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Star Wars: Knights of the Old Republic Combat Guide

September 16, 2015

Version 2.0

by StatsJedi

statsjedi (at) gmail (dot) com

1 Introduction
Hello, everyone, and welcome to my FAQ. I nally got around to playing Star Wars: Knights of the Old Republic recently,
and after a couple of playthroughs started asking myself some questions, like

• Is it better to improve accuracy, damage, or the chance of landing a critical hit?

• Are two weapons better than one?

• Is it better to use balanced or unbalanced weapons when using two-weapon ghting?

• Which is better  Critical Strike/Sniper Shot, Flurry/Rapid Shot, or Power Attack/Power Blast?

I've seen a lot of discussions on the internet about these questions, but no denite answers. Being a bit of a math nerd, I
took advantage of the fact that the rules in KOTOR (and its underlying D20 System ) can be dened mathematically, and
took a stab at answering things analytically. This was fun to put together, and I hope useful and maybe even fun for you,
the reader.

If you're in a hurry, skip to Section 6, where I'll answer these questions. If you want to read the rationale behind my
recommendations and see some nice graphs, go to Sections 3 and 4. For those who want a little more context, or want
to double-check my math (not a bad idea!), then Section 2 is for you. Section 5 has some enemy stats that are useful for
comparison.

1
Contents
1 Introduction 1

2 Building the Model 4

3 Running the Model 7

4 Model Analysis and Results 11


4.1 Which is better: Accuracy, damage, or threat range? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

4.2 Which is better: Balanced or unbalanced weapons? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

4.3 Which is better: Dueling or Two-Weapon Fighting? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

4.4 Which is best: Critical Strike/Sniper Shot, Flurry/Rapid Shot, or Power Attack/Power Blast? . . . . . . . . 18

4.5 Scoundrels are Special . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

5 Enemy Defense and Savings Throws 23

6 Conclusions and Recommendations 23

7 Acknowledgements 24

8 Contact Info 24

9 Revision History 24

10 Licensing 24

List of Tables
1 DEF-ATK and corresponding P.hit values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

2 Critical Threat Ranges and corresponding P.threat values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

3 Feats and their corresponding variables in Equation 9 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

4 Force powers and their corresponding variables in Equation 9 . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

5 DEF and savings throw values for various enemies in KOTOR . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

2
List of Figures
1 P.threat values, damage ranges, and average damages of KOTOR weapons . . . . . . . . . . . . . . . . . . . . 8

2 Average total damage per combat round for Tier 1 feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

3 Average total damage per combat round for Tier 2 feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

4 Average total damage per combat round for Tier 3 feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

5 Average total damage per combat round for Tier 3 feats plus the Knight Speed Force power . . . . . . . . . . 10

6 Average total damage per combat round for Tier 3 feats plus the Master Speed Force power . . . . . . . . . . 11

7 Standardized eects for accuracy, damage, and threat range . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

8 Balanced and unbalanced weapons for Tier 1 feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

9 Balanced and unbalanced weapons for Tier 2 feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

10 Balanced and unbalanced weapons for Tier 3 feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

11 Balanced and unbalanced weapons for Tier 3 feats plus the Knight Speed Force power . . . . . . . . . . . . . 14

12 Balanced and unbalanced weapons for Tier 3 feats plus the Master Speed Force power . . . . . . . . . . . . . 15

13 Single and dual weapons for Tier 1 feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

14 Single and dual weapons for Tier 2 feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

15 Single and dual weapons for Tier 3 feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

16 Single and dual weapons for Tier 3 feats plus the Knight Speed Force power . . . . . . . . . . . . . . . . . . . 17

17 Single and dual weapons for Tier 3 feats plus the Master Speed Force power . . . . . . . . . . . . . . . . . . . 18

18 Optimal (blue) and sub-optimal (red) zones for Tier 1 feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

19 Optimal (blue) and sub-optimal (red) zones for Tier 2 feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

20 Optimal (blue) and sub-optimal (red) zones for Tier 3 feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

21 Optimal (blue) and sub-optimal (red) zones for Tier 3 feats plus the Knight Speed Force power . . . . . . . . 20

22 Optimal (blue) and sub-optimal (red) zones for Tier 3 feats plus the Knight Speed Force power, critical strike
optimized . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

23 Optimal (blue) and sub-optimal (red) zones for Tier 3 feats plus the Master Speed Force power . . . . . . . . 21

24 Optimal (blue) and sub-optimal (red) zones for Tier 3 feats plus the Master Speed Force power, critical strike
optimized . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

3
2 Building the Model
Faint hearts or the impatient may want to skip this section, where I'll derive the equations I used to model things in KOTOR.
Math nerds, on the other hand, will probably enjoy this part.

The core of the model is the idea that the average total amount of damage (Damage.total) a character can deal in an attack
is governed by the probability of landing a hit (P.hit) and the damage of the weapon used (Weapon.Damage), represented
by Equation 1.

Damage.total = P.hit × W eapon.Damage (1)

However, KOTOR doesn't give you a P.hit statistic. Instead, it relies on the attacker's attack bonus (ATK) and the defender's
defense (DEF), along with the roll of a virtual 20-sided die  a random number generated between 1 and 20. If the die roll
comes up 1 then the attack automatically misses, regardless of what ATK and DEF are. By the same token, if the die roll
is 20, the attack automatically succeeds. If the roll is 2-19, the random number is added to ATK. If this sum is greater than
or equal to DEF, the attack succeeds. If the sum is less than DEF, the attack misses.

Since we always have a 1-in-20 chance of automatically missing, we know that the maximum probability of hitting is 0.95,
or 95%. We also always have a 1-in-20 chance of automatically hitting, so our minimum probability of hitting is 0.05%. The
maximum probability of hitting has to occur when the dierence between DEF and ATK is 2, because at this point any roll
other than 1 (remember, an automatic miss) will result in a hit. By the same token, the minimum probability of hitting
occurs when the dierence between DEF and ATK is 20, the maximum value we can roll on our virtual die. We can express
this in tabular form or as an equation, as shown in Table 1 and Equation 2.

Table 1: DEF-ATK and corresponding P.hit values


DEF-ATK 2 or less 4 6 8 10 12 14 16 18 20 or more

P.hit 0.95 0.85 0.75 0.65 0.55 0.45 0.35 0.25 0.15 0.05

P.hit = 1.05 − 0.05 × (DEF − AT K) (2)

Now, we need to think about what happens when there is a critical attack. KOTOR handles this in a pretty complicated
fashion, which comes from its D20 System heritage. When the attack roll is made to determine if an attack hits, a check is
made to see if the roll falls within the critical threat range of the weapon used in the attack. If the attack hits and the roll
is within the critical threat range, then a second 20-sided die roll is made. If the second die roll plus ATK is greater than
the defender's DEF, then the attack is a critical strike and does double damage. It's a little confusing and cumbersome, but
them's the rules. If you're still confused, there are some good examples of how this mechanic works at NWNWiki, and links
are listed in the Acknowledgements section at the end of the FAQ.

We can use this mechanic to further rene our model in Equation 1 to get Equations 3 and 4.

Damage.total = P.hit.normal × W eapon.Damage + P.hit.critical × W eapon.Damage × 2 (3)

P.hit = P.hit.normal + P.hit.critical (4)

To determine P.hit.critical, we need to look at the threat ranges of weapons in KOTOR. According to FAQs on the internet,
there are 71 weapons. Forty-ve have threat ranges of 20, 25 have threat ranges of 19-20, and one has a threat range of 17-20.
The corresponding probabilities of rolling a 20-sided die and getting a value inside these ranges are shown in Table 2, below.

Table 2: Critical Threat Ranges and corresponding P.threat values


Threat Range 20 19-20 17-20

P.threat 0.05 0.10 0.20

4
Getting a roll that falls inside the threat range of a weapon is only part of the battle, however. Next, we must re-roll the
20-sided die and make a successful attack, the probability of which is governed by P.hit. Therefore,

P.hit.critical = P.threat × P.hit (5)

P.hit.normal = P.hit − P.threat × P.hit (6)

Putting all this together, we nd that

Damage.total = P.hit × W eapon.Damage × (1 + P.threat) (7)

Recasting everything in terms of DEF and ATK, we see that

Damage.total = W eapon.Damage × [1.05 − 0.05 × (DEF − AT K)] × (1 + P.threat) (8)

Factoring in all the modications for the dierent ghting style and combat feats, we get Equation 9, which everything is
based on going forwards.

Damage.total = n1×W eapon.Damage1×[1.05−0.05×(DEF −AT K1−M odif iers1)]×(1+P.threat1×Crit.Bonus+Keen1)+


n1 × P ower.Attack × [1.05 − 0.05 × (DEF − AT K1 − M odif iers1)]+
n2 × W eapon.Damage2 × [1.05 − 0.05 × (DEF − AT K2 − M odif iers2)] × (1 + P.threat2 × Crit.Bonus + Keen2)+
n2 × P ower.Attack × [1.05 − 0.05 × (DEF − AT K2 − M odif iers2)]
(9)

where n1 is the number of main hand attacks, n2 is the number of o hand attacks, Crit.Bonus is the critical threat multiplier,
and Power.Attack is the power attack bonus. Modiers 1 and 2 are the attack modiers granted by the various feats for the
main and o hand. Weapon Damage 1 and 2, ATK 1 and 2, P.threat 1 and 2, and Keen 1 and 2 are just the same stats
above, but for the main and o hand weapons.

The values of all the dierent variables are summarized below in Table 3. Because a player character's DEF stat is outside
the scope of this model, I've left those modiers o the list. In addition to all the above feats, Jedi powers provide additional
bonuses, shown in Table 4. Again, I'm not focusing on any changes to a character's DEF, since that falls outside of the scope
of the model.

Equation 9 can get a little unwieldy, and it's not always intuitive to explain things in terms of so many factors. Fortunately,
we can simplify all this with little loss in delity by using weighted averages for all the main hand and o hand variables.

Damage.total = n.total × W eapon.Damage × [1.05 − 0.05 × (DEF − AT K − M odif iers)]×


(1 + P.threat × Crit.Bonus + Keen)+
n.total × P ower.Attack × [1.05 − 0.05 × (DEF − AT K − M odif iers)]
(10)

where

n.total = n1 + n2 (11)

n1 n2
W eapon.Damage = W eapon.Damage1 + W eapon.Damage2 (12)
n.total n.total

n1 n2
AT K = AT K1 + AT K2 (13)
n.total n.total

5
Table 3: Feats and their corresponding variables in Equation 9
Feat Tier Variables

Dueling 1 Modier1=+1
Dueling 2 Modier1=+2
Dueling 3 Modier1=+3
n2=1
Modier1=-6 (unbalanced ohand weapon)
Two-Weapon Fighting 1
Modier1=-4 (balanced ohand weapon)
Modier2=-6
n2=1
Modier1=-4 (unbalanced ohand weapon)
Two-Weapon Fighting 2
Modier1=-2 (balanced ohand weapon)
Modier2=-4
n2=1
Modier1=-2 (unbalanced ohand weapon)
Two-Weapon Fighting 3
Modier1=+0 (balanced ohand weapon)
Modier2=-2
n1=+1
Flurry/Rapid Shot 1 Modier1=-4
Modier2=-4
n1=+1
Flurry/Rapid Shot 2 Modier1=-2
Modier2=-2
n1=+1
Flurry/Rapid Shot 3 Modier1=-1
Modier2=-1
Critical Strike/Sniper Shot 1 Crit.Bonus=2
Critical Strike/Sniper Shot 2 Crit.Bonus=3
Critical Strike/Sniper Shot 3 Crit.Bonus=4
Modier1=-3
Power Attack/Power Blast 1 Modier2=-3
Power.Attack=5
Modier1=-3
Power Attack/Power Blast 2 Modier2=-3
Power.Attack=8
Modier1=-3
Power Attack/Power Blast 3 Modier2=-3
Power.Attack=10

Table 4: Force powers and their corresponding variables in Equation 9


Force Power Variables

Knight Speed n1=+1


Master Speed n1=+2

6
n1 n2
M odif iers = M odif iers1 + M odif iers2 (14)
n.total n.total

n1 n2
P.threat = P.threat1 + P.threat2 (15)
n.total n.total

n1 n2
Keen = Keen1 + Keen2 (16)
n.total n.total

3 Running the Model


The next step is to run Equation 11 and calculate the average total damage per combat round. But before we can do that,
we need to determine what our (DEF-ATK), P.threat, and weapon damage values are.

For weapon damage, let's look at Figure 1, which shows the P.threat and base damage ranges for all the weapons in KOTOR.
We can see that most weapons have a range of damages, which run from 1 to 20 points. Beyond this, there are damage
bonuses from modifying weapons and high Strength stats, I'm going to set the damage range from 1 to 32 points in order to
cover everything.

(By the way, was anyone else surprised that melee weapons were the strongest type in KOTOR? I would have thought that
heavy energy weapons and blaster ries would have been close to the top, but they really came up short. Could it be because
Dungeons & Dragons, the ancestor of the Star Wars RPG and D20 System, is so heavily tilted towards melee combat?)
To summarize, these are the inputs for our model:

• P.threat  0.05 and 0.10, which covers most of the weapons in KOTOR
• Keen  0, 0.05 (when P.threat = 0.05), and 0.10 (when P.threat = 0.10)

• DEF-ATK  in order to cover the full range of P.hit values (0.95 to 0.05), our DEF-ATK values need to be between 2
and 20

• Weapon Damage  1 to 32

• Fighting Styles  Dueling, Two-Weapon Fighting (unbalanced), Two-Weapon Fighting (balanced)

• Combat Feats  Critical Strike/Sniper Shot, Flurry/Rapid Shot, Power Attack/Power Blast

Figures 2 through 6 show the average total damage per combat round for these combinations. Because the values of P.Threat
and Keen do not heavily impact the results, in these gures I'm only showing the graphs for P.Threat = 0.05 and Keen = 0.

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Figure 1: P.threat values, damage ranges, and average damages of KOTOR weapons

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Figure 2: Average total damage per combat round for Tier 1 feats

Figure 3: Average total damage per combat round for Tier 2 feats

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Figure 4: Average total damage per combat round for Tier 3 feats

Figure 5: Average total damage per combat round for Tier 3 feats plus the Knight Speed Force power

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Figure 6: Average total damage per combat round for Tier 3 feats plus the Master Speed Force power

4 Model Analysis and Results


Now that we've calculated the total damage from all our combinations of accuracies, damages, character types, ghting styles,
and combat feats, let's analyze the data and answer the questions posed in the Introduction.

4.1 Which is better: Accuracy, damage, or threat range?

To answer this question I'm going to look at the standardized eects, which allow us to tease out the power of each independent
variable (DEF-ATK, P.Threat, Keen, Weapon Damage) by varying one of them while averaging across the others. The greater
the standardized eect, the more important a factor is. As Figure 7 shows, ghting style and combat feat both impact the
standardized eects.

Generally, increasing the weapon's (or weapons') average damage has the strongest eect, with the accuracy being a very
close second. One exception to this is when the Power Attack/Power Blast combat feat is being used  the -3 penalty to
ATK coupled with the damage bonus make accuracy the most important factor in combat. The most surprising thing to
me was that the threat range and keen status were so unimportant. Even when the Critical Strike/Sniper Shot is active,
quadrupling the P.threat, the threat range only matters a little.

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Figure 7: Standardized eects for accuracy, damage, and threat range

4.2 Which is better: Balanced or unbalanced weapons?

Using a balanced weapon in the o-hand gives a +2 bonus to strike with the main hand, which can boost total damage per
combat round by 10%. The trade-o is that balanced weapons tend to do less damage than unbalanced weapons.

Figures 8-12 compare using balanced and unbalanced weapons. The left graphs show the minimum increase in damage that
the o-hand weapon needs to have in order to oset the reduction in accuracy caused by switching to an unbalanced weapon.
The right graphs show the maximum decrease in damage that the o-hand weapon can have before the balanced weapon
drops the total damage below that of the unbalanced weapon.

For example, assume you are using an balanced weapon in your o hand, your weighted average damage is 15, and you're
using the Tier 1 Flurry feat. According to the left side of Figure 8, if your DEF-ATK is low and you want to switch to
an unbalanced weapon, the unbalanced weapon's average damage needs to be at least 2-4 points higher than your balanced
weapon's average damage in order for you to come out ahead. Any less than this and you'll actually be doing less damage per
round because of the penalties to accuracy. If the circumstances are the same but you are looking to go from an unbalanced
to a balanced weapon, the balanced weapon can do 2-4 points less without compromising the amount of damage dealt per
round.

In general, the combat feat most aected by balanced/unbalanced weapons is Power Attack, probably because it already
carries a -3 penalty to strike. The other important observation is that balanced weapons oer a signicant advantage when
using the Knight and Master Speed Force powers, which add 1 or 2 main hand attacks per combat round, respectively.

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Figure 8: Balanced and unbalanced weapons for Tier 1 feats

Figure 9: Balanced and unbalanced weapons for Tier 2 feats

13
Figure 10: Balanced and unbalanced weapons for Tier 3 feats

Figure 11: Balanced and unbalanced weapons for Tier 3 feats plus the Knight Speed Force power

14
Figure 12: Balanced and unbalanced weapons for Tier 3 feats plus the Master Speed Force power

4.3 Which is better: Dueling or Two-Weapon Fighting?

Wielding a second weapon adds an additional attack per combat round, but also imposes a penalty to strike with main-hand
weapons that could be as large as -7, which translates to a 35% drop in accuracy. Therefore, the o-hand weapon has to
do some signicant damage in order to compensate for the reduced accuracy. Figures 13-17 show the minimum damage
the ohand weapon needs to do in order to make switching from dueling to two-weapon ghting result in a net increase in
damage per combat round.

For example, let's say you have a main hand weapon that causes an average of 10 points of damage, and you have the Tier
2 Critical Strike combat feat. If your DEF-ATK is low, using a balanced ohand weapon that does an average of 1-5 points
of damage or an unbalanced ohand weapon that does 5-10 points of damage means that you'll end up doing more damage
per combat round with the Two-Weapon Fighting feat instead of the Dueling feat. If your ohand weapons do less damage
than this, however, you're better o using only one weapon instead.

Using the Knight and Master Speed Force powers increases the amount of damage the ohand weapon needs to do to come
out ahead. A couple of factors are in play here: When you start with 3 or 4 attacks per combat round, adding one more
oers diminishing returns. Also, the increased number of main hand attacks dilutes the contribution of the ohand attack.

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Figure 13: Single and dual weapons for Tier 1 feats

Figure 14: Single and dual weapons for Tier 2 feats

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Figure 15: Single and dual weapons for Tier 3 feats

Figure 16: Single and dual weapons for Tier 3 feats plus the Knight Speed Force power

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Figure 17: Single and dual weapons for Tier 3 feats plus the Master Speed Force power

4.4 Which is best: Critical Strike/Sniper Shot, Flurry/Rapid Shot, or Power Attack/Power
Blast?

Every combination of ghting style and combat feat has optimal zones, where it deals either more damage than or the same
damage as the other combinations. Also, each combination of ghting style and combat feat has suboptimal zones, where
it deals signicantly less than other combinations. I used the data in Figures 2-6 to calculate where these optimal and
suboptimal zones are.

Figures 18-24 show the optimal and suboptimal zones for all the dierent combinations of character type, ghting style,
and combat feat. The blue areas are the sweet spots, while the red areas are the places you want to avoid. For characters
without Force powers, the Power Attack/Power Blast oers the highest total damage per combat round for weapons where
the weighted average damage is 10-15 points. Above this, and Flurry/Rapid Shot gives the highest total damage per combat
round.

Jedi using Knight or Master Speed, however, have a slightly dierent landscape. Characters wielding only one weapon, or
two weapons that have a low critical threat range (like 20) should stick to Power Attack/Power Blast and Flurry/Rapid Shot
as described above. Characters wielding either one or two weapons with a high critical threat range (like 19-20 and/or keen)
should select Critical Strike/Critical Shot to maximize damage.

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Figure 18: Optimal (blue) and sub-optimal (red) zones for Tier 1 feats

Figure 19: Optimal (blue) and sub-optimal (red) zones for Tier 2 feats

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Figure 20: Optimal (blue) and sub-optimal (red) zones for Tier 3 feats

Figure 21: Optimal (blue) and sub-optimal (red) zones for Tier 3 feats plus the Knight Speed Force power

20
Figure 22: Optimal (blue) and sub-optimal (red) zones for Tier 3 feats plus the Knight Speed Force power, critical strike
optimized

Figure 23: Optimal (blue) and sub-optimal (red) zones for Tier 3 feats plus the Master Speed Force power

21
Figure 24: Optimal (blue) and sub-optimal (red) zones for Tier 3 feats plus the Master Speed Force power, critical strike
optimized

4.5 Scoundrels are Special

The dominant belief appears to be that Scoundrels are support characters that are only good for their skill set. However,
this overlooks their Sneak Attack ability, which at maximum level can deal 9-54 points of damage per attack in addition to
whatever the normal weapon damage is. In other words, think of Sneak Attack as the most devastating weapon in the game.
A Jedi with 5 or 7 levels of Scoundrel, for a Sneak Attack of 3-18 or 4-24 points, is capable of dealing much more damage
than a Soldier/Jedi ever could.

The diculty with the Sneak Attack is that it only happens on attacks coming from behind a target, made against a stunned
target, or when the Scoundrel is in stealth mode, so it's important to make these conditions happen as often as possible.
Force powers can stun enemies, leaving them wide open, but they're not always available. Some melee and energy weapons
have a 25% (or 50% for the Ratakan Battle Wand) chance of stunning enemies, but the low DC of 10 only makes them useful
for the early levels.

This is where Critical Strike and Sniper Shot come in. It's not about multiplying the threat range, it's about the chance of
stunning your foe, leaving them wide open to a sneak attack  and scoundrels get the rst level of these feats for free! The DC
that enemies need to overcome to avoid being stunned depends on the character's Strength (Critical Strike) or Intelligence
(Sniper Shot) attribute.

Alert reader Icecreamnao made a compelling argument that Mission, with her high INT, high DEX, and low VPs, is well-
positioned for Sniper Shot. If her extra attribute points are used to boost her INT and Master Valor is cast on her, her
stunning ability has a DC of 27 at level 20  not bad! Main characters that begin as Scoundrels can also benet from Critical
Strike's stunning ability, but Force powers will generally give higher stunning DCs and aect multiple enemies at once. But
it's still a nice bonus.

Unfortunately, Darth Malak seems to be immune to stunning, making the likelihood of sneak attacking him pretty minuscule.

22
5 Enemy Defense and Savings Throws
I used Fred Tetra's program KOTOR Tool to peek inside some of the les in KOTOR, and recorded the DEF (including
armor, Force Powers, and other modiers) and Savings Throw values for various enemies throughout the game. Note that
Calo Nord and Darth Bandon can appear at dierent points at the game depending on what order you visit dierent areas,
and their stats depend on what planet you encounter them on. Also, Bastila and Darth Malak are immune to a whole range
of status ailments, including stunning.

Table 5: DEF and savings throw values for various enemies in KOTOR
Location Name DEF Fortitude Save Reex Save Will Save

Endar Spire Sith Soldier 1 2 1 0


Endar Spire Sith Trooper 6 3 2 1
Taris Brejik 12 2 7 4
Taris Bendak Starkiller 12 12 8 6
Dantooine Juhani 14 6 9 6
Dantooine Sherruk 14 10 6 5
Dantooine Zulan Sentar 18 20 16 14
Kashyyyk Chuundar 9 12 11 11
Kashyyyk Dark Jedi 14 7 8 6
Leviathan Sith Elite Trooper 18 11 8 4
Leviathan Saul Karath 18 13 10 8
Leviathan Darth Malak 22 24 25 21
Korriban Yuthura Ban 16 7 8 6
Korriban Uthar Wynn 22 11 14 10
Unknown Planet Bastilla 14 14 20 10
Unknown Planet The One 18 15 12 12
Various Calo Nord 13-21 13-22 10-19 7-16
Various Darth Bandon 18-28 24-29 25-32 25-28
Star Forge Darth Malak 32 38 32 27

6 Conclusions and Recommendations


• The most damaging weapons in the game tend to be melee weapons and lightsabers. Carth, Canderous, and Zaalbar
should use melee weapons over ranged weapons in order to maximize their damage potential. Mission could use either
melee or ranged, but her relatively low number of Vitality Points (coupled with her high intelligence bonus for the
Sniper Shot feat) makes her better suited for ranged weapons. Droids have to use ranged weapons, and Jedi should use
lightsabers.

• Changing the Critical Threat Range and Keen status of weapons have little eect on the total amount of damage dealt
in a combat round.

• Increasing the damage of your weapon usually gives you the biggest increase in total damage per combat round, but
improving accuracy isn't far behind. One exception is if you are using the Power Attack/Power Blast feats, in which
case increasing your accuracy is much more important than increasing damage.

• Use Figures 8-12 to determine if a character is better o using a balanced or unbalanced weapon o-hand.

• Use Figures 13-17 to determine if a character is better o ghting with one or two weapons. Note that characters using
Knight Speed or Master Speed tend to be better o using a single weapon and the Dueling feat.

• Non-Jedi characters wielding weapons that have a weighted average damage of 10-15 or less should use the Power
Attack feat to cause maximum damage, and characters with weapons that have a higher weighted average damage than
this should use Flurry. See Figures 18-20 for more information.

• Jedi using Knight Speed or Master Speed Force powers should use Power Attack if their weighted average weapon
damage is 10-15 or less, and Flurry if their weighted average weapon damage is more. If the weapons have a large
critical threat range and/or are keen, then Critical Strike is best. See gures 21-24 for more information.

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• Mission should use Sniper Shot and boost her INT to maximize her chance of successfully launching a deadly Sneak
Attack.

7 Acknowledgements
Thanks to

• You, the reader, for making it through this FAQ.

• Icecreamnao for showing me the importance of Critical Strike and Sniper Shot for Jedi equipped with high-damage
weapons and for Scoundrels, as well as recommending a closer look at single vs. dual weilding and balanced vs.
unbalanced weapons.

• KD for suggesting I adjust my model to look at Tier 1 and Tier 2 feats in addition to Tier 3 feats.

• Bioware and Wizards of the Coast for developing KOTOR and Star Wars: The Roleplaying Game.
• NWNWiki for its discussion of how the Critical Threat Range works (nwn.wikia.com/wiki/Threat_roll).

• JPaterson for his Item FAQ (www.gamefaqs.com/xbox/556553-star-wars-knights-of-the-old-republic/faqs/29280).

• Wamumor for his Item FAQ (www.gamefaqs.com/xbox/556553-star-wars-knights-of-the-old-republic/faqs/29044).

• The R Core Team for developing R, which I used for all my calculations (www.R-project.org).

• Hadley Wickham for developing ggplot2, which I used for all my graphing (ggplot2.org).

• The LYX team for developing LYX, which I used to write this FAQ (www.lyx.org).

• Fred Tetra for developing the KOTOR Tool (deadlystream.com/forum/topic/1949-downloadkotor-tool/) for looking
inside the game's les.

8 Contact Info
Questions? Comments? Find something wrong? Email me at statsjedi (at) gmail (dot) com.

9 Revision History
• Version 1.0, 2 March 2015

• Version 2.0, 12 September 2015

10 Licensing
This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this
license, visit http://creativecommons.org/licenses/by-sa/4.0/.

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