Now that Star Wars: The Old Republic is officially out, players will start focusing more on their character’s stat planning than ever before. Some may have detailed character customization options on a notepad to know what they wanted to look like at launch but many did not have a full grasp of one of the more crucial points – their character’s stats. It is our hope that this character stat guide will serve as a base for understanding the points one should look for in their gear as they make their way through the various trials and tribulations of SWTOR. Detailed class guides are on their way but one should still know the base in which they come from to understand where they should be when their story reaches the end.
Hit the jump for our character stat guide in full.
Guide
In effort to keep this general as we produce the individual character class guides, this will be class neutral. If you have any questions on how this shakes out per class, feel free to add them in the comments section of this post or ask them when your specific class guide comes online.
Accuracy Rating: Increases the chance of your attacks hitting the target. Think of this stat as +hit as featured in other games. Accuracy over 100% reduces the target’s resistance. At this point, the modifier of resistance reduction over 100% is unknown.
Aim: Increases your damage and critical chance percentage with ranged weapons.
Alacrity: This stat is similar to haste from other games and reduces the time needed to activate or channel abilities. There is a debate around alacrity and its use, which is likely to start conversation here in the comments section.
Armor: Increases damage reduction of kinetic and energy attacks.
Critical Rating: Increases the critical chance of attacks and healing by the player.
Cunning: Increases the damage and critical chance of ranged and tech. Also increases the healing power of Imperial Agents and Smugglers that heal through tech.
Damage Reduction: In order to understand Damage Reduction you must first understand the different types of damage – Energy, Kinetic, Internal, and Elemental. All four of the types can be reduced by the player’s armor.
Defense Chance: Increases the dodge chance and resistance of melee and ranged.
Endurance: Increases the player’s health pool and regeneration.
Expertise: Increases PVP damage, damage reduction, and healing.
Power: Increases damage and healing for abilities.
Presence: Increases companion health, damage, and healing.
Shield Chance: The chance of a player’s shield absorbing an attack. Has a modifier value for absorption rating and damage reduction.
Strength: Increases melee damage and critical chance.
Surge Rating: Increases critical damage and healing.
Willpower: Increases force damage and critical chance.
This guide only scratches the surface and in the coming days we’ll be talking about how these stats affect and modify a player’s performance through their class. Either way, this guide should serve you well as you make your way through the starting planets and quests. We hope you enjoyed it and look for your feedback to make our guides better in the future.

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Posted 12/24/2011 4:31:53 AMWillpower increases healing too, not only damage.
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Posted 12/27/2011 7:48:32 PMOnly for Consular's and Inquistor's... not every class.
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Posted 12/22/2011 12:23:32 PMup to about lvl25 there are only base stats on most items, after that power/ratings appear
makes sense too, since u wont be able to specialize too much at early lvls anyway ;)
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Posted 12/22/2011 4:56:46 AMNice update. I was wondering what the different skills did.
Imperial Agent: Check,Trooper: Check,Bounty Hunter: Check,Smuggler: Check!!Who needs force powers when you got a Blaster at your side.
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Posted 12/21/2011 6:17:14 PMAlacrity is going to be very build specific. The important thing to remember with alacrity is that it does NOT shorten the GCD. The GCD is always 1.5 seconds. If you load up with alacrity and shorten that 1.5 second cast to 1 second you will just be sitting there for 0.5 seconds doing nothing. This is based on beta experience, so please correct me if things have changed since then.
Having played a DPS trooper (gunnery), it doesn't seem worth it, especially if you are sacrificing crit or power to add alacrity. As a gunnery DPS trooper you only have one important skill that has a cast time over 1.5 seconds, and that is full auto. You are not spamming it, so alacrity only helps to shorten one cast time every 10 casts or so. Not worth it. However, if you are playing a commando medic you may be able to boost your HPS by shortening your spammable 2 second heal. Like I said, alacrity is going to be very, very build specific and will need to be verified with a DPS/HPS meter when they become available.
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Posted 12/21/2011 11:36:59 PMA very informative post was made over on the commando character guide (http://www.darthhater.com/articles/feature/19807-guide-trooper-commando), explaining that ANY alacrity was actually detrimental to a gunnery commando - even the tier 1 talent in the assault specialist tree. The tree seems very proc-dependant (think cell charger & curtain of fire talents), and with a 3/6 second lockout on those talents, even 1% alacrity will throw out the number of GCD's used to trigger these. It seems crit & surge will be the go for gunnery.
Combat Medic on the other hand, may well find a great deal of use for it, at least until medical probe gets down to a 1.5 sec cast (if such a thing is possible). There is only 1 crit proc in the tree (and that grants alacrity as its bonus) - however, what I have seen of CM so far is that resources have to be managed far more carefully than either a scoundrel or sage healer. Pumping power/tech power for stronger baseline heals seems to be the school of thought atm.
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Posted 12/22/2011 6:00:00 AMIn regards to Alacrity and the GCD, Sithwarrior.com has since demonstrated this false. Alacrity does not reduce the GCD on instant or channeled spells, but cast-time spells that are reduced under 1.5 seconds modify the GCD as well. This is also see with talents, even ones that don't directly provide Alacrity. For example, the Sith Sorcerer talent Haunted Dreams reduces the cast time of Whirlwind (normally 2.0 seconds) by 50/100%. If only a single talent point is placed in it, it will have a 1.0 second cast time and a 1.0 second GCD. This was apparently changed during one of the last two beta builds.
Incidentally, in reference to the original list, you missed Absorption Rating (well, you technically referenced it under Shield Rating, but it's a separate stat), which increases how much a successful shield absorbs. Also, Cunning by default only increases tech abilities (both damage and healing), but for IAs and Smugglers only it contributes to ranged attacks as well (in much the same way that Aim contributes to tech damage/healing for BHs and Troopers). Lastly, damage reduction isn't really a stat, and it's highly misleading to say that all 4 types of damage can be mitigated by a player's armor, since Internal and Elemental damage innately bypass armor and are only reduced by talents (such as Charge Mastery, SI Assassin Darkness) and buffs (such as an SI's Mark of Power).
Overall a good summary, though.
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Posted 12/21/2011 2:30:43 PMThis guide is based on the tooltips which isn't showing the full picture.
From what I've seen, and correct me if I'm wrong:
1 power = 0.2 straight damage/heal increase for all of your abilities
1 crit = ??% increase
Aim = 0.2 damage increase for blaster abilities. UNLESS you're a Trooper/Bounty Hunter, and then it's the equivalent of 1 power and 1 crit
Cunning = 0.2 damage increase for tech abilities. UNLESS you're a Smuggler/Agent, and then it's the equivalent of 1 power and 1 crit
etc, you get the idea.
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Posted 12/21/2011 2:36:54 PMModifier values will be included in the class guides as they come out. This is just a base for players to understand the values.
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Posted 12/21/2011 2:12:50 PMI have what may be a silly question, but I'll ask none-the-less; what makes willpower and power different from one another? Is one more important than the other? They sound as if they're almost the same thing, just that they're separate stats.
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Posted 12/21/2011 2:33:20 PMDepending on the class willpower may not do the same thing as power. On top of this power seems to have a better boost per point than willpower.
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Posted 12/21/2011 1:45:29 PMIsn't there a Absorbtion stat as well? I could have sworn I saw a piece with Absorbtion on it last night.
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Posted 12/21/2011 1:54:18 PMClasses always want their primary stat. That means cunning also affects healing performance for IA/smuggler heal specs. Same deal with willpower for inquisitor/consular and aim for BH/trooper healers.
The only specs that don't really care about their primary stats to fill their roles are tanks. Threat isn't much of an issue, so they can concentrate on survival, but there's no way to avoid the primary stat, as there's no arbitrary "gem" slot like in WoW, so they end up getting their might/aim/willpower anyway.
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Posted 12/21/2011 1:57:41 PMAbsorption is a sub-stat of Shield Chance. It increases how much the shield blocks I believe.
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Posted 12/21/2011 1:27:33 PMHey there! Nice write up. Now I am super confused though where you keep coming up with the term POWER. I have yet been able to find any stat or attribute that contributes to anything called POWER. Any enlightenment on this? I also reference this http://www.swtor.com/gamemanual/how-to-play/character-sheet to double check. Also to clarify, I am currently a Trooper Commando, and your write up on that said the same thing, use POWER to increase healing... No such luck finding POWER for me. Thank you in advance!