SWTOR Formula List
SWTOR Formula List by Freehugs
The purpose of this formula list to to assist the SW:ToR community in theorycrafting and making guides. Special thanks to LagunaD, Takira and the theorycrafting community at Sithwarrior.com – Freehugs
Note: Bonuses from Buffs and Skills are additive to whatever stat they apply. For example a 5% crit buff adds 5% to your total crit, there’s no fancy math there.
About the tooltip bug for Skill trees
The tooltips of damage and healing abilities in the skill trees do not scale properly with level, but the abilities themselves do. So the formula’s for damage and healing abilities below will give you high values than you will see on these tooltips until this bug is fixed.
Ability Damage Min = ( AmountModifierPercent + 1 ) * MainHandMin + ( AmountModifierPercent + 1 ) * OffHandMin * 0.3 + Coefficient * DamageBonus + StandardHealthPercentMin * StandardHealth
Ability Damage Max = ( AmountModifierPercent + 1 ) * MainHandMax + ( AmountModifierPercent + 1 ) * OffHandMax * 0.3 + Coefficient * DamageBonus + StandardHealthPercentMax * StandardHealth
AmountModifierPercent is the weapon damage modifier for min and max values and all ranks of the ability
Coefficient is the force/tech/melee/ranged damage bonus modifier for min and max values and all ranks of the ability
StandardHealthPercent is the base damage modifier, which can vary for the min and max values of the ability
StandardHealth is a damage number from the StandardHealth Lookup Table table near the bottom of this thread
DamageBonus is on your character screen (e.g. Melee Damage Bonus for a melee attack)
You can find all these values on your character screen or at TORHead if you expand the effect details on an ability page. Ability damage is always calculated per tick of a DoT or Flurry attack.
Force and Tech attacks don’t use main-hand or off-hand damage.
OffHand is 0 is you have no off-hand to attack with or if the attack doesn’t use the off-hand. Off-Hand damage is rolled as a separate attack to the main hand, so one hit will be x*MainHand + y*Bonus + z and the other x*OffHand*0.3. As a result the off-hand hit is much smaller than the main-hand hit.
Attack and Damage Types (thanks Kor)
There are four damage types: Kinetic, Energy, Internal, Elemental. The first two are mitigated by armor, the latter two are not.
There are also four attack types: Melee, Ranged, Force, Tech. Attack type and damage type have no correlation, you can have any combination of the two sets (though not all combination exist in game). The first two are subject to defense (avoidance) and shield (partial mitigation), the latter two are subject to resistance. Resistances (which are just avoidance for Force and Tech attacks) are present as a mechanic, but very very few effects in the game grant them, so they can essentially be ignored.
Thus you can very easily have an attack that bypasses armor yet can be dodged or shielded (an internal melee attack, for example), or an attack that bypasses defense and shield yet is armor mitigated (an energy force attack, for example).
The Two-Roll System
SW:ToR uses a two-roll system to determine attacks. The first roll determines hit or miss (or dodge/parry/resist, which are effectively just different names for miss).
The second roll determines of a successful attack crit, was shielded, or was a normal hit. In the event that crit % + shield % is greater than 100%, crit chance overrides shield chance.
Ability Healing Min = Coefficient * HealingBonus + StandardHealthPercentMin * StandardHealth
Ability Healing Max = Coefficient * HealingBonus + StandardHealthPercentMax * StandardHealth
Coefficient is the force/tech/melee/ranged healing bonus modifier for min and max values and all ranks of the ability
StandardHealthPercent is the base healing modifier, which can vary for the min and max values of the ability
StandardHealth is a healing number from the StandardHealth Lookup Table table near the bottom of this thread
HealingBonus is on your character screen (e.g. Force Healing Bonus for a Sith Sorcerer)
You can find all these values on your character screen or at TORHead if you expand the effect details on an ability page. Ability healing is always calculated per tick of a HoT.
Strength/Willpower/Aim/Cunning Damage Bonus = (Strength or Willpower or Aim or Cunning) * 0.2
Force/Tech Power Damage Bonus = (Force or Tech Power) * 0.23
Power Damage Bonus = Power * 0.23
Willpower/Aim/Cunning Healing Bonus = (Willpower or Aim or Cunning) * 0.14
Force/Tech Power Healing Bonus = (Force or Tech Power) * 0.17
Power Healing Bonus = Power * 0.17
Crit Chance % = 5 + 30 * ( 1 – ( 1 – ( 0.01 / 0.3 ) )^( ( PrimaryStat / max(Level,20) ) / 2.5 ) ) + 30 * ( 1 – ( 1 – ( 0.01 / 0.3 ) )^( ( CritRating / max(Level,20) ) / 0.45 ) )
Crit chance can also include a bonus from a secondary stat. Have a look at your damage or healing bonus on the character screen, if it includes a bonus from a secondary stat it will also have a small crit bonus from that stat calculated as + 30 * ( 1 – ( 1 – ( 0.01 / 0.3 ) )^( ( SecondaryStat / max(Level,20) ) / 2.5 ) )
Crit Size % = 50 + 30 * ( 1 – ( 1 – ( 0.01 / 0.3 ) )^( ( SurgeRating / max(Level,20) ) / 0.11 ) )
Basic Accuracy % = 90 + 30 * ( 1 – ( 1 – ( 0.01 / 0.3 ) )^( ( AccuracyRating / max(Level,20) ) / 0.55 ) )
Accuracy over 100% reduces the Defense of the target. Only your free level 1 attack is Basic.
Basic Off-Hand Accuracy % = 57 + 30 * ( 1 – ( 1 – ( 0.01 / 0.3 ) )^( ( AccuracyRating / max(Level,20) ) / 0.55 ) )
Off-hand attacks are rolled separately to main hand attacks
Special/Force/Tech Attack Accuracy % = 100 + 30 * ( 1 – ( 1 – ( 0.01 / 0.3 ) )^( ( AccuracyRating / max(Level,20) ) / 0.55 ) )
Accuracy over 100% reduces the Defense of the targe
Special/Force/Tech Off-Hand Accuracy % = 67 + 30 * ( 1 – ( 1 – ( 0.01 / 0.3 ) )^( ( AccuracyRating / max(Level,20) ) / 0.55 ) )
Off-hand attacks are rolled separately to main hand attacks
Activation Speed = CastingTime * ( 1 – ( %AlacrityFromSkillsAndBuffs / 100 ) – 0.3 * ( 1 – ( 1 – ( 0.01 / 0.3 ) )^( ( AlacrityRating / max(Level,20) ) / 0.55 ) ) )
Alacrity does not affect instant cast spells or the rate at which DoT’s and HoT’s tick, but does improve all cast time spells and channeled spells.
Armor Damage Reduction % = ArmorRating / ( ArmorRating + 200 * Level + 800 ) * 100
Caps at 75%, although this is not achievable with current gear and buffs
Defense Chance % = 5 + 30 * ( 1 – ( 1 – ( 0.01 / 0.3 ) )^( ( DefenseRating / max(Level,20) ) / 0.55 ) )
Shield/Glance Chance % = BonusOnSheildGenerator + 50 * ( 1 – ( 1 – ( 0.01 / 0.5 ) )^( ( GlanceRating / max(Level,20) ) / 0.32 ) )
Shield/Glance Absorption % = BonusOnShieldGenerator + 50 * ( 1 – ( 1 – ( 0.01 / 0.5 ) )^( ( AbsorbtionRating / max(Level,20) ) / 0.18 ) )
PvP Damage Bonus % = 20 * ( 1 – ( 1 – ( 0.01 / 0.2 ) )^( ( Expertise / max(Level,20) ) / 0.72 ) )
PvP Damage Reduction % = 20 * ( 1 – ( 1 – ( 0.01 / 0.2 ) )^( ( Expertise / max(Level,20) ) / 0.72 ) )
PvP Trauma Ignore % = 20 * ( 1 – ( 1 – ( 0.01 / 0.2 ) )^( ( Expertise / max(Level,20) ) / 0.72 ) )
Trauma ignore overcomes the Trauma (-30% healing received) debuff that players get in PvP, so it effectively improves healing.
Max Health = BaseHealth + Endurance * 10
Heath Regen = ? + Endurance * 0.03
Bonus Companion Health = Presence * 5
Bonus Companion Damage = Presence * 0.2
Bonus Companion Healing = Presence * 0.14
StandardHealth Lookup Table
Level in this table is the level the ability
is trainable, not the level of the player
level damage healing
1 180 375
2 210 430
3 240 505
4 270 585
5 305 675
6 340 770
7 380 880
8 420 1000
9 465 1140
10 500 1290
11 540 1405
12 580 1535
13 620 1665
14 655 1790
15 690 1915
16 720 2060
17 725 2150
18 750 2285
19 780 2435
20 790 2560
21 830 2680
22 870 2795
23 910 2915
24 945 3040
25 960 3105
26 975 3205
27 1005 3300
28 1050 3425
29 1085 3535
30 1130 3670
31 1175 3915
32 1215 4165
33 1220 4355
34 1255 4590
35 1280 4830
36 1305 5055
37 1320 5265
38 1335 5530
39 1350 5715
40 1380 5945
41 1400 6080
42 1430 6225
43 1440 6320
44 1480 6485
45 1490 6565
46 1540 6735
47 1545 6785
48 1560 6920
49 1575 6970
50 1610 7085
A Note on the formula used for Ratings, which was worked out by LagunaD
You’ll notice that the formula’s for ratings are all basically the same. Their values are not arbitrary but have specific meaning. Lets look at this example:
PvP Damage Bonus % = 20 * ( 1 – ( 1 – ( 0.01 / 0.2 ) )^( ( Expertise / max(Level,20) ) / 0.72 ) )
This first underlined section is the % cap for this rating and the second underlined section is the % cap divided by 100. In this case the cap is 20%. Remember this is the cap for the rating, not the stat, so you can’t get more than 20% PvP Damage Bonus from stacking Expertise but you may be able to get more from a skill or buff (if any exist). Since these formula’s give diminishing returns, you will never actually achieve a 20% PvP Damage Bonus from Expertise.
The third underlined section is 1/50th of the amount of rating needed to get 1% of the stat at level 50. So in this case 50 * 0.72 = 36 Expertise Rating to get 1% PvP Damage Bonus at level 50.
For calculation purposes, here’s the base stats at Level 50
Class | Level | Strength | Aim | Endurance | Cunning | Willpower | Base Health |
Smuggler/Imperial Agent | 50 | 50 | 100 | 225 | 250 | 225 | 2500 |
Trooper/Bounty Hunter | 50 | 50 | 250 | 225 | 100 | 225 | 2500 |
Jedi Knight/Sith Warrior | 50 | 250 | 50 | 225 | 100 | 225 | 2500 |
Jedi Consular/Sith Inquisitor | 50 | 100 | 50 | 225 | 250 | 225 | 2500 |
To calculate the stats at lower levels you can use these formula’s, and round the results DOWN to the nearest whole number:
Primary Stat = 50 + Level * 4 i.e. Cunning for the Smuggler
Secondary Stat = 20 + Level * 1.6 i.e. Willpower for the Sith Warrior
Tertiary Stat = 10 + Level * 0.8 i.e. Strength for the Trooper
Endurance = 45 + Level * 3.6
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