing Blow

    [/B]

    [HR][/HR]

    Offensive Rolls

    Single Target Attacks:

    • Devastation (Pre-roll effect):

    • Rolled before any other roll

    • Does not carry its roll chance to the next

    • Damage can stack with both Strikethroughs and Critical Hits

    • Strikethrough → Critical Hit

    • Strikethrough = Strikethrough

    • Critical Hit = Strikethrough + Critical Hit

    Area of Effect (AoE) Attacks:

    • Devastation and Critical Hit are the only bonus damage effects applied to AoE attacks

    [HR][/HR]

    Player Guides

  • What assets do you wish to see added for ewok festival of love?
    G Griffy

    I think what shonuf is trying to figure out is your capabilities for asset adding Vossk, to then follow that up with a valentines suggestion based off of that. Rather than just suggest something and be told “no I can’t do that type of asset it would be too hard” they’re taking the route of trying to pry the info out of your capabilities before giving a suggestion. Also, there is nothing saying that a top hat and tuxedo doesn’t meet the requirements for a valentine event suggestion, in which you replied to it as if you’re humoring them as an off topic poster. Seems to be clear communication issues and nothing except that. +1 to the tuxedo and top hat suggestion(which can both be styled for EFOL)

    Historical reactions: Like Ă— 2

    Suggestions

  • MUS / Smuggling
    G Griffy

    whansbury93, post: 1792, member: 351 wrote:

    I was thinking of aspects of MUS and smuggling missions as a whole in SWG and it prompted me to post this discussion to see if others have ideas as well.

    Slicing: I know anyone can slice a terminal now for extra creds, but Smugglers need the ability to obtain smuggler missions from mission terminals as well. I don't know the % chance to fail, but I would say it should be based on luck I guess. A failed slice, will put you on the bounty board. The numeric value of the bounty is up to you guys. I couldn't tell you where to start. BUT it would make it more fun and stimulate the BH boards more than just PVP bounties.

    Secondly, weapon and armor slicing, this has been around forever. I think it’s a valuable resource for smugglers since we're glass canons, we don't want a fight going on for a long time. Also, with everyone stacking block or dodge, and having 12k armor, the extra dmg/range/etc depending on the slicing method is massive help when escaping a bounty.

    For slicing weapons, armor, etc, the only thing I’d want to see changed is NOT allowing for the destruction of the item. Losing the materials to slice is fine but people work hard to make weapons and I’d hate to see a capped weapon get consumed on a failed slice attempt.

    Illegal weapons modules: These are a DMG increase buff, it should last an hour to coincide with the off the books buff duration. Again, values can be left up to staff because this is not my area of knowledge and I don't want to request something dumb.

    Contraband, this is already in-game. However, perhaps the ability to have a central hub (Jabba's Palace would be a perfect fit) for smugglers to "exchange" their items for cash at the risk of being caught by security forces/empire would be another fun aspect of the game.

    Running Imperial blockades in space during space smuggling missions would be awesome.

    Smugglers can use any weapon they want, and I already know that specifics are dropping off so no need to rock the boat there.

    On smuggling missions, having lvl 80-90 NPC's spawning to try to trip you up on (non-pvp) smuggling missions would be fun. The pvp missions should stay open as it would create issues if an NPC attacked and then a player BH showed up.

    Having a bounty placed during an instance where your contraband is found during a routine inspection is an option as well as having the normal "loss in faction"

    Upon reaching certain thresholds of Underworld faction, you will be rewarded.

    These bonuses do stack, meaning once you reach the final rank of the Underworld faction, you will have:

    +600 Innate Armor
    +3 Damage
    +3 Range

    You will lose the attribute bonuses if you happen to drop Master Smuggler as a profession.

    1000 Underworld Faction Points
    Title: Bootlegger
    Gear:
    Choice of
    Underworld Recon Armor Chestplate
    Underworld Recon Armor Leggings

    Attributes:
    +200 Innate Armor
    +1 Damage
    +1 Weapon Range

    2000 Underworld Faction Points
    Title: Pirate
    Gear:
    Choice of
    Underworld Ring of Luck
    Underworld Necklace of Precision

    Attributes:
    +200 Innate Armor
    +1 Damage
    +1 Weapon Range

    3000 Underworld Faction Points
    Title: Master Underworld Smuggler
    Gear:
    Choice of
    Underworld Sureshot DE10
    Underworld Sureshot DL44
    Master Underworld Smuggler Blade
    Master Underworld Smuggler Knucklers

    Attributes:
    +200 Innate Armor
    +1 Damage
    +1 Weapon Range

    Any suggestions, fixes, etc are welcome, I sure as hell won’t be offended.

    Last time a discussion was brought up about it, it was told that slicing will be its own future content. As far as the glass cannons point, it would stand well in a single class atmosphere but since you can go off into other trees to complement the smuggler kit here, that really isn’t an issue. Especially with impossible odds and skullduggery working here.

    Historical reactions: Like Ă— 1

    Suggestions

  • Gaining FRS via PvE
    G Griffy

    Hellion493, post: 1186, member: 980 wrote:

    I'm sure the whole point of FRS was to make Jedi the alpha pvp class. But they definitely are not! Was just a thought to provide a stronger class for those who can't pvp when it's going on or for those who don't like to pvp. When we do pvp events it's pretty rare to see someone who plays in the UK to show up because of how late it is. Things like that

    I forget when you came but they were pretty strong at first, nobody made it to r5 and r6 before those were nerfed so we didn’t even get to see the 120% total damage bonus at r6. I’d assume the work behind the scenes on Jedi currently will put them in a better place. But as you say for now they are definitely lackluster.

    Suggestions

  • Changing Squad Leader Buffs
    G Griffy

    Hellion493, post: 1181, member: 980 wrote:

    Before the Combat Evolved update, Squad Leader buffs were about as overpowered as you can get. I'm extremely pleased to see you can't off-planet buff yourself anymore, that is a true blessing. **However, **I don't know if this was intentional or not, currently most SL buffs override each other.

    Scatter and Charge have always been set to override each other. 100% agree with this, keep them separate. Together they are too strong. But at least you can always have one up and running (with a GA set). But the other buffs such as Toughen, still override Scatter and Charge? Why? Those buffs are not overpowered. Maybe all the buffs together absolutely. This also makes the SL kind of a pointless support class to actually play. Because you can only use one of the, what, 7 buffs at a time.

    My suggestion: keep scatter and charge as is. But allow at least one of the other buffs to be active as well when either of those are. The idea of using all 7 at once is absurd and would be overpowered. But at least allow scatter and toughen to be active at the same time. Or charge and one of the other ones.

    This would bring the SL support to life and whereas currently they're mostly used for the four static buffs and procing action (which is HUGE, agreed) but they have group buffs for a reason. Yet we can't use them to their viable potential.

    Agree with this. The 4 SL buffs should be separate from charge and scatter and only overwrite each other.

    Implemented Suggestions

  • Gaining FRS via PvE
    G Griffy

    Rezec, post: 1178, member: 1 wrote:

    This topic has been beat to death. Early on ALL Jedi were pretty much attackable if they have a saber or robes equipped.

    After much debate FRS Jedi and non-FRS Jedi were split.

    FRS has ALWAYS been about PvP on every server that has an FRS system.

    Jedi are very capable in PvE without joining the FRS.

    And honestly it’s much more of a PITA on other servers to maintain because it requires killing Jedi and taking over their spots in the high ranking FRS. Here you show up do a single night of PvP and you’re capped for the week with almost zero effort.

    Historical reactions: Like Ă— 1

    Suggestions

  • Gaining FRS via PvE
    G Griffy

    Hellion493, post: 1174, member: 980 wrote:

    Why do people play games? The answer to that question is pretty vague and wide spread. I would argue most people play games as a pass time, blow off a little steam, escape reality for a little bit. Be in a world they can control without real life consequences. So why do WE play Star Wars Galaxies? Probably to live out our childhood fantasies to be the characters we once saw on the big screen or watching tv at home. Come on, who wouldn't want to be Boba-Fett. Point I'm making is this game gives people that opportunity to live in a fantasy world as a character they loved.

    Leads me to my next question. Why are Jedi restricted to PvP? Obtaining Jedi takes no PvP at all, great! Allows for people to have more access to it, to play an iconic character they once saw at a younger age. But wait a minute, you want to be a powerful Jedi. Well that takes fighting other players. Whaaaaaaaat? Why? Because reasons. This restricts a lot of players who just want to live in a fantasy world that's been created for them to play as something they want to.

    I disagree, and many others do too.

    Keep the current PvP FRS system. It works well. It makes people log in their Jedi every week to gain rank and play against each other. But just totally leaving out the little guy who doesn't like to PvP shouldn't be a thing. This server's staff are pretty good about coordinating PvP events once a week. And that's great for those who want to earn fast FRS experience. But what If I miss that event, or what if I don't like to PvP? There is zero alternative to gain FRS.

    What if staff implemented a way to earn FRS through PvE. And make people work for it! My suggestion would be allowing FRS to be earned via heroic instances and other bosses around the galaxy. Each instance completion would grant...let's just say 1000 FRS. Doing an entire run of OGs, that would be 5000 FRS in approximately 1.5 hours. Which would be half the 10,000 weekly requirement, in the same amount of time as someone who is earning FRS through a PvP event. At these events it is extremely common and likely you will cap your weekly FRS within the hour. Or maybe give 500 FRS each time you kill an Ancient Krayt Dragon.

    Now don't give the PvE community everything. We all know the best rewards are tied behind PvP. Such as battlefield weapons, Restuss weapons, things like that. Jedi can only achieve Rank 6 by participating in PvP. They earned it, let them be the almighty glowbat on the battlefield. You can achieve ranks 1-5 via PvP or PvE, however you choose. But Rank 6 is locked behind PvP. However staff would implement that is up to them. Maybe make PvE-FRS and PvP-FRS, I don't know.

    Just food for thought to let the players be something viable in the game that they've wanted to be without locking it behind playing against other people.

    Jedi who PvE don’t need the ranks to be successful in PvE. They are already a ton stronger than regular NGE Jedi and the only reason FRS was added was to level the playing field between Jedi and non-Jedi utilizing a system that requires somewhat of a challenge.

    The system has already been dumbed down and made way easier than launch Jedi so achieving ranks and maintaining them are easier than ever before.

    Historical reactions: Like Ă— 1

    Suggestions

  • Strikethrough how to defend?
    G Griffy

    Yatoya, post: 1136, member: 1107 wrote:

    So Rynde what you are saying is ST has no defense.

    That would follow this relationship to ST and CRIT from swg legends under combat.

    ST > Crit > Dodge, parry, block.

    Yet I find also this statement for ST defense but its very vague.
    "Strikethrough Chance: Determines the chance to deal a Strikethrough hit on successful critical hits." - swg fandom

    This would suggest
    Crit > ST

    If ST is unable to be defended then it seems like it is a broken stat. Should be nerfed, possibly with a hard cap.

    Would be nice if we had our own wiki that explains SWG Evolve combat layers.

    Strikethrough rolls first and then crit. Critical takes your strikethrough chance + your critical chance and adds them for the critical roll. So essentially it rolls a d100 and if that number is higher than your strikethrough chance it then goes to check your critical roll which is usually higher. This is where chr comes in hand for the defender. If strikethrough fails the roll and you have enough chr to cancel the critical chance out completely the attacker has now failed both strikethrough and critical rolls. It works this way on EVERY single server using NGE source because that’s how it’s been written.

    The counter to strikethrough is dodge, parry and block. Dodge/parry being the better rolls in negating it completely and block being a portion of its damage blocked, this is better with the more value and strength you have. If your argument is that strikethrough is kicking your ass right now then just counter it with dodge. Everything is getting a harder DR but I’ve got no problem surviving current strikethrough abuse with dodge, LOS, defensives and removing debuffs that amplify the attacker rolls.

    Game Mechanics

  • Frontman set Revamp
    G Griffy

    Right, post: 1131, member: 909 wrote:

    Oh, its not ((Block Value + strength) / 2 + 25)? ...But only if you are wearing one of those two sets?

    Correct, the division part is removed.

    Implemented Suggestions

  • Frontman set Revamp
    G Griffy

    RangerPhenom, post: 1127, member: 22 wrote:

    Frontman set is currently the same stats as on live which can be found in Wiki, while the Steel Body set was designed specifically for TKM as the Tank set and an upgrade from the base stats. I have tried to attach pictures to show the disparities but for some reason even significantly cropped pics are telling me that the file is too large today. If you go to Aurilia and look at the sets on the vendor there you will see my meaning I am sure

    Frontman set and steel body both have the original block formula which has no division so whatever your strength is + block value is how much damage you’ll block with it.

    Historical reactions: Like Ă— 1

    Implemented Suggestions

  • Increasing PVE Threats
    G Griffy

    Right, post: 1018, member: 909 wrote:

    Bump,

    From what I've seen on TC, the skill revamp + core stat upgrades + combat formula roll changes will make PvE will be even easier.

    Respectfully, I'd push back a little on leaving OG content as it is. I would at least hope to see them a comparable difficulty to SOE Live. Half the people I know can solo most Heroic and Mustafar instances. It was a rare badge of honor on live to do before.

    Letting group content be solo-able reduces the most important aspect of an enduring MMO like SWG - community. Having to get help to kill the Storm Lord, or sweating through an IG-88 run barely succeeding with two people creates amazing experiences that I just want more of. People love helping each other, feeling needed, and being inspired return favors, pay it forward, be a friend to others like others were to them.

    There might be some very low effort ways to do this too. We have like twice the health, DPS, and healing anyone did on SOE Live. Maybe even as simple as giving level 85+ NPCs a flat 100% increase in damage would do!

    Heroics have always been soloable and easy to do even on other servers. They are not meant to be challenging content in 2024. Soloing is still a drag compared to grouping in terms of effort and time it takes. Groups will still always be sought after to make it a little bit enjoyable at least. No one runs heroics as a form of challenging content on any other server that exists. It’s a “try and get through this as fast as we can” type deal and should remain that way. Future content will be the thing to look forward to as far as challenging. Once you start making heroics hard people will stop doing them altogether because, from my experience once someone has every 10/10 they have no reason to run them other than helping out friends and wanting it to be over with.

    Historical reactions: Like Ă— 1

    Suggestions

  • Make ME "great again"
    G Griffy

    Mustafar hub or bust

    Historical reactions: Like Ă— 1

    Implemented Suggestions

  • Serotonin Purge
    G Griffy

    Right, post: 874, member: 909 wrote:

    I've been doing some sound boarding with 4-5 guildmates on this. We seem to unanimously agree its a time killer and often frustrating mechanic right now. But it is also an extremely important tool as one of the only options against wild buff stacking or stalemates. And with the proposed attribute stat changes which represent a significant improvement in those stat's benefits, buff stacking is going to even more important, further widening the valley between elites and casual players - something that will reduce fun for casuals, and some will not stick around to try to become elites (not their playstyle, or not enough time).

    Removing Purge from PvP completely will disproportionately favor elite players. Those are players which are frequently in the highest level circles providing suggestions and encouragement, risking a group-think. (No offense Nord - you are part of that demographic; are vocal, influential and carry strong, often inflexible opinions which support the way you want to play the game.)

    There are a lot of creative options to either tweak this ability to eliminate the time-wasting and most frustrating aspect about it, or reinvent it. My friends had dozens of solid ideas in our discussion which I'd be happy to share. Again, if this is committed to as the preferred approach, please just remove it from the skill tree all together and make room for something relevant. (Edit: I can't think of any PvE situations currently where purge is important. Yes it works on some NPCs, but with jedi solo-ing every instance except EK without purge, evidence suggests it's not important.)

    Stalemates only happen on the Live Evolve server due to everyone having every single defensive they could possibly take along with the 60% healing and 20% glancing blow increase, which are so easily accessible. There's pretty much zero reason you'd stalemate otherwise. After revamp you'll see the need to purge will be non existent because not everyone will be able to have everything.

    Buff stacking is the easiest thing to do in this server. Each side pretty much has full buff bots running in buff houses for every single person who would like them. You do not have to go out of your way to find these and usually they have med buffs, ent buffs, squad leader buffs, banner buffs. The only thing you'll have to fend for yourself is food, drinks and spice. I don't see how that could be seen as an elitist part of the game here when they are obtained so casually.

    Suggestions

  • Current Review of Combat Revamp Patch
    G Griffy

    Stamina:
    ACR and Damage to action does not show in skill mods page

    Doctor:
    40% Damage Reduction (Suggest adding this information to the skill description box)

    Heavy Weapons:
    DoTs are correctly applying 1 stack per proc.
    Duration increasing 25%
    Cannot have more than 1 Element type HW DoT on target, every new type overwrites the previous. (Tested from both same player and 2 different attackers elements)

    Recourses:
    Stuns recourse (Suggest moving from this visual from the target's buff bar to the debuff bar)

    Skillmods:
    Divisor removed and DR remains for Ranged/Melee crit

    Jedi:
    New Menu Selection for Jedi Meditate Buffs

    Brawler/Marksman:
    Block Chance per point has been increased to 2%

    Test Chat

  • Leveling Guide/ True beginner guide (combat)
    G Griffy

    Vikingmando, post: 824, member: 223 wrote:

    There are some Caveats I would add to this additionally.

    This is all subject to change in the upcoming patch.

    additionally the junk loot statement is not entirely true. Combat related bits are craftable. Crafting related (Experimentation, assembly, Reverse Engineer Chance and Beast Master) are not as well as Devastation is not craftable.

    There is also a much faster way of leveling.

    Legacy to the end of the "White Thranta Bunker" Spending XP as you go. Move to the Avenging Mort quest for your katarn armor. by then you should be somewhere between 70-90, Then do the Mustafar Injector quest to finish it off.

    The absolute fastest leveling is just taking all your toons to mustafar immediately. Grab the air filtration mission hop on a skiff and go click the supply locker and it will cap your xp on every toon, put the combat and weapon exp into as much as you can then proceed to the next part of the mission. Click all of the air ducts and go turn the mission in for another xp cap. All toons should immediately be 60-70 after doing this. No combat is required and now you can go farm out xp somewhere else. My favorite place is the exar kun entrance that has all of the cultists around it, once you’re 90 you get more xp per kill so that’s when you can respec and worry about your build as a few groups of mobs will cap your xp out.

    Historical reactions: Like Ă— 1

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