In most modern MMORPGs, it is the dedicated PvP population that usually identifies most glaring class imbalances, and The Old Republic is no exception. What sets Star Wars: The Old Republic apart is that the imbalances that our friendly neighborhood PvPers have shone a spotlight on are structural problems that apply to every facet of the combat system, not just a few specific abilities. Join me after the jump as we cover the basics of TOR’s combat system and discuss how that combat system presently gives certain classes an advantage.
The Basics
Combat in the Old Republic is pretty standard for veterans of RPG type games: a player selects an attack, the random number generator (RNG) rolls for a hit, then rolls for a critical hit, then rolls for damage and some of that damage will be mitigated by the target’s armor. This basic premise works very well, since the majority of attacks from every class deal either Kinetic or Energy damage—types that armor directly mitigates to the target. Remember that mitigation percentage you see when you look at your character sheet? That is how much Energy and Kinetic damage will be mitigated automatically. In addition to the “basic” damage types, there are two other damage variants that are much harder to mitigate, but at the same time make up far less of the damage output of most classes: Elemental and Internal. These two damage categories are mitigated, however because basic armor does not raise Internal or Elemental mitigation, players who rely on those damage types, such as the Dirty Fighting or Lethality skill trees for the Smuggler and the Imperial Agent, have an easier time dealing with heavily armored targets.
All in all the nuts and bolts of the damage types are quite sound. Unfortunately, the way combat ratings and attack types are set up is a very different story.
Combat Ratings
Before we deal with the elephant in the room of attack types, we first need to define and explain some of the combat ratings that play into the situation. We will be dealing primarily with Absorption, Accuracy, Critical Rating, Defense Rating and Shield Rating in this discussion. I realize that this is not all of the combat ratings that are available in SWTOR, but Alacrity, Power and Surge Rating do not have a major role in the structural issue that is at play here, and as such will not be dealt with right now.
Shield Rating
In most MMOs, there is a defensive stat that gives a player a percentage chance to mitigate a good chunk of damage, beyond their base armor rating. In TOR, that stat is Shield Rating. The base chance to shield an attack for a defensive player is 20 percent, 5 percent from their shield and 15 percent from their defensive stance. Shield chance directly opposes Critical chance, such that if the attacking player has a high enough critical hit percentage, and the defender has a high enough shield chance, the chance for a “normal” hit can potentially be reduced to zero.
Absorption Rating
Absorption Rating is a supporting stat that pairs with Shield Rating, increasing the amount of damage reduced by a successful shield. The base absorption amount is 20 percent, but with enough stacking players can potentially get into the mid to high 30 percent range or even higher. Considering that the base mitigation for most endgame tanks is in the 40-50 percent range (may be slightly higher or lower depending on the level of gearing and which tank AC the player is) you can see where these additive mitigation bonuses start to become quite impressive.
Critical Rating
Critical Rating is the offensive stat that directly opposes Shield and Absorb Rating. This combat rating both increases the player’s chance to achieve a critical hit, but with a high enough percentage can potentially overrule a target’s shield chance. Confused? Here is an example (note: we are using fictional numbers here to illustrate a point. The odds of this scenario actually happening in the game are extremely remote, but it does exist).
A Sniper takes a shot at a Vanguard. The Sniper has a critical hit chance of 55 percent, while the Vanguard has a shield chance of 50 percent. Because the critical chance will override the shield chance, the Vanguard would only have a 45 percent chance to shield against the attack.
Defense Rating
Defense Rating does one thing and one thing only: increases a player’s chance to avoid an attack. Preferred more by the Juggernaut and Guardian ACs, but still very useful to all Tanks, Defense Rating is directly opposed by Accuracy.
Accuracy Rating
As the name implies, Accuracy increases the chance for all of a player’s abilities to hit a target. The base accuracy for a player’s basic attack is 90 percent, and 100 percent for their other attacks. Once a player begins to stack Accuracy over 100 percent however, they begin to override their target’s Defense by a commensurate amount. For example, if a player has 105 percent accuracy, their target’s Defense chance is reduced by 5 percent.
The Big Problem: Tech and Force attacks
Now that we have the definitions out of the way, it is time to get to the crux of the issue: attack types. All of the defensive oriented combat ratings we have just defined—Absorb, Shield and Defense Ratings—will only function against Melee and Ranged attacks. Unfortunately, there are two other attack types, Force and Tech, which completely bypass everything except Armor mitigation. What is worse, several Advanced Classes, most notoriously the Commando/Mercenary, Sorcerer/Sage and Scoundrel/Operative ACs, rely almost entirely on Force and Tech based attacks. These Advanced Classes completely bypass defenses with the vast majority of their attacks.
I personally believe it is a fundamental flaw in the combat design of the game, and until changed both PvP and PvE aspects of the game will suffer. In PvP, if BioWare tones down the offensive capability of Tech and Force heavy ACs, it would both unfairly punish those classes but at the same time potentially relegate them to the status currently occupied by Scoundrels and Operatives. However, increasing the defensive capabilities for tanks, or anyone else, would give some classes—most notably Marauders/Sentinels, Snipers/Gunslingers and DPS Juggernauts/Guardians—that already struggle against defensive-oriented targets even bigger fits.
In PvE, the same problems would create different symptoms. If Flashpoint and Operations designers consciously create content to thwart Tech and Force based attacks, then groups will gravitate towards stacking the deck with those very characters, since Melee and Ranged attack based characters are going to be at an even greater disadvantage. At the same time, tanks and healers could face unreasonably scaled encounters, especially if designers decide to give a boss or two a repertoire of nothing but Force or Tech attacks.
The Solution
The answer to all of these problems is simple and obvious: change Force and Tech attacks to not bypass Defense and Shield Ratings. Once BioWare makes that change they can sit back for a while, collect their metrics on damage output, mitigation and healing totals in both PvE and PvP. With that information in hand the team can confidently make necessary adjustments to classes based on a level playing field, and not have to worry about an extra set of variables that gives a massive advantage to certain attack types. Until that occurs, however, the combat system in the Old Republic will be unbalanced.
-
For in depth information about combat mechanics and theorycrafting, check out the following two threads on the official forums
Understanding the Defense and Shield Mechanics for Tanks in PVP

- View User Profile
- View Posts
- Send Message
Posted 3/2/2012 8:01:49 AMto set the Force and Tech attacks to not bypass Defense and Shield Ratings, tanks wont be able to be killed. i that case some shield penetration to all attack types would be mandatory (or tanks will dominate unopposed) with a change in mitigation rating. then BW can take readings and find the optimal solution.
Also the problem is not and will not affect only tanks and sorcs/OP but other skill trees, that already have "limited" survivability, which will need changes to their defensive abilities to compensated to the new attacks: penetration and damage potential...
- View User Profile
- View Posts
- Send Message
Posted 3/2/2012 3:32:08 AM"Make Force/Tech attacks to not bypass Defense and Shield Ratings"
Absolute non-sense at the current state. As a sorcerer I gathered a full assassin BM set to test the +Accuracy rating, and as predicted this stat does nothing for Force and Internal damages. Due to combat rating diminishing return on surge/crit, if I could replace these mods with the +Accuracy ones, I would get up to 127% Accuracy for a small Surge/Crit reduction, which is 27% usefull "piercing" over any defense rating: that's overkill already.
I suspect the author not being familiar with +Resist stats. And I believe the current imbalance of the game is only due to the lack of available stuff with Force/Tech/Internal resistance. But anyway, +Resist stats have always been unpopular stacking stats because it only reduces damage input at the cost of damage output, contrary to the current +Expertise stats.
- View User Profile
- View Posts
- Send Message
Posted 3/1/2012 9:50:47 PMLogic is flawed here. You can't use logic in a situation like this without looking at time to kill for PvP and PvE. I'm willing to bet that the whole reason these attacks bypass some mitigation is to make sure TTK is balanced.
- View User Profile
- View Posts
- Send Message
Posted 3/1/2012 9:20:58 PMAn odd title for an article concerned entirely with tank mitigation.
It would be a problem when facing a ranged ac you couldn't close the gap on, but then that would just be sniper/gunslinger in cover who get mitigated (except lethality, but then they should't be bothering with cover as much).
So tanks and snipers should ignore each other.
If tanks could mitigate everyone else fully then their ability to close or damage would have to nosedive. This would result in everyone ignoring the tank leaving them just a bloated bubble to carry the flag like many other games.
- View User Profile
- View Posts
- Send Message
Posted 3/1/2012 5:36:20 PMIf you think Commando's are OP you're flat out not even trying to find an arguement for them. Having no interrupts, no utility and several skills that all do the same thing boils down to one thing. Commando's are boring and the class is bad.
If all you do is vow that commando's are awesome based on the amount of times you decided to ignore them and then died to them you're doing it so very wrong. Commandos do decent damage. So do a lot of other classes, but this doesn't make them good. Just be happy you all have party buffs and other cool things you can do, because Commando has none of that. Unless you count stealth scan, in which case really is more of a job than a cool utility.
Whatever though, you know probably not even high level PvPer's either. Currently though, on Wound in the Force, Marauder Teams with 1-2 Sorcs are killing everything. Commandos can't win games, and neither can Gunslingers.
- View User Profile
- View Posts
- Send Message
Posted 3/1/2012 11:38:14 PMyeah...I agree with the previous reply to this. you know how amazingly difficult it is for a guardian tank to go at a commando that uses grav round non stop, when they have the 2 set piece bonus???
- View User Profile
- View Posts
- Send Message
Posted 3/1/2012 8:39:21 PMbest knockback in game, no utility? 30 meter stun no utility? the only utility they lack is an interrupt. They also do crazy damage from 30m range. Sure a commando without support is less than useful but so is just about every other class.
- View User Profile
- View Posts
- Send Message
Posted 3/2/2012 3:06:37 AMGuardians are trash also, so yeah I do know how hard it is. But putting Commandos in a catagory with Sorcs/Sages. Heh, whatever, really.
- View User Profile
- View Posts
- Send Message
Posted 3/1/2012 3:58:46 PMI do agree that the defence problem are a issue in pve. But i'm not sure in pvp, i mean. When i played WoW as a lock my spells were never affected by a tanks mitigation only by its resistance. If i saw a tank as a lock my spells would hit him as normal. I thought the design of force and tech attacks was supposed to be like that. Pve however yes i agree that is a issue.
- View User Profile
- View Posts
- Send Message
Posted 3/1/2012 4:38:53 PMThe issue is that WoW has dual specs and the game is built around the assumption that PvPers will spec for PvP. SW:TOR has single specs, inherited specific game mechanics from DAoC and WAR to encourage tanking in PvP, and then utterly let tanks down with mechanics that don't actually mitigate damage. Also, interrupts in WoW are far more effective. Pummel has a 10 second cooldown, no resource cost, and shuts out all of a Warlock's Shadow or Fire spells. Riot Strike has an 8 second cooldown, costs 1 ammo, and only shuts out the attack that was being used.
The MAJOR issue with force/tech is that bypassing shield/defense not only results in tanks getting more damage than they're balanced for, but also shuts out most of the tank's DPS from skills keyed around defense/shield events. Even in solo PvE a tank struggles against a caster based NPC such as the various sith elites. You don't get your riposte damage, and have to save your interrupt for Force Storm or Death Field.
- View User Profile
- View Posts
- Send Message
Posted 3/8/2012 3:54:35 AMdo not complain about tanks... you have only to fear from force users and not from all of them... if you complain what should snipers do?(MarksMan especially) riot?
- View User Profile
- View Posts
- Send Message
Posted 3/2/2012 3:39:02 AMTrue, the interrupts where far better in WoW, and i do agree that TOR allows for tanking in PvP but so did WoW. Prot pallys and warriors was a very viable spec in PvP in wow. Tbh i think as others have said, changes to the CC system is a more viable option to this problem. If you made mitigation affect all types of attacks in PvP, i tell you now a well geared tank in huttball would just own. If they had a good healer or two you would just not be able to kill them. I play a jugg and when i hit other tanks whith standard melee hits i hit for fuck all, and im virtually full champion so not too bad off.
There needs to be a gd balance, whether it's CC or more mitigation, but if they add mitigation to those attacks i don't think it should have as much affect as it would in pve. I can just see tanks literally become invincble in pugs, which devolpers look at quite heavily. You could argue just kill the healers then the tank but it's never as easy as tht in a pug and devolpers look at that fact.
- View User Profile
- View Posts
- Send Message
Posted 3/1/2012 3:19:50 PMJust to clarify, they already have boss that does nothing but force/tech attacks: Soa.
This problem permeates further than suggested though, to all many classes and specs. Particularly, when you talk about the survivability of classes that have little or no ability to reduce damage incoming damage or heal themselves. A DPS speced assassin, with about 20% damage reduction from armor, is easily the most squishy target on the battlefield, with only 1 tool (3 second immunity every minute vs tech/force) to reduce damage and no means to heal themselves. Generally the glass-cannon class will have high burst dps to make them viable, but that is not how Assassins are built; they deal consistant dps. When they designed Operatives and Assassin's dps capabilities they got them backwards, giving the one who can heal the ability to also do high burst dps, while the one who does sustained dps hasn't the tools to survive long enough to do that dps. This is why you'll find most serious PvP Assassins are using a tank build: survivability.
- View User Profile
- View Posts
- Send Message
Posted 3/1/2012 3:53:46 PMim a infl shadow and a coulpe of days ago, i would have agreed with u 100%. i do still agree that your reasoning on why ppl play the tank spec of cons/inq is correct though. but now that i reallocated my stats via mods and enhs from my pvp set (mostly bm, couple rakata) im starting to see the big burst numbers like dps warriors/knights and Ops/scoundrels. i only upgraded my OH from champ to bm and swapped a bm relic for a matrix cube. other than that, same gear and i squeeked out another 1k on force breach and project crits. hit a light armored guy last night for 5718. that wasnt a regular occurance but i was seeing multiple 5k+ crits per warzone which i hadnt seen since before the surge nerf. i know i know pics or it didnt happen. im not tryin to throw that in anyones face....just explaining what it took for me to change my mind about this spec.
- View User Profile
- View Posts
- Send Message
Posted 3/1/2012 3:18:27 PMI used to agree with this, but the more I play the less I do. Balancing in this game, like so many others, is done assuming a organized, balanced team comp, with max gear and sensible specs. It isn't for duels or pugs or fresh 50s or in a vacuum with no objectives and people stand still and have free LOS. Some classes are popular, some classes do better with less gear, some specs aren't viable until stats reach a threshold. Honestly the only PvP issue that needs addressing to me is the absurdity of Sorc/Jugg/stealth (and Republic mirrors) combos in Huttball going from mid to goaline in nothing flat.
FTR I PvP a heal Op with mostly tanks