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Heroes & Villains: Informational Thread (READ DESC)

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Clone201
3620 posts Member
IMPORTANT: All the blaster-wielding heroes info on my comment are 15 posts below

ANAKIN SKYWALKER

-- Health & Regeneration --

Base Health: 800
Base Health Regeneration: 250
Health Regeneration Delay: 4.5 seconds
Health Regeneration Speed: 50 health/s

-- Movement --

Sprint Speed: 8 meters per second
Jump Height: 10-meter height
Dodge Length: 5.5 meters

-- Attack Speed --

Attack Animation Sequence Count: 2
Attacks Per Animation Seqeunce: 6

Max Attack Speed: 2.4 attacks per second (144 attacks/min)
Min Attack Speed: 2 attacks per second (120 attacks/min)

Lunge Attack Hit Delay: 0.4 to 0.6 seconds
Attack Hit Delay (after lunge): 0.6 seconds

-- Lightsaber --
  • Damage: 130 (front), 170 (rear)
  • Lightsaber Stamina - Attacking: 12 attacks
  • Lightsaber Stamina - Air Attacking: 4 attacks
  • Lightsaber Stamina - Defending vs melee: 10 blocked attacks
  • Lightsaber Stamina - Defending vs blaster (non-sustained fire): 31 deflected shots
  • Lightsaber Stamina - Defending vs blaster (sustained fire): ~8.2-second time limit
  • Stamina Regeneration Delay: 2 seconds
  • Stamina Regeneration Speed: 60.6% per second

-- Passionate Strike --

Max Damage: (125 + 250) = 375 (infantry), (40 + 130) = 170 (hero)
Recharge Time: 13 seconds

Note(s):
  • Unblockable Attack

-- Pull Dominance --

Range: 18 meters
Damage: 120 (infantry), 80 (hero)
Recharge Time: 15 seconds

Note(s):
  • Enemies are pulled into the air, flying towards the user

-- Heroic Might --

Time Limit: 3.5 seconds
Range: 10 meters to 20 meters
Damage: 70 to 450 (hero), 130 to 450 (infantry)
Recharge Time: 18 seconds

Note(s):
  • 360 degrees AOE
  • Damage Output is increased by random progressive multipliers while taking damage during Heroic Might
  • Range is increased by 1 meter for every 50 damage while using Heroic Might (excluding 90% damage reduction)
  • 90% Damage Reduction While In Use
  • Knockback
  • Cannot be staggered out of the ability

-- Retribution --

Range: 15 meters
Max Stun Time: 4 seconds
Max Damage (against Infantry): 396 Choke + 100 Repulse = 496
Max Damage (against heroes): 297 Choke + 75 Repulse = 372

Note(s):
  • Has to be earned by damage intake of at least 2,500 by Anakin or from his allies
  • 360 degrees AOE
  • 90% Damage Reduction While In Use
  • Small Force Repulse Effect as Retribution ends (Knockback)
  • Cannot be staggered out the ability

COUNT DOOKU

-- Health & Regeneration --
  • Base Health: 750
  • Base Health Regeneration: 250
  • Health Regeneration Delay: 5 seconds
  • Health Regeneration Speed: 50 health/s

-- Movement --
  • Sprint Speed: 8 meters per second
  • Jump Height: 10-meter height
  • Dodge Length: 5.5 meters

-- Attack Speed & Animations --
  • Attack Animation Sequence Count: 1
  • Attacks Per Animation Sequence: 5
  • Maximum Attack Speed: 2 attacks per second (120 strikes/min)
  • Minimum Attack Speed: N/A
  • Lunge Attack Hit Delay: 0.4 seconds
  • Attack Hit Delay (after lunge): 0.6 seconds

-- Count Dooku's Lightsaber --
  • Damage: 130 (front), 160 (rear)
  • Lightsaber Stamina - ground attacking: 14 attacks
  • Lightsaber Stamina - air attacking: 5 attacks
  • Lightsaber Stamina - defending vs melee (minimum): 14 blocked attacks
  • Lightsaber Stamina - defending vs blaster (non-sustained fire): 25 deflected shots
  • Lightsaber Stamina - defending vs blaster (sustained fire): ~6.6-second time limit
  • Stamina Regeneration Delay: 2 seconds
  • Stamina Regeneration Speed: 47.6% of max stamina regenerated per second

-- Lightning Stun --
  • Range: 8 meters
  • Max Damage: 160 (infantry), 120 (hero)
  • Recharge Time: 14 seconds

Note(s):
  • Knockback
  • -10 damage for every additional target in Lightning Stun's radius

-- Duelist --
  • Active Time: 10 seconds
  • Recharge Time: 14 seconds

Note(s):
  • +25 Lightsaber Damage Boost (stacks to +30 extra rear damage)
  • 20% Attack Speed Increase (2.4 attacks per second - 144 attacks per minute)

-- Expose Weakness --
  • Active Time: 4 seconds
  • Recharge Time: 16 seconds

Note(s):
  • Enemy's Unable to sprint
  • 20% Damage boost on affected enemy
  • Reveals targeted enemy through walls or hard surfaces
  • Defeating enemies affected by Expose Weakness instantly refreshes the ability

Count Dooku's Special Feature(s):
  • Dodge Count: 3
  • Shorter dodge cooldown

LUKE SKYWALKER

-- Health & Regeneration --

Base Health: 750
Base Health Regeneration: 200
Health Regeneration Delay: 2.5 seconds
Health Regeneration Speed: 110 health/s

-- Movement --

Sprint Speed: 8.6 meters per second
Max Jump Height: 10 meter height
Dodge Length: 5.5 meters

-- Attack Speed --
  • Attack Animation Sequence Count: 2
  • Attacks Per Animation Sequence: 6
  • Maximum Attack Speed: 2 attacks per second (120 strikes/min)
  • Minimum Attack Speed: 1.8 attacks per second (110 strikes/min)
  • Lunge Attack Hit Delay: 0.4 seconds
  • Attack Hit Delay (after lunge attack): 0.6 seconds
  • Dodge Forward Transition = Minimum Attack Speed (4 attacks left in sequence)
  • Dodge Right Transition = Maximum Attack Speed (3 attacks left in sequence)
  • Dodge Left Transition = Minimum Attack Speed (2 attacks left in sequence)
  • Dodge Rear Transition = Maximum Attack Speed (4 attacks left in sequence)

-- Luke Skywalker's Lightsaber --
  • Damage: 120 (front), 150 (rear)
  • Lightsaber Stamina - ground attacking: 10 attacks
  • Lightsaber Stamina - air attacking: 4 attacks
  • Lightsaber Stamina - defending vs melee: 10 blocked attacks
  • Lightsaber Stamina - defending vs blaster (non-sustained): 25 deflected shots
  • Lightsaber Stamina - defending vs blaster (sustained fire): ~6.6-second time limit
  • Stamina Regeneration Delay: 1 second
  • Stamina Regeneration Speed: 33.3% of max stamina regenerated per second

-- Force Push --

Range: 12 meters
Damage: 150 (infantry), 90 (hero)
Recharge Time: 20 seconds

Force Push Special(s):
  • Knockback

-- Force Repulse --

Range: 10 meters
Damage: 130 (infantry), 75 (hero)
Recharge Time: 20 seconds

Force Repulse Note(s):
  • Knockdown
  • 360 degrees AOE

-- Saber Rush --

Saber Rush Count: 2
Saber Rush Travel Distance: 10 meters
Saber Rush Damage: 100
Saber Rush Recharge Time: 5 seconds per Saber Rush

Saber Rush Note(s):
  • Cannot be dodged
  • Doubles stamina drain of defending lightsaber-wielders

OBI-WAN KENOBI

-- Health & Regeneration --

Base Health: 750
Base Health Regeneration: 300
Health Regeneration Delay: 4.5 seconds
Health Regeneration Speed: 50 health/s

-- Movement --

Sprint Speed: 8 meters per second
Max Jump Height: 10 meter height
Dodge Length: 5.5 meters

-- Attack Speed --
  • Attack Animation Sequence Count: 2
  • Attacks Per Animation Sequence: 6
  • Maximum Attack Speed: 130 strikes/min
  • Minimum Attack Speed: 120 strikes/min
  • Lunge Attack Hit Delay: 0.4 seconds
  • Attack Hit Delay (after lunge attack): 0.6 seconds
  • Dodge Forward Transition = Maximum Attack Speed (4 attacks left in sequence)
  • Dodge Right Transition = Minimum Attack Speed (1 attack left in sequence)
  • Dodge Left Transition = Minimum Attack Speed (3 attacks left in sequence)
  • Dodge Rear Transition = Maximum Attack Speed (1 attack left in sequence)

-- Obi-Wan Kenobi's Lightsaber --
  • Damage: 130 (front), 150 (rear)
  • Obi-Wan's Kick: 120 (front), 140 (rear)
  • Lightsaber Stamina - ground attacking: 10 attacks
  • Lightsaber Stamina - air attacking: 4 attacks
  • Lightsaber Stamina - defending vs melee: 25 blocked attacks
  • Lightsaber Stamina - defending vs blaster (non-sustained fire): 46 deflected shots
  • Lightsaber Stamina - defending vs blaster (sustained fire): ~12.2-second time limit
  • Stamina Regeneration Delay: 1 second
  • Stamina Regeneration Speed: 33.3% of max stamina regenerated per second

-- Defensive Rush --

Max Active Time: 3 seconds
Damage (lightsaber rush): 140
Damage (lightsaber slam): +60
Recharge Time: 10 seconds

Notes(s):
  • Blocks projectiles
  • Blocks lightsabers or other melee-based attacks
  • Quickly drains defending stamina from Lightsaber-wielders
  • Lightsaber Slam can be triggered by pressing attack while Defensive Rush is in use for +60 damage

-- Restrictive Mind Trick --

Range: 20 meters
Stun Time: 4.5 seconds
Recharge Time: 22 seconds

Note(s):
  • Enemies unable to dodge / roll
  • Enemies unable to use abilities or secondary weapons

Restrictive Mind Trick Special(s):
  • Un-blockable attack
  • Un-dodgable attack

-- All-Out Push --

Range: 5 to 22 meters
Max Charge Time: 1 second
Damage: 170 to 200 (infantry), 150 to 180 (hero)
Recharge Time: 15 seconds

Note(s):
  • 80% Damage Reduction While In Use
  • Knockback

DARTH VADER

-- Health & Regeneration --

Base Health: 800
Base Health Regeneration: 250
Health Regeneration Delay: 5 seconds
Health Regeneration Speed: 50 health/s

-- Movement --

Sprint Speed: 7 meters per second
Max Jump Height: 8 meter height
Dodge Length: 5.5 meters

-- Attack Speed --
  • Attack Animation Sequence Count: 2
  • Attacks Per Animation Sequence: 6
  • Maximum Attack Speed: 2 attacks per second (120 strikes/min)
  • Minimum Attack Speed: 1.8 attacks per second (110 strikes/min)
  • Lunge Attack Hit Delay: 0.4 seconds
  • Attack Hit Delay (after lunge attack): 0.6 seconds
  • Dodge Forward Transition = Maximum Attack Speed (4 attacks left in sequence)
  • Dodge Right Transition = Minimum Attack Speed (3 attacks left in sequence)
  • Dodge Left Transition = Maximum Attack Speed (3 attacks left in sequence)
  • Dodge Rear Transition = Maximum Attack Speed (2 attacks left in sequence)

-- Darth Vader's Lightsaber --
  • Damage: 130 (front), 160 (rear)
  • Lightsaber Stamina - ground attacking: 10 attacks
  • Lightsaber Stamina - air attacking: 3 attacks
  • Lightsaber Stamina - defending vs melee: 14 blocked attacks
  • Lightsaber Stamina - defending vs blaster (non-sustained fire): 46 deflected shot
  • Lightsaber Stamina - defending vs blaster (timed): ~12.2-second time limit
  • Stamina Regeneration Delay: 3 seconds
  • Stamina Regeneration Speed: 33.3% of max stamina regenerated per second

-- Lightsaber Throw --

Damage: 150
Range: 20 meters
Distance Per Second: ~20 meters per second
Recharge Time: 8 seconds

Note(s):
  • Can damage multiple times
  • Horizontal arc

-- Focused Rage --

Active Time: 10 seconds

Focused Rage (buffs):
  • Bonus Health: 200
  • +15 Lightsaber damage boost
  • 50% Stamina Drain Reduction

Focused Rage (de-buff):
  • Bonus Health Depletion Rate (after active time): 30 health/s

Focused Rage Recharge Time: 20 seconds

-- Force Choke --

Range: 12 meters
Max Stun Time: 2 seconds
Max Damage: 123
Recharge Time: 30 seconds

Note(s):
  • Cannot be staggered out of the ability

GENERAL GRIEVOUS

-- Health & Regeneration --

Base Health: 800
Base Health Regeneration: 250
Health Regeneration Delay: 4.5 seconds
Health Regeneration Speed: 50 health/s

-- Movement --

Sprint Speed: 8 meters per second
Max Jump Height: 7 meter height
Dodge Length: 5.5 meters

-- Attack Speed --
  • Attack Animation Sequence Count: 1
  • Attacks Per Animation Sequence: 4
  • Maximum Attack Speed: 2 attacks per second (120 strikes/min)
  • Minimum Attack Speed: N/A
  • Lunge Attack Hit Delay: 0.6 seconds
  • Attack Hit Delay (after lunge attack): 0.6 seconds
  • Lunge Attack Forward Transition = 2 attacks left in sequence

-- General Grievous' Lightsabers --
  • Damage: 130 (front), 160 (rear)
  • Lightsaber Stamina - ground attacking: 12 attacks
  • Lightsaber Stamina - air attacking: 4 attacks
  • Lightsaber Stamina - defending vs melee: 10 blocked attacks
  • Lightsaber Stamina - defending vs blaster (non-sustained fire): 5 deflected shots
  • Lightsaber Stamina - defending vs blaster (sustained fire): 1-second time limit
  • Stamina Regeneration Delay: 2 seconds
  • Stamina Regeneration Speed: 33.3% of max stamina regenerated per second

-- Thrust-Surge --

Lock-On Range: 10 meters
Damage: 160
Recharge Time: 13 seconds

Note(s):
  • Knockdown

-- Unrelenting Advance --

Damage Per Hit: 110
Damage Delay: 0.75 seconds
Max Active Time: 5 seconds
Recharge Time: 11 seconds

Note(s):
  • Blocks projectiles
  • Blocks lightsabers or other melee-based attacks
  • Can damage multiple times
  • Cannot be staggered out of the ability

-- Claw Rush --

Damage Per Hit: 130
Max Active Time: 4 seconds
Recharge Time: 13 seconds

Note(s):
  • 50% Damage Reduction While In Use
  • Knockdown Effect
  • Can damage multiple times

REY

-- Health & Regeneration --

Base Health: 750
Base Health Regeneration: 250
Health Regeneration Delay: 5 seconds
Health Regeneration Speed: 50 health/s

-- Movement --

Sprint Speed: 8 meters per second
Max Jump Height: 10 meter height
Dodge Length: 5.5 meters

-- Attack Speed --
  • Attack Animation Sequence Count: 2
  • Attacks Per Animation Sequence: 6
  • Maximum Attack Speed: ~2.2 attacks per second (130 strikes/min)
  • Minimum Attack Speed: 2 attacks per second (120 strikes/min)
  • Lunge Attack Hit Delay: 0.4 seconds
  • Attack Hit Delay (after lunge attack): 0.6 seconds
  • Dodge Forward Transition = Maximum Attack Speed (4 attacks left in sequence)
  • Dodge Right Transition = Maximum Attack Speed (1 attack left in sequence)
  • Dodge Left Transition = Maximum Attack Speed (3 attacks left in sequence)
  • Dodge Rear Transition = Minimum Attack Speed (1 attacks left in sequence)

-- Rey's Lightsaber --
  • Damage: 120 (front), 140 (rear)
  • Rey's Kick: 110 (front), 130 (rear)
  • Lightsaber Stamina - ground attacking: 10 attacks
  • Lightsaber Stamina - air attacking: 4 attacks
  • Lightsaber Stamina - defending vs melee: 14 blocked attacks
  • Lightsaber Stamina - defending vs blaster (non-sustained fire): 25 deflected shots
  • Lightsaber Stamina - defending vs blaster (sustained fire): ~6.6-second time limit
  • Stamina Regeneration Delay: 1 second
  • Stamina Regeneration Speed: 60.6% of max stamina regenerated per second

-- Dash Strike --

Damage: 130
Max Active Time: 3 seconds
Recharge Time: 10 seconds

Note(s):
  • Knockdown
  • Quickly drains defending stamina from Lightsaber-wielders

-- Insight --

Range: 30 meters
Active Time: 7 seconds
Recharge Time: 10 seconds

Buff(s):
  • +10 Lightsaber damage boost
  • 50% Stamina Drain Reduction
  • Can reveal enemy player outlines through walls
  • Enemy player outlines revealed to ally players provided from Insight
  • Hero circle and hero offensive actions are hidden from enemy radar

-- Mind Trick --

Range: 18 meters
Stun Time: 4 seconds
Recharge Time: 20 seconds

Debuff(s):
  • Enemies unable to sprint
  • Enemy turning / aiming rate greatly reduced

Note(s):
  • Un-blockable attack
  • Un-dodgable attack

KYLO REN

-- Health & Regeneration --

Base Health: 750
Base Health Regeneration: 250
Health Regeneration Delay: 5 seconds
Health Regeneration Speed: 50 health/s

-- Movement --

Sprint Speed: 8 meters per second
Max Jump Height: 10 meter height
Dodge Length: 5.5 meters

-- Attack Speed --
  • Attack Animation Sequence Count: 2
  • Attacks Per Animation Sequence: 6
  • Maximum Attack Speed: 2 attacks per second (120 strikes/min)
  • Minimum Attack Speed: 1.8 attacks per second (110 strikes/min)
  • Lunge Attack Hit Delay: 0.4 seconds
  • Attack Hit Delay (after lunge attack): 0.6 seconds
  • Dodge Forward Transition = Maximum Attack Speed (2 attacks left in sequence)
  • Dodge Right Transition = Minimum Attack Speed (4 attacks left in sequence)
  • Dodge Left Transition = Minimum Attack Speed (1 attack left in sequence)
  • Dodge Rear Transition = Maximum Attack Speed (4 attacks left in sequence)

-- Kylo Ren's Lightsaber --
  • Damage: 125 (front), 165 (rear)
  • Lightsaber Stamina - ground attacking: 14 attacks
  • Lightsaber Stamina - air attacking: 5 attacks
  • Lightsaber Stamina - defending vs melee: 14 blocked attacks
  • Lightsaber Stamina - defending vs blaster (non-sustained fire): 25 deflected shots
  • Lightsaber Stamina - defending vs blaster (timed): ~6.6-second time limit
  • Stamina Regeneration Delay: 2 seconds
  • Stamina Regeneration Speed: 47.6% of max stamina regenerated per second

-- Force Pull --

Range: 20 meters
Damage: 10
Recharge Time: 20 seconds

Note(s):
  • Force enemy players on air homing near towards user

-- Frenzy --

Attack Count: 3
Damage Per Hit: 170 (infantry), 125 (hero)
Recharge Time: 10 seconds

Note(s):
  • 40% Damage Reduction While In Use
  • Can damage multiple times

-- Force Freeze --

Range: 15 meters
Stun Time: 2.5 seconds
Recharge Time: 24 seconds

YODA

-- Health & Regeneration --

Base Health: 700
Base Health Regeneration: 250
Health Regeneration Delay: 5 seconds
Health Regeneration Speed: 50 health/s

-- Movement --

Sprint Speed: 7 meters per second
Max Jump Height: 10-meter height
Dodge Length: 5.5 meters

-- Attack Speed --
  • Attack Animation Sequence Count: 1
  • Attacks in Animation Sequence: 6
  • Maximum Attack Speed: 1.3 attacks per second (80 strikes/min)
  • Minimum Attack Speed: N/A
  • Lunge Attack Hit Delay: 0.4 seconds
  • Attack Hit Delay (after lunge attack): 0.6 seconds

-- Yoda's Lightsaber --
  • Damage: 125 (front), 150 (rear)
  • Lightsaber Stamina - ground attacking: 12 attacks
  • Lightsaber Stamina - air attacking: 4 attacks
  • Lightsaber Stamina - defending vs melee: 10 blocked attacks
  • Lightsaber / Force Block Stamina - defending vs blaster (non-sustained fire): 46 absorbed shots
  • Lightsaber / Force Block Stamina - defending vs blaster (sustained fire): ~12.2-second time limit
  • Block Absorption Regeneration Delay: 1 second
  • Block Absorption Regeneration Speed: 47.6% of max stamina regenerated per second

    -- Unleash --

    Range: 10 to 20 meters
    Damage: 110 (min), 190 (max)
    Recharge Time: 12 seconds

    Note(s):
    • Knockback
    • Damage & Range can be increased by absorbing damage while holding down blocking if Unleash is not on cooldown

    -- Presence --

    Presence Active Time: 10 seconds

    Presence (buffs):
    • Bonus Health: +200
    • Ally troopers (including enforcers, infiltrators, and aerials) only receive +100 health buff

    Presence Recharge Time: 20 seconds

    Presence (de-buff):
    • Bonus Health Depletion Rate (after active time): 5 health/s

    Note(s):
    • Can be activated even upon remaining bonus health
    • Can cancel out on-going stun effects

    -- Dash Attack --

    Dash Attack Count: 2
    Travel Distance: 10 meters
    Damage Per Hit: 130
    Recharge Time: 6 seconds per Dash Attack

    Note(s):
    • Un-dodgable attack
    • Auto-deflects projectiles in front of animation

    Yoda's Special Feature(s):
    • Absorption block can defend Yoda from any explosive damage

DARTH MAUL

-- Health & Regeneration --

Base Health: 700
Base Health Regeneration: 250
Health Regeneration Delay: 5 seconds
Health Regeneration Speed: 50 health/s

-- Movement --

Sprint Speed: 8 meters per second
Max Jump Height: 10 meter height
Dodge Length: 5.5 meters

-- Attack Speed --
  • Attack Animation Sequence Count: 2
  • Attacks Per Animation Sequence: 6
  • Maximum Attack Speed: 2.2 attacks per second (130 strikes/min)
  • Minimum Attack Speed: 2 attacks per second (120 strikes/min)
  • Lunge Attack Hit Delay: 0.4 seconds
  • Attack Hit Delay (after lunge attack): 0.6 seconds
  • Dodge Forward Transition = Maximum Attack Speed (5 attacks left in sequence)
  • Dodge Right Transition = Maximum Attack Speed (1 attack left in sequence)
  • Dodge Left Transition = Minimum Attack Speed (1 attacks left in sequence)
  • Dodge Rear Transition = Maximum Attack Speed (3 attacks left in sequence)

-- Darth Maul's Lightsaber --
  • Damage: 120 (front), 150 (rear)
  • Lightsaber Stamina - ground attacking: 14 attacks
  • Lightsaber Stamina - air attacking: 5 attacks
  • Lightsaber Stamina - defending vs blaster (non-sustained fire): 18 deflected shots
  • Lightsaber Stamina - defending vs blaster (sustained fire): ~5-second time limit
  • Lightsaber Stamina - defending vs melee: 10 blocked attacks
  • Stamina Regeneration Delay: 2 seconds
  • Stamina Regeneration Speed: 47.6% of max stamina regenerated per second

-- Furious Throw --

Damage Per Hit: 150
Range: 20 meters
Distance Per Second: ~40 meters meters per second
Recharge Time: 8 seconds

Note(s):
  • Can damage multiple times
  • Vertical arc

-- Choke-Hold --

Stun Time: 1 second
Damage: 77
Range: 15 meters
Recharge Time: 16 seconds

Note(s):
  • Knockback throw
  • Cannot be staggered out of the ability

-- Spin Attack --

Travel Distance: 15 meters
Damage Per Hit: 100
Recharge Time: 5 seconds per Spin Attack

Note(s):
  • Auto-deflects projectiles in front of animation

If you have any questions regarding any of these, please contact me in this thread. Thanks!
Man! Could this game get any more broken?
Post edited by Clone201 on

Replies

  • Great thread. Providing the stamina data is quite helpful.

    Obi Wan should be buffed to have higher blocking stamina (10 v melee and 50 v blaster imo).

    Do you know the values when stamina star cards are used? For example Obi Wan has a star card that increases his blocking stamina v melee & blasters. Rey, Luke, & Kylo have a star card that increases their attacking stamina.
    hnytpwosbe30.png
  • Clone201
    3620 posts Member
    edited January 8
    Great thread. Providing the stamina data is quite helpful.

    Thanks!

    Obi Wan should be buffed to have higher blocking stamina (10 v melee and 50 v blaster imo).

    I agree. His defending vs melee stamina kinda should be increased especially even considering Obi-Wan as 'a defensive master' of course. I noticed that his defending vs blaster is as long as Darth Vader though, probably as accurate too though I did not test deflection accuracy.
    Do you know the values when stamina star cards are used? For example Obi Wan has a star card that increases his blocking stamina v melee & blasters. Rey, Luke, & Kylo have a star card that increases their attacking stamina.

    When I was testing these heroes, I had all star cards un-equipped as if to show their stats without such modifiers.

    Based on my calculations through with the star cards you mentioned:

    Kylo Ren swings 14 times without stamina modifiers. Equiping the Berserking Tantrum (desc: Kylo Ren's lightsaber strikes drain less stamina) boost card and that 15% max reduction will allow him to swing around 17 times before running out of stamina completely.

    Rey can attack 12 times without stamina modifiers. With her maxed out Street Fighter card (desc: As a self-trained fighter, Rey's melee strikes drain less stamina) at 15% stamina loss reduction would allow her to attack around 15 times before completely running out. This does not increase blaster shots or melee attacks able to be blocked.

    Luke Skywalker can attack 10 times, block 8 melee attacks, and block blaster fire for around 8 seconds overall. With Jedi Fighter (desc: Luke Skywalker's melee strikes and blaster deflections both drain less stamina) means he will be able to attack about 12 times and defending vs blaster stamina is increased to around a rough estimate of 9 seconds from blaster fire.


    Post edited by Clone201 on
    Man! Could this game get any more broken?
  • Thanks for looking into this. It's going to come in real handy when with the new saber combat changes.

    It's good to know Kylo has the most stamina for attacking, that fits. Vader and Obi Wan have the most stamina for blocking.

    Do you know how much Obi Wan can block with his stamina star card? I think with it equiped it would make him have the highest block stamina.
    hnytpwosbe30.png
  • Clone201
    3620 posts Member
    edited January 8
    Do you know how much Obi Wan can block with his stamina star card? I think with it equipped it would make him have the highest block stamina.

    Yes, he will have the absolute highest stamina (except attack) for a lightsaber-wielder with his stamina modifier.

    Equipping Obi-Wan's Perfect Defense boost card (desc: Blocking lightsaber and blaster attacks drain less stamina) and having it maxed out for 40% stamina reductions means the following:
    • Increased defending vs blaster stamina from 10 seconds of blocking blaster fire to 16.667 seconds of blocking blaster fire
    • Increased defending vs melee stamina from 8 to 14 blocked attacks

    You also have Darth Vader's Deflection Stamina (desc: Deflecting blaster projectiles will drain less stamina) card. With that maxed out at 25%, Darth Vader can block blaster fire up to 13.33seconds from the standard 10 seconds.

    These are all my calculations assuming these star cards work as intended to their percentages of course.


    Post edited by Clone201 on
    Man! Could this game get any more broken?
  • IronSoldier
    3245 posts SWBF Senior Moderator
    Thread approved.
  • i'm bookmarking this for certain!
    cause everything you read on the internet is true...
  • Clone201
    3620 posts Member
    edited January 8
    Just got back from work... Glad to see the thread got approved after I edited it too many times last night, I definitely have to note that from now on.

    I just wanted to give a heads up regarding lightsaber stamina, specifically defending vs blaster, that the data on the thread may change as I have found a new & improved way to test that out. Keep in mind some of the values are simply rough estimates and may not be exactly correct, considering the stamina cost of raising block and how stamina continuously drains as you hold block.
    Man! Could this game get any more broken?
  • Clone201
    3620 posts Member
    edited January 9
    @johnmangala

    I decided to test the defending vs blaster lightsaber stamina again, and while doing so I developed strange a theory that different weapons have a different effect as to how much stamina is drained on a lightsaber wielder.

    However, while I was testing the FWMB-10K for Heavy, CR-2 for Assault, SE-44C for Officer, and as well as the default gun for the Officer, they all took around 8 seconds to completely break through Luke Skywalker and Kylo Ren's defending vs blaster stamina, noted that they are the exact same strength.

    This suggests to me that the blaster blocking thing is not limited as to how many shots you can deflect, its rather how long you can generally block blaster fire. The weapons having different effects on how much stamina is drained I believe are all done like that in order to match their set block times. This is to say that how long you're blocking blaster fire as a lightsaber-wielder (with a block) will never change regardless of the weapon used against you.

    For example, Obi-Wan Kenobi could block around 50 rounds from the standard assault gun which took around 10 seconds of continuous firing to overload his stamina. With a ROF of 300 RPM or 5 shots per second, the assault gun fires exactly 50 shots in 10 seconds.

    When the CR-2 was used against Obi-Wan, it took around 150 rounds to crack his stamina, and again after 10 seconds of continuous firing like the standard assault gun case. The CR-2 has a ROF of 900 RPM or 15 shots per second.

    The theory turned out to be true, so I updated the defending vs blaster category with the new find. Perhaps this was the true representation all along that I missed.
    Post edited by Clone201 on
    Man! Could this game get any more broken?
  • il96
    438 posts Member
    When you say "Immune to momentary stun after striking a defending lightsaber" does that mean they dont stagger backwards if the attack is blocked?
    PS4 ButtersEgo96
  • il96 wrote: »
    When you say "Immune to momentary stun after striking a defending lightsaber" does that mean they dont stagger backwards if the attack is blocked?

    Obviously, yeah.

    Kylo Ren, General Grievous, and Yoda are the only lightsaber wielders that have this ability.
    Man! Could this game get any more broken?
  • il96
    438 posts Member
    I had no idea thought they all staggered.
    PS4 ButtersEgo96
  • Clone201 wrote: »
    @johnmangala

    I decided to test the defending vs blaster lightsaber stamina again, and while doing so I developed strange a theory that different weapons have a different effect as to how much stamina is drained on a lightsaber wielder.

    However, testing the FWMB-10K for Heavy, CR-2 for Assault, SE-44C for Officer, and as well as the default gun for the Officer, they all took around 8 seconds to completely break through Luke Skywalker and Kylo Ren's defending vs blaster stamina.

    This suggests to me that the blaster blocking thing is not limited as to how many shots you can deflect, its rather how long, and the weapons having different effects on how much stamina is drained I believe are all done like that just to match it.

    For example, Obi-Wan Kenobi could block around 50 rounds for the standard assault gun which took around 10 seconds of continuous firing. With a ROF of 300 RPM, the assault gun fires exactly 50 shots in 10 seconds.

    When the CR-2 was used against him, it took around 150+ rounds to crack Obi-Wans stamina, still after 10 seconds of continuous firing. The CR-2 has a ROF of 900 RPM or 15 shots per second in which to note.

    The theory turned out true, so I updated the defending vs blaster category with the new finding. Perhaps this was the true representation all along that I missed.
    Interesting. That does make sense that there are different rates.

    I checked what the rate of stamina drain is for just holding block.. no damage being received. Here are the values I found:

    Obi Wan- ~1 min
    Luke- ~45 secs
    Rey- 30 secs
    Grievous- ~50 secs
    Kylo- ~30 secs
    Vader- ~1:30 min

    We could independently verify.

    hnytpwosbe30.png
  • Clone201
    3620 posts Member
    edited January 9
    Clone201 wrote: »
    @johnmangala

    I decided to test the defending vs blaster lightsaber stamina again, and while doing so I developed strange a theory that different weapons have a different effect as to how much stamina is drained on a lightsaber wielder.

    However, testing the FWMB-10K for Heavy, CR-2 for Assault, SE-44C for Officer, and as well as the default gun for the Officer, they all took around 8 seconds to completely break through Luke Skywalker and Kylo Ren's defending vs blaster stamina.

    This suggests to me that the blaster blocking thing is not limited as to how many shots you can deflect, its rather how long, and the weapons having different effects on how much stamina is drained I believe are all done like that just to match it.

    For example, Obi-Wan Kenobi could block around 50 rounds for the standard assault gun which took around 10 seconds of continuous firing. With a ROF of 300 RPM, the assault gun fires exactly 50 shots in 10 seconds.

    When the CR-2 was used against him, it took around 150+ rounds to crack Obi-Wans stamina, still after 10 seconds of continuous firing. The CR-2 has a ROF of 900 RPM or 15 shots per second in which to note.

    The theory turned out true, so I updated the defending vs blaster category with the new finding. Perhaps this was the true representation all along that I missed.
    Interesting. That does make sense that there are different rates.

    I checked what the rate of stamina drain is for just holding block.. no damage being received. Here are the values I found:

    Obi Wan- ~1 min
    Luke- ~45 secs
    Rey- 30 secs
    Grievous- ~50 secs
    Kylo- ~30 secs
    Vader- ~1:30 min

    We could independently verify.

    I knew these base block duration times were a thing, and in fact I already tested that for Luke Skywalker and Obi-Wan already. I decided not to put this all through due to these being about the least useful in the heat of things for lightsaber-wielders, at least in my opinion. Also they didn't make any sense to me.

    How does Grievous Block for 50 seconds when he has less defending vs blaster stamina and the same defending vs melee stamina as Luke Skywalker for example? That's maybe another reason I didn't so add them in as to not confuse anyone in hindsight.
    Almost finished with all blaster-wielders at this point. Continuing at the moment of this post!
    Man! Could this game get any more broken?
  • Don’t see myself using this personally but big props for the hard work it took.


  • Clone201
    3620 posts Member
    edited April 24
    Fortunately now I have finished Palpatine plus all the blaster-wielding heroes, at least for the information I could cover alone.

    Unfortunately, I had to make a separate post here for that since the typing characters have become far too big for me to edit the OP with the additional heroes.

    Note: The headshot multiplier for blaster-type weapons is 1.9x. Use that multiplier to find the headshot damage for any damage per shot value I listed on here for non-ion weapons or explosive projectiles.

    Note: Bossk's unzoomed Relby does NOT have a headshot multiplier.

    EMPEROR PALPATINE

    -- Health & Regenerion --

    Base Health: 700
    Base Health Regeneration: 250
    Health Regeneration Delay: 5 seconds
    Health Regeneration Speed: 75 health/s

    -- Movement --

    Sprint Speed: 7 meters per second
    Max Jump Height: 10-meter height
    Dodge Length: 10 meters (forward and backwards), 6.25 meters (side-to-side)

    -- Emperor Palpatine's Force Lightning --
    • Force Lightning Lock-On Range: 14 meters
    • Force Lightning Damage: 15
    • Force Lightning Damage Delay: 0.25 seconds
    • Stamina Drain: 1/10 of max stamina drained per second
    • Stamina Regeneration Delay: 1.5 seconds
    • Stamina Regeneration Speed: 4/10 of max stamina regenerated per tick

    Note(s):
    • Continuously stuns enemies caught in Force Lightning
    • Chains to additional nearby enemies
    • Can be amplified with second trigger for 2x damage and stamina drain
    • 1 second pause in between stamina regeneration ticks

    Force Lighting Melee: 90

    -- Chain Lightning --

    Lock-On Range: 25 meters
    Max Targets: 8
    Damage: 120
    Recharge Time: 15 seconds

    Note(s):
    • Momentarily stuns enemies hit by Chain Lightning
    • Momentarily stuns defending lightsaber-wielders

    -- Dark Aura --

    Dark Aura (de-buffs):
    • Enemy movement speed greatly decreased
    • Enemies unabale to jump
    • Removes mobility factor from defending lightsaber-wielder enemies

    Range: 10 meters
    Damage Per Second: 15
    Active Time: 8 seconds
    Recharge TIme: 20 seconds

    Note(s):
    • Un-blockable attack
    • Un-dodgable attack

    -- Electrocute --

    Range: 15 meters
    Stun Time: 1 second
    Recharge Time: 20 seconds

    LANDO CALRISSIAN

    -- Health & Regeneration --

    Base Health: 650
    Base Health Regeneration: 150
    Health Regeneration Delay: 5 seconds
    Health Regeneration Speed: 50 health/s

    -- Movement --

    Sprint Speed: 7 meters per second
    Max Jump Height: 2 meter height
    Dodge Length: 4.75 meters

    -- Lando's X-8 Pistol --
    • Projectile Count: 1
    • Rate of Fire: 400 RPM
    • Damage per shot (maximum): 40
    • Damage per shot (minimum): 25
    • Damage drop-off start: 20 meters
    • Damage drop-off end: 50 meters
    • Cooling Power: 15 rounds
    • Cooling Flush Active Time: 1.5 seconds
    • Auto-Cooling Delay: 0.5 seconds

    Melee: 65 (front)

    -- Smoke Grenade --

    Active Time: 10 seconds
    Recharge Time: 14 seconds

    Note(s):
    • Denies lock-on ability and melee tracking

    -- Sharpshot --

    Lock-on Range: 40 meters
    Damage: 200
    Time Limit: 7 seconds
    Recharge Time: 12 seconds

    -- Disabler --

    Lock-on Range: 20 meters
    Stun Time: 1 second
    Max Active Time (deployed): 30 seconds
    Recharge Time: 19 seconds

    Note(s):
    • Reveals enemy player outlines from behind cover or hard surface (not detonated)
    • Scrambles enemy radar located in Disabler's 40-meter diameter (not detonated)
    • Lando's minimap Hero circle and offensive actions hidden from enemy radar (not detonated)

    CAPTAIN PHASMA

    -- Health & Regeneration --

    Base Health: 700
    Base Health: 150
    Health Regeneration Delay: 5 seconds
    Health Regeneration Speed: 50 health/s

    -- Movement --

    Sprint Speed: 7 meters per second
    Max Jump Height: 2 meter height
    Dodge Length: 4.75 meters

    Phasma's Sonn Blas F-11D:
    • Projectile Count: 1
    • Rate of Fire: 650 RPM
    • Damage per shot (maximum): 17
    • Damage per shot (minimum): 13
    • Damage drop-off start: 30 meters
    • Damage drop-off end: 50 meters
    • Cooling Power: 48 rounds
    • Cooling Flush Active Time: 6 seconds
    • Auto-Cooling Delay: 0.5 seconds

    Melee: 65 (front)

    -- Staff Strikes --

    Staff Strikes Count: 3
    Max Damage (infantry): 160 + 190 + 330 = 680 (three-hit)
    Max Damage (hero): 120 + 150 + 300 = 570 (three hit)
    Recharge Time: 3 seconds per Staff Strike

    Note(s):
    • Knockback (third hit)
    • Secondary hit upon third animation

    -- Survivor --

    Active Time: 8 seconds

    Survivor (buffs):
    • Bonus Health: 200

    Recharge Time: 20 seconds

    Debuff(s):
    • Bonus Health Depletion Rate (after active time): 30 health/s

    -- First Order Sentry Droid --

    Health: 900
    Health Regeneration Delay: 2 seconds
    Health Regeneration Speed: ~1/9 of max health regenerated per tick
    Health Regeneration Tick Delay: 2 seconds

    Lock-On Range: 60 meters
    Stun Range: 15 meters
    Stun Time: 0.8 seconds
    Stun Delay: 4 seconds

    Turret Damage: 25 (max), 15 (min)

    First Order Sentry Droid Recharge Time: 30 seconds

    Note(s):
    • Reveals targeted enemies with red outline
    • Can be manually detonated by holding First Order Sentry Droid ability key
    • 6-round Burst Turret damage

    HAN SOLO

    -- Health & Regeneration --

    Base Health: 650
    Base Health Regeneration: 150
    Health Regeneration Delay: 5 seconds
    Health Regeneration Speed: 50 health/s

    -- Movement --

    Sprint Speed: 7 meters per second
    Max Jump Height: 2 meter height
    Dodge Length: 4.75 meters

    Han Solo's DL-44:
    • Projectile Count: 1
    • Rate of Fire: 180 RPM
    • Damage per shot (maximum): 80
    • Damage per shot (minimum): 55
    • Damage drop-off start: 20 meters
    • Damage drop-off end: 50 meters
    • Cooling Power: 8 rounds
    • Cooling Flush Active Time: 6 seconds
    • Auto-Cooling Delay: 0.5 seconds

    Melee: 65 (front)

    -- Detonite Charge --

    Blast Radius: 5.25 meters (inner), 10.5 meters (outer)
    Damage: 200 at 5.25m, 2 from 10.5m
    Recharge Time: 18 seconds

    Note(s):
    • Knockdown
    • Can be manually detonated
    • Can be attached to any hard surface

    -- Sharpshooter --

    Rate of Fire: 360 RPM
    Damage per Shot (maximum): 65
    Damage per Shot (minimum): 45
    Damage-drop Off (start): 20 meters
    Damage-drop Off (end): 50 meters
    Active Time: 25 seconds. 2 seconds are instantly consumed with every shot
    Recharge Time: 15 seconds

    -- Shoulder Charge --

    Time Limit: 4 seconds
    Damage: 176 for 6-meter run, 150 from 7-meter run
    Recharge Time: 10 seconds

    Note(s):
    • Knockback

    BOBA FETT

    -- Health & Regeneration --

    Base Health: 550
    Base Health Regeneration: 150
    Health Regeneration Delay: 5 seconds
    Health Regeneration Speed: 50 health/s

    -- Movement --

    Sprint Speed: 7 meters per second
    Sprint Speed (Jetpack - Horizontal): 12.5 meters per second
    Sprint Speed (Jetpack - Vertical): 12.5 meter height per second
    Max Jump Height: 2 meter height
    Dodge Length: 6.25 meters

    Boba Fett's EE-3:
    • Projectile Count: 1
    • Rate of Fire: 800 RPM
    • Rate of Fire (burst): 120 BPM
    • Damage per shot (maximum): 35
    • Damage per shot (minimum): 25
    • Damage drop-off start: 25 meters
    • Damage drop-off end: 40 meters
    • Cooling Power: 25 rounds
    • Cooling Flush Active Time: 6 seconds
    • Auto-Cooling Delay: 1 second

    EE-3 Special Feature(s):
    • Three-round burst

    Melee (Flamethrower): 100 (front)

    -- Boba Fett's Jetpack --
    • Burn Rate (held): 20% per second
    • Refuel Rate: 1/12 of max fuel regenerated per second

    -- Concussion Rocket --

    Stun Time: 5 seconds
    Blast Radius: ~15 meters
    Recharge Time: 15 seconds

    Debuff(s):
    • Slightly blurs enemy vision

    -- For The Hunt --

    Active Time: 8 seconds
    Recharge Time: 10 seconds

    Buff(s):
    • Unlimited Jetpack Fuel
    • Reveals enemys from behind cover or hard surfaces
    • Boba Fett's minimap hero circle and offensive actions from hero are hidden from enemy radar

    -- Rocket Barrage --

    Active Time: 3 seconds
    Attack Count: 5
    Blast Radius: 1.5 meters (inner), 3 meters (outer)
    Damage Per Hot: 78 to 1.5m, 24 from 3m
    Recharge Time: 20 seconds

    Special Feature(s):
    • Passive Jetpack ability (not considered an ability in-game)
    • Cannot zoom-in on primary weapon

    BOSSK

    -- Health & Regeneration --

    Base Health: 600
    Base Health Regeneration: 600
    Health Regeneration Delay: 5 seconds
    Health Regeneration Speed: 25 health/s

    -- Movement --

    Sprint Speed: 7 meters per second
    Max Jump Height: 6 meter height
    Dodge Length: 4.75 meters

    Bossk's Relby-V10 (unzommed):
    • Projectile count: 1
    • Rate of Fire: 100 RPM
    • Damage per shot (unzoomed Relby): 126
    • Damage per shot (unzoomed Relby): 45
    • Damage drop-off (start): 8 meters
    • Damage drop-off (end): 22 meters
    • Cooling Power: 8 rounds
    • Cooling Flush Active Time: 6 seconds
    • Auto-Cooling Delay: 1 second

    Bossk's Relby-V10 (zoomed):
    • Damage per shot: 17 to 156
    • Max Charge Time: 1 second

    Melee: 65 (front)

    -- Dioxis Grenade --

    Active Time: 6 seconds
    Radius: 10 meters
    Damage per Second: ~20
    Recharge Time: 20 seconds

    Note(s):
    • Can damage through solid objects, cover, or hard surfaces

    -- Predator Instincts --

    Buff(s):
    • Microgrenade launcher
    • Heat Vision
    • Reveals enemies through Heat Vision from behind cover or hard surfaces
    • Increased sprint speed

    Microgrenade Damage (proximity explosion): 80
    Microgrenade Damage (non-proximity explosion): 60
    Active Time: 24 seconds, 2 seconds are instantly consumed for every shot.
    Recharge Time: 25 seconds

    -- Proximity Mines --

    Mine Count: 3
    Proximity Radius: 6 meters
    Arm Time: 2 seconds
    Detonation Time: 1 second
    Damage Per Mine: 76
    Recharge Time: 20 seconds

    Special Feature(s):
    • High jump-height
    • Slower jump-fall

    CHEWBACCA

    -- Health & Regeneration --

    Base Health: 650
    Base Health Regeneration: 150
    Health Regeneration Delay: 5 seconds
    Health Regeneration Speed: 50 health/s

    -- Movement --

    Sprint Speed: 7 meters per second
    Max Jump Height: 2 meter height
    Dodge Length: 4.75 meters

    Chewbacca's Bowcaster:
    • Projectile Count: 3
    • Rate of Fire: 90 RPM
    • Damage per shot - projectile (center): 45
    • Damage per shot - projectile (scattered): 25 to 25m, 20 from 40m
    • Damage per shot - explosive (center): 30
    • Damage per shot - explosive (scattered): 10
    • Damage drop-off start: 25 meters
    • Damage drop-off end: 40 meters
    • Cooling Power: Unlimited

    Bowcaster Special Feature(s):
    • Hold attack button to charge into 5 rounds
    • Charge Time: 0.8 seconds

    Melee: 90 (front)

    -- Shock Grenade --

    Submunition Count: 4
    Blast Radius: 10 meters
    Stun Time: 0.75 seconds
    Recharge Time: 22 seconds

    -- Furious Bowcaster --

    Buff(s):
    • Increased projectile count from 3 to 5

    Active Time: 25 seconds, 2.5 seconds are instantly consumed for every shot
    Recharge Time: 20 seconds

    -- Charge Slam --

    Time Limit: 4 seconds
    Range: 6 meters
    Damage: 150
    Recharge Time: 15 seconds

    Charge Slam Special(s):
    • 30% Damage Reduction While In Use
    • Knockback Effect

    IDEN VERSIO

    -- Health & Regeneration --

    Base Health: 650
    Base Health Regeneration: 150
    Health Regeneration Delay: 5 seconds
    Health Regeneration Speed: 50 health/s

    -- Movement --

    Sprint Speed: 7 meters per second
    Max Jump Height: 2 meter height
    Dodge Length: 4.75 meters

    Iden Versio's TL-50 (primary fire):
    • Projectile Count: 1
    • Rate of Fire: 700 RPM
    • Damage per shot (maximum): 20
    • Damage per shot (minimum): 10
    • Damage drop-off start: 30 meters
    • Damage drop-off end: 50 meters
    • Cooling Power (primary fire): 50 rounds
    • Cooling Power (secondary fire): 6 rounds
    • Cooling Flush Active Time: 6 seconds
    • Auto-Cooling Delay: 3 seconds

    Iden Versio's TL-50 (secondary fire):
    • Projectile Count: 1
    • Charge Time: 0.5 seconds
    • Cooldown Time: 2 seconds
    • Blast Radius (inner): 3.5 meters
    • Blast Radius (outer): 6 meters
    • Damage per shot (maximum): 150 to 3.5m, 2 at 6m


      Secondary Fire Special Feature(s):
      • Explosive projectile
      • Downward Arc
      • Consider as ability in-game

      Melee: 65 (front)

      -- Stun Droid --

      Lock-On Range: 25 meters
      Damage: 40
      Stun Time: 0.9 seconds
      Recharge Time: 20 seconds

      -- Pulse Cannon --

      Min Charge Time: 0.6 seconds
      Max Charge Time: 4 seconds
      Recharge Time: 1 second
      Explosive Radius: 1 meter (inner), 2 meters (outer)
      Explosive Damage: 20 at 1m, 2 from 2m

      DLT-20a *Pulse Cannon* Blaster Damage (unzoomed):
      • Damage (projectile): 40 at 30m, 100 from 50m

      DLT-20a *Pulse Cannon* Blaster Damage (zoomed):
      • Damage (projectile): 72 at 30m, 180 from 50m

      DLT-20a *Pulse Cannon* Special Feature(s):
      • Increase blaster-based damage by '80%' with ADS

      -- Droid Shield --

      Shield Health: 800
      Active Time: 12 seconds
      Recharge Time: 10 seconds

      Note(s):
      • Blocks projectiles
      • Blocks explosives and exploding shots
      • Cannot use primary or secondary abilities whilst in use

    LEIA ORGANA

    -- Health & Regeneration --

    Base Health: 650
    Base Health Regeneration: 200
    Health Regeneration Delay: 4.5 seconds
    Health Regeneration Speed: 50 health/s

    -- Movement --

    Sprint Speed: 7 meters per second
    Max Jump Height: 2 meter height
    Dodge Length: 4.75 meters

    Leia Organa's Defender Pistol (primary fire):
    • Projectile Count: 1
    • Rate of Fire: 700 RPM
    • Rate of Fire (burst): 200 BPM
    • Damage per shot (maximum): 40
    • Damage per shot (minimum): 20
    • Damage drop-off start: 20 meters
    • Damage drop-off end: 40 meters
    • Cooling Power (primary fire): 34 rounds
    • Cooling Flush Active Time: 6 seconds
    • Auto-Cooling Delay: 2.5 seconds

    Leia Organa's Defender Pistol (secondary fire):
    • Projectile Count: 1
    • Charge Time: 1.5 seconds
    • Cooldown Time: Instant
    • Blast Radius: 1 meter
    • Damage per shot: 145

    Melee: 65 (front)

    -- Flash Grenade --

    Range: 15 meters
    Stun Time: 2.5 seconds
    Recharge Time: 15 seconds

    -- Rapid Fire --

    Active Time: 25 seconds, ~0.33 seconds are instantly consumed for every shot.
    Rate of Fire: 650 RPM
    Damage per shot (maximum): 32
    Damage per shot (minimum): 17
    Damage drop-off (start): 5 meters
    Damage drop-off (end): 10 meters
    Recharge Time: 15 seconds

    -- Squad Shield --

    Shield Health: 2,000
    Active Time: 30 seconds
    Squad Shield Recharge Time: 20 seconds

    FINN

    -- Health & Regeneration --

    Base Health: 600
    Base Health Regeneration: 200
    Health Regeneration Delay: 5 seconds
    Health Regeneration Speed: 50 health/s

    -- Movement --

    Sprint Speed: 7 meters per second
    Max Jump Height: 2 meter height
    Dodge Length: 4.75 meters

    Finn's EL-16
    • Projectile Count: 1
    • Rate of Fire: 250 RPM
    • Damage per shot (maximum): 45
    • Damage per shot (minimum): 40
    • Damage drop-off start: 25 meters
    • Damage drop-off end: 50 meters
    • Cooling Power: 24 rounds
    • Cooling Flush Active Time: 6 seconds
    • Auto-Cooling Delay: 1.5 seconds

    Melee: 65 (front)

    -- Deadeye --

    Rate of Fire: 300 RPM
    Active Time: 25 seconds, 1.25 seconds are instantly consumed for every shot.
    Lock-On Range: 30 meters
    Damage Per Shot: 30 to 25m, 25 from 50m
    Recharge Time: 15 seconds

    Note(s):
    • Increased bolt speed
    • Literally an aimbot gun

    -- Big Deal --

    Radius: 15 meters
    Active Time: 10 seconds
    Recharge Time: 15 seconds

    Buff(s):
    • 100 to 150 Bonus Health
    • 25% Damage Reduction (Finn), 50% Damage Reduction (Allies of Finn)
    • Faster ability recharge rate (Recharge Command)
    • Unlimited weapon heating (Blast Command)

    Debuff(s):
    • Finn's Inability to sprint
    • Bonus Health Depletion Rate (after active time): 5 health/s

    -- Undercover Team --

    Undercover Team (buffs):
    • Reveals nearby enemies in red outline through cover and hard surfaces
    • Scrambles enemy scanners
    • Finn's hero minimap circle and offensive actions are hidden from enemy radar
    • Movement speed boost

    Active Time: 30 seconds, 1.25 seconds are instantly consumed for every shot.
    Radius: 25 meters
    Recharge Time: 15 seconds
    Post edited by Clone201 on
    Man! Could this game get any more broken?
  • Grevious has 300 health regen
  • Also you should've included headshot damage. For instance han does 140 with headshots
  • Restrictive mind trick only last for about 1.5 seconds maybe 2. I assume you're talking about the card though which is 5 seconds
  • bookmarking this was soooooo worth it o:)
    cause everything you read on the internet is true...
  • RogueZeroRendar
    796 posts Member
    edited January 9
    @Thechosen1_anakin
    Grievous Regen is 250, Only Obi has a regen of 300 (Palpatine had, but got nerfed sometime ago). It's that since he was introduced in October.

    @Clone201
    Congratulations on your AMAZING thread. You've done here what I wanted to do in this game for a looooooong time, but because PC doesn't have Splitscreen Arcade, I couldn't do that.

    Now tell me, how do you get the meters measure from your tests?

    And also, about the melees, are you really sure about those? A report was opened recently about a bug regarding double melee damage being applied when it shouldn't. When I tested all hero melees in the past, it wouldn't matter from where it was done, it would always do base damage.

    Also, when i last tested Hero melees (in April), only Chewie had a different value from then the one you put here. Back then it was 90. And before the Healing Cards update, on October, he still had this value from tests I was doing with the Star Cards. Are you sure he got such a Huge Nerf? F8RGE even said his melee damage enhancing card would be substituted by the healing card because his melee was already too strong (which was a ridiculous reason to get rid of it). If they nerfed his Melee damage, then that's another reason to make F8RGE's words to defend the Healing Cards update even more deceiving.
    Tired of BUGs?
    giphy.gif
    Well, they'll still exist.
    But visit the Rogue Bros Channel, there we document many BUGs and possible workarounds for them. There's also gameplay and other videos related to EA's Star Wars Battlefront (I & II)
  • Clone201
    3620 posts Member
    edited January 10

    Now tell me, how do you get the meters measure from your tests?

    On a specialist sniper scope, there is a number on the bottom right corner, kinda next to the fill-in bar thing or whatever - that would be the meters. It's kinda weird though, in that you actually have to look at the ground to get the most accurate result from the scope.

    That is how me and others, like @Master_Cunha and @Whodunnit were likely able to find meters.
    Also, when i last tested Hero melees (in April), only Chewie had a different value from then the one you put here. Back then it was 90. And before the Healing Cards update, on October, he still had this value from tests I was doing with the Star Cards. Are you sure he got such a Huge Nerf? F8RGE even said his melee damage enhancing card would be substituted by the healing card because his melee was already too strong (which was a ridiculous reason to get rid of it). If they nerfed his Melee damage, then that's another reason to make F8RGE's words to defend the Healing Cards update even more deceiving.

    Well, I just back into splitscreen arcade for a second and found out Chewie's melee damage, and indeed it is 90 damage.

    It must been the only typo on my end. I was using a text editor to record the information I recovered. I copied and pasted a bunch of things for the different heroes to set things up quickly and all other blaster heroes except Boba Fett share the same melee damage. That of must been the reason for the typo.

    Melee damage has been corrected... Thanks for the help!

    Post edited by Clone201 on
    Man! Could this game get any more broken?
  • Clone201
    3620 posts Member
    edited January 9
    Also you should've included headshot damage. For instance han does 140 with headshots

    Well, the headshot damage multiplier is 1.9x.

    Calculate around that multiplier to find the headshot damage for the damage per shot value you're looking at.

    Maybe I should reveal that onto my second post regarding hero information to clear this up for you and maybe others who are curious for that damage output in general.

    (EDIT) - Which I had already done so...
    Restrictive mind trick only last for about 1.5 seconds maybe 2. I assume you're talking about the card though which is 5 seconds

    I tested this like a dozen times in arcade when Obi-Wan was first released. I recall it lasting for 3 seconds, with a short delay while using the ability in which for the enemies to come into its effect.

    At first, I was under the impression it lasted 4 seconds (like Rey's) when I test heroes this month and into this thread, but going back to my powerpoint I made awhile back, I realized and remember 3 seconds I recorded after extensive tests.
    Man! Could this game get any more broken?
  • @Clone201

    Nice way of finding the distance in meters, very useful to know this method.

    About the extra damage with a melee from behind, I can assure you it didn't exist in the past. The bulk of my tests were done in April. I pretty much did the same thing as you did, with less info, on all heroes (LS & DS). Back then we had a mod that allowed the PC version of the game to be able to access the splitscreen menu (which exists in all 3 versions, but which is hidden and inaccessible to the PC version by DICE's design). As an example, I'll print one hero here:

    2ivl60yyt77q.png

    I tested the melee damage, and it didn't make any difference attacking from behind or not. This is something new, but I confess I didn't track anything about it since April, so I have no idea when this changed.

    And about Han's Detonite charge, back in April I managed to deal only 3 damage with it, but I was only interested in max and min damages. I didn't test range, neither until where it would deal max damage, nor how damage decreased from max to min. You say the min damage now is 10, it may have changed. Also, I'm curious, does the Detonite have a decrease in damage the further the explosion is from the target? Like with all blasters? Or does it do it in stages (E.g. 4 stages delaing 200 | 100 | 50 | 10 labeled Max damage | Half Damage | Quarter Damage | Min Damage)?

    BTW, expect me returning here for many questions, I loved your topic and I love to discover this type of things about a game I dedicate myself to.
    Tired of BUGs?
    giphy.gif
    Well, they'll still exist.
    But visit the Rogue Bros Channel, there we document many BUGs and possible workarounds for them. There's also gameplay and other videos related to EA's Star Wars Battlefront (I & II)
  • Clone201
    3620 posts Member
    edited January 10

    And about Han's Detonite charge, back in April I managed to deal only 3 damage with it, but I was only interested in max and min damages. I didn't test range, neither until where it would deal max damage, nor how damage decreased from max to min. You say the min damage now is 10, it may have changed. Also, I'm curious, does the Detonite have a decrease in damage the further the explosion is from the target? Like with all blasters? Or does it do it in stages (E.g. 4 stages delaing 200 | 100 | 50 | 10 labeled Max damage | Half Damage | Quarter Damage | Min Damage)?

    After seeing that image you posted, I decided to jump back in with Han Solo and test the Detonite Charge explosive range and minimum damage again. The least amount of damage I dealt with the Detonite Charge was 2, rather than the 3 damage you posted, at a outer radius of around 10.5 meters.

    After around 5.25 meters, the damage continuously drops off until it reaches the minimum of 2 at 10.5 meters. It's not staged or separate damage tiers or anything like those at a certain range.

    The exact blast radius range may come down to rough estimate as the specialist sniper scope number value at the bottom right only shows whole numbers, not decimal numbers, and because of that, the minimum damage will also not be exact.

    I'll be testing more on explosive radius and will update my second hero guide post if I find some different results from what I previously recorded.


    Man! Could this game get any more broken?
  • @RogueZeroRendar

    Well, shortly after testing melee damage, I guess you were right about no additional damage from behind. I found myself dealing double melee damage (130) from the front when playing Han about multiple times. Sometimes it happened, and sometimes it didn't, and it happened slightly less often compared to standard troopers, at least in my experience (especially in multiplayer). Though for now, I decided to removed the supposed double damage value. I was always the under the impression blaster hero melee damage had more value from rear attacks, as with troopers and of course lightsaber-wielders. Guess not!
    Man! Could this game get any more broken?
  • @Clone201
    Glad to know I helped make your guide more accurate. Melee damage will probably need to wait until DICE fixes yet another of the thousands of BUGs they've put in this game. But back then (April) no melee damage would get any enhancement from anything (except from Star Cards' effects), even if from behind, like lightsabers get. And I did test with at least one trooper, as I remember I also thought it should give extra damage like the lightsabers.

    And thanks for testing Han's Detonite again, good to know it decreases damage continuously instead of discretely the further the explosion is from the target.
    Tired of BUGs?
    giphy.gif
    Well, they'll still exist.
    But visit the Rogue Bros Channel, there we document many BUGs and possible workarounds for them. There's also gameplay and other videos related to EA's Star Wars Battlefront (I & II)
  • Clone201
    3620 posts Member
    edited January 10
    Good news:

    I was able to finally get a visible health bar for Phasma's First Order Sentry Droid so I could then confirm its total health (which is about 900), and find out the health regeneration process.

    It takes 2 seconds of it not taking damage to begin regenerating and it will regenerate around 1/9 of its max health per tick with 2 second delays in between regeneration ticks.

    Since the droid does not have a visible health bar number value, the regenerated health fraction will come down to a rough estimate of 1/9, more so since I can't just deplete its health to 0 without it getting destroyed.
    Man! Could this game get any more broken?
  • Update:
    • Added in movement speed for all characters as in 'meters per second' and jump height as in 'max jump height in meters'.

    Man! Could this game get any more broken?
  • Clone201 wrote: »
    Update:
    • Added in movement speed for all characters as in 'meters per second' and jump height as in 'max jump height in meters'.

    For the record
    Luke runs faster than everyone else (including Darth Maul)

    And Darth Vader runs faster than and jumps higher than Yoda....

  • @Clone201

    You are a forum hero!
  • bfloo
    14408 posts Member
    Clone201 wrote: »
    Update:
    • Added in movement speed for all characters as in 'meters per second' and jump height as in 'max jump height in meters'.

    For the record
    Luke runs faster than everyone else (including Darth Maul)

    And Darth Vader runs faster than and jumps higher than Yoda....


    I can jump higher than Yoda jumps in this game.
    The Knights of Gareth are Eternal

    Pirate of the Knights of Gareth

    h846398gb27k.png


  • bossk has no headshot multiplier when zoomed in and max charge does he?
  • i am pretty sure he does but i would love if someone clarified this
    cause everything you read on the internet is true...
  • bossk has no headshot multiplier when zoomed in and max charge does he?

    No headshot when not zoomed in, only.
    Man! Could this game get any more broken?
  • Clone201
    3620 posts Member
    edited January 11
    -Deleted Comment-
    Man! Could this game get any more broken?
  • Clone201
    3620 posts Member
    edited January 11

    And Darth Vader runs faster than and jumps higher than Yoda....

    Did you see the video that you yourself posted closely?

    Darth Vader reached the finish line at 4.27 seconds.

    Yoda reached the finish line at 4.24 seconds.

    That close comparison suggests that they're running at the same speed (excluding time over delays of the frames on the times). I'm even testing movement speed again as I post this and still found them to be the exact same.

    Man! Could this game get any more broken?
  • il96
    438 posts Member
    Is there a swing speed stat? Basically wondering if you go toe to toe and mash R2 (ya ya) vs an opponent doing the same, who will win consistently Luke or Kylo? Since they have same health same Dmg?
    PS4 ButtersEgo96
  • Clone201
    3620 posts Member
    edited January 13
    Small Update:
    • Added in Dodge Length for the characters. You might actually be surprised if you look at Palpatine's forward and rear dodge length stats in comparison to every other character.
    Post edited by Clone201 on
    Man! Could this game get any more broken?
  • il96
    438 posts Member
    Clone201 wrote: »
    Small Update:
    • Added in Dodge Length for the characters. You might actually be surprised if you look at Palpatine's forward and rear dodge length stats in comparison to every other character.
    il96 wrote: »
    Is there a swing speed stat? Basically wondering if you go toe to toe and mash R2 (ya ya) vs an opponent doing the same, who will win consistently Luke or Kylo? Since they have same health same Dmg?

    I hesitated to try testing that "in swings per second" since swing speed changes decreases overtime while getting deeper into the animations for some of the characters (especially Obi-Wan Kenobi).

    I could maybe try how long it takes for them to complete a set of animations before a long pause (if necessary), and find an average, but beware, it would not be actual swings per second.

    I imagine that would be a tiresome exercise (no pun intended). Im curious to see outcomes when you dive deeper across all characters. Aka Rey has the quickest 3 strikes Grevious slowest
    PS4 ButtersEgo96
  • Great work here, wish I could help testing in private matches!
    Battlefront II has a 45.8% chance of success.
    sfg04pfx1l31.gif
  • Clone201
    3620 posts Member
    edited January 12
    il96 wrote: »
    [

    I imagine that would be a tiresome exercise (no pun intended). Im curious to see outcomes when you dive deeper across all characters. Aka Rey has the quickest 3 strikes Grevious slowest

    Based on my tests which I am doing now, Yoda actually hold the slowest overall attack speed of all lightsaher-wielders, standing at around 80 strikes per minute.

    It turns out so that Rey's attack speed wasn't as fast as many players thought it out to be (and Grievous' attack speed wasn't as slow as you thought) - I'd say she's on tied with Darth Maul at 120 strikes a minute overall for all unique attack animation sequences, at least on what I'm seeing right now. It may have been difficult to really tell in comparison among other lightsaber-wielders, but trust me, I am testing like a half-a-dozen times per hero right now.

    The comparison among some of the heroes is so much closer than you think when it comes down to attack speed. The only thing I see much difference now is saber tracking, with Yoda having about the best one thus far in my experience.


    Post edited by Clone201 on
    Man! Could this game get any more broken?
  • Clone201
    3620 posts Member
    edited January 12
    Another small update:
    • Added in average attack speed for lightsaber-wielders

    Note:

    Most of the lightsaber users have at least 2 sets of very unique attacking animations with a range of 4 to 6 attacks per sequence. There may be attack sequences that are slower than others within the same character (especially Obi-Wan Kenobi), mainly due to decreasing speed overtime which will dictate the DPS that will be done in the end. The average attack speed of both of the unique animation sequences will be posted for some of the lightsaber-wielders.

    If there is only one average attack speed category, that means they either have the two unique animations at the same speed or only have one animation sequence (hence General Grievous).


    Man! Could this game get any more broken?
  • RogueZeroRendar
    796 posts Member
    edited January 12
    @Clone201

    Thanks for your awesome work! You're now exploring an area I'm really obsessed with, but since I couldn't find a proper way to test specific saber attacks' speeds, when on the battlefront I apply these more on the feeling then on knowledge.

    Since you are delving here, I feel I should share with you what I've learned about it from long ago. You can test them now and with your better methods to verify if they're still working nowadays too.

    Well, firstly, it's good to know Bossk's no scope headshot modifier is still nonexistant, while his scoped one works normally (1.9x). I tried that in April and I was surprised it was the only hero blaster with that strange property. Never bothered complaining about it as I don't think bossk deserves even more firepower, he's already the most annoying villain by far when in the right hands.

    But the interesting topic here is swing speed and lightsaber attack sequences. I tested Grievous when he came out to discover he had only 4 different swings and only 1 sequence. Obi OTOH had more swings and 2 sequences, just like all other saber wielders, with the exception of Yoda who too only have 1 sequence. But full sequences, as you said, have attacks that are faster and others that are slower. And ingame it's very rare to use the full sequence, usually attacks are done up to 3 in sequence if you want to just hit your target and not be caught by a counter attack or by another enemy lurking from behind.

    So the average time of attack for a full sequence isn't so much relevant as the average time of the 3 first hits of a sequence. Actually, knowing the opening attacks time is even more important IMO then that.

    And this brings us to Opening Attacks. I'd like to expand this a bit: I'll take Rey as an example, a lightsaber wielder with 2 sequences of 6 attacks each. Just by that we can assume she has 2 opening attacks, those which open her 2 sequences. And indeed she has 2 different attacks, one to open each sequence. But she also has other "Opening" Attacks, which may not lead to a sequence, but that can be used without the need of any attack before them. I'm talking about Forward Attacks.

    I tested this a while ago, so I admit I don't remember if she has 2 or 3, I believe one of them, a kick, was actually a closing strike that fooled me into believing it was a Forward Attack, but I'm unsure. However I know she has 2 Forward Saber Attacks, one which is faster, and another which is a lot slower then any of her other attacks. These, if I remember correctly, don't become sequences of themselves, but can be used before the Opening Attack of a sequence. To clarify, by Forward Attack I mean those attacks you perform while running, which lunge you forward, thus Forward Attacks. This doesn't include Closing Strikes, these are any attacks that are performed in the proper range of an enemy and that need you to still have stamina to perform, which lunge you forward (sometimes much further then a forward attack).

    But here comes a twist: There's a way to perform "opening" attacks which are actually ones that normally can only be performed in their own sequence and after the previous attacks of that sequence. First, it's important to know that each sequence is composed of Unique Attacks (I'm restricting myself to Rey, but I believe this is valid to all saber wielders). And when a sequence finishes, if you keep attacking, your character will start the other sequence, and for as long as you cotinue attacking, both sequences will take turns happening. But you can't choose which sequence to start when you weren't attacking before (when Obi came I discovered a way of doing so with him, but I didn't discover any way to do that with Rey).

    However, if you first dodge and then attack, you'll perform a specific attack from one of your sequences, and if you keep attacking after it, it'll continue its sequence from that point. This actually makes the time of most attacks to be extremely relevant, as you now can start from different attacks of your sequences. The way this works is by chosing which side to dodge, and depending on the dodging animation you do, it'll trigger a different attack after it. So as you have 4 dodging animations (forward dodge, backward dodge, right dodge, left dodge), each one will lead to a different attack. As an example, when Rey does that with a forward dodge, she'll always use her attack which seems she's "baseball batting" the enemy's face. And the attack which follows this "baseball batting" is a kick, just like in the normal sequence they actually belong to.

    So, I know this seems a lot of work, and I'd do that If I had a way to use Splitscreen Duel mode, but I can't, so if you can do this research, that could change saber combat completely to who uses that knowledge.

    Also, about this, I have a secret I think you'll like to confirm: Rey's and Obi's Kicks actually deal 10 damage less then their normal saber attacks. On Obi's case though, he has a Forward Attack which is a Kick, and that attack doesn't suffer from this penalty, just the kick which is used in the middle of one of his sequences. Also, Rey's Kick is affected by the +10 dmg bonus from Insight, so normally it deals 100, but with insight it deals 110 (in contrast, she deals 110 dmg with a saber attack and 120 when insight is active).


    And now I wish to ask more things, I know this message is long, but please stick with me @Clone201 . I want to ask about Iden. Here is what I had in April about her:
    cflr1m6eih5o.png

    You may ignore that the Stun Droid deals 80 HP total, that was from when her droid attacked twice with one use of the ability. I need to update that :D

    By then I didn't even know she had a splash damage on her Pulse Cannon, so those dmg values are considering those things added together as if it was one. I removed the explanations for * and ' (as those are in portuguese on my notes), but the * refers to her secondary fire working like an explosive, it deals more damage the closer it lands to the target, and it doesn't consider from where iden has shot it, and the ' refers to the Pulse Cannon actually increasing its damage the further away you are from your target (the opposite of all other hero blasters I tested that had a distance dmg drop).

    However, firstly I'd like to know how you tested the Splash Damage:

    Recently I was seeing @RogueOneKenobi 's recorded Iden gameplay with him, and we tried to see how much damage he dealt to Luke when scoring a headshot from miles away. The points showed 2 stages if played in slow motion, to which we assumed it was first showing the blaster damage, and then it added the splash damage. That could be confirmed by first getting a Yellow X and just after it a White X, meaning 2 damages applied, one which was a headshot and the other which wasn't (as there isn't splash headshot damage). And by the points gained it became clear he dealt something between 341 and 350 of base damage, and something between 11 and 20 splash damage. And that was certainly in max range or beyond, considering my damage notes from April. This lead me to believe that Splash damage from her Pulse Cannon deals something between 11 and 20 damage (at least on max range).

    But you said her splash damage is 20 up to 1m and 2 from 2m. Does this distance mean how far the target is from iden, or how far the target is from the point where the shot landed? If it is the distance from where the shot landed, I'm glad to see that all our values are the same (if we take 20 from all my values of the pulse cannon, it'll result in the same values you discovered).

    And finally, what does ADS stand for? And 80% seems a very high value, I wish to know more about what this item on your description refers too. Iden's Pulse Cannon is already the most damaging single move of all heroes & villains, multiplying it by 1.8 seems too unbelievable to be true.

    Thanks for your patience, and please keep doing this awesome work you've been doing.
    Tired of BUGs?
    giphy.gif
    Well, they'll still exist.
    But visit the Rogue Bros Channel, there we document many BUGs and possible workarounds for them. There's also gameplay and other videos related to EA's Star Wars Battlefront (I & II)
  • Clone201
    3620 posts Member
    edited January 12
    @RogueZeroRendar

    IDEN VERSIO TALK

    However, firstly I'd like to know how you tested the Splash Damage:

    Recently I was seeing @RogueOneKenobi 's recorded Iden gameplay with him, and we tried to see how much damage he dealt to Luke when scoring a headshot from miles away. The points showed 2 stages if played in slow motion, to which we assumed it was first showing the blaster damage, and then it added the splash damage. That could be confirmed by first getting a Yellow X and just after it a White X, meaning 2 damages applied, one which was a headshot and the other which wasn't (as there isn't splash headshot damage). And by the points gained it became clear he dealt something between 341 and 350 of base damage, and something between 11 and 20 splash damage. And that was certainly in max range or beyond, considering my damage notes from April. This lead me to believe that Splash damage from her Pulse Cannon deals something between 11 and 20 damage (at least on max range).

    But you said her splash damage is 20 up to 1m and 2 from 2m. Does this distance mean how far the target is from iden, or how far the target is from the point where the shot landed? If it is the distance from where the shot landed, I'm glad to see that all our values are the same (if we take 20 from all my values of the pulse cannon, it'll result in the same values you discovered).

    It's based on how far the target was from where the exploding shot landed. I used the specialist sniper scope to find meters as again, and shot exploding shots at the target's feet for the first shot to find the max damage. I went further beyond the target after every shot to try to find the minimum damage I could deal with the Pulse Cannon, and therefore the outer exploding damage range would be found. I can guarantee that it fell down to 2 minimum damage in my experience, as with some other explosive weapons.

    And finally, what does ADS stand for? And 80% seems a very high value, I wish to know more about what this item on your description refers too. Iden's Pulse Cannon is already the most damaging single move of all heroes & villains, multiplying it by 1.8 seems too unbelievable to be true.

    ADS stands for Aim-Down-Sight (or zoom-in on your weapon basically). Regarding Iden's Pulse Cannon, using ADS increases the blaster-based damage by 80% (not including explosive damage). The maximum damage she can do at 50 meters and beyond is around 180 damage, and up to 342 damage with headshots, as opposed to damage minimums of 100 and and 190 damage respectively.

    When consider adding the 20 explosive damage onto those, the maximum damages would then become 200 and up to 362 headshot damage respectively, as opposed to damage minimums of 92 and 210.

    The Pulse Cannon is very powerful as it is, however only when used at such extreme distances.

    LIGHTSABER MELEE & Bossk's WEAPON TALK

    Well, firstly, it's good to know Bossk's no scope headshot modifier is still nonexistant, while his scoped one works normally (1.9x). I tried that in April and I was surprised it was the only hero blaster with that strange property. Never bothered complaining about it as I don't think bossk deserves even more firepower, he's already the most annoying villain by far when in the right hands.

    Bossk's unzoomed Relby is more less so intended to be used as a shotgun, hence the no headshot damage and insanely quickly damage drop-off, much like Assault's Vanguard ability, though not to that degree.

    But the interesting topic here is swing speed and lightsaber attack sequences. I tested Grievous when he came out to discover he had only 4 different swings and only 1 sequence. Obi OTOH had more swings and 2 sequences, just like all other saber wielders, with the exception of Yoda who too only have 1 sequence. But full sequences, as you said, have attacks that are faster and others that are slower. And ingame it's very rare to use the full sequence, usually attacks are done up to 3 in sequence if you want to just hit your target and not be caught by a counter attack or by another enemy lurking from behind.

    So the average time of attack for a full sequence isn't so much relevant as the average time of the 3 first hits of a sequence. Actually, knowing the opening attacks time is even more important IMO then that.

    And this brings us to Opening Attacks. I'd like to expand this a bit: I'll take Rey as an example, a lightsaber wielder with 2 sequences of 6 attacks each. Just by that we can assume she has 2 opening attacks, those which open her 2 sequences. And indeed she has 2 different attacks, one to open each sequence. But she also has other "Opening" Attacks, which may not lead to a sequence, but that can be used without the need of any attack before them. I'm talking about Forward Attacks.

    I tested this a while ago, so I admit I don't remember if she has 2 or 3, I believe one of them, a kick, was actually a closing strike that fooled me into believing it was a Forward Attack, but I'm unsure. However I know she has 2 Forward Saber Attacks, one which is faster, and another which is a lot slower then any of her other attacks. These, if I remember correctly, don't become sequences of themselves, but can be used before the Opening Attack of a sequence. To clarify, by Forward Attack I mean those attacks you perform while running, which lunge you forward, thus Forward Attacks. This doesn't include Closing Strikes, these are any attacks that are performed in the proper range of an enemy and that need you to still have stamina to perform, which lunge you forward (sometimes much further then a forward attack).

    But here comes a twist: There's a way to perform "opening" attacks which are actually ones that normally can only be performed in their own sequence and after the previous attacks of that sequence. First, it's important to know that each sequence is composed of Unique Attacks (I'm restricting myself to Rey, but I believe this is valid to all saber wielders). And when a sequence finishes, if you keep attacking, your character will start the other sequence, and for as long as you cotinue attacking, both sequences will take turns happening. But you can't choose which sequence to start when you weren't attacking before (when Obi came I discovered a way of doing so with him, but I didn't discover any way to do that with Rey).

    However, if you first dodge and then attack, you'll perform a specific attack from one of your sequences, and if you keep attacking after it, it'll continue its sequence from that point. This actually makes the time of most attacks to be extremely relevant, as you now can start from different attacks of your sequences. The way this works is by chosing which side to dodge, and depending on the dodging animation you do, it'll trigger a different attack after it. So as you have 4 dodging animations (forward dodge, backward dodge, right dodge, left dodge), each one will lead to a different attack. As an example, when Rey does that with a forward dodge, she'll always use her attack which seems she's "baseball batting" the enemy's face. And the attack which follows this "baseball batting" is a kick, just like in the normal sequence they actually belong to.

    So, I know this seems a lot of work, and I'd do that If I had a way to use Splitscreen Duel mode, but I can't, so if you can do this research, that could change saber combat completely to who uses that knowledge.

    When I tested for the average attack speed, I did not consider the lunge attacks (or the "Forward Attacks you call). The reason as to that was because every lightsaber-wielder had a weakness being of a long pause before they could attack again after lunging forward to a target and hitting it from a distance. That just wasn't a part of the average speed at its peak in my eyes, when they're like magically lunging a distance ahead of themselves to reach a target quicker instead of being right on top of a target and damaging them to their maximized DPS potential.

    Note that I may be wrong for about it all (they all came down to rough estimates and / or an average) but then again, testing attack speed for lightsaber-wielders was very hard to come by as they just do not continuously attack at the same rate and the animations are often randomized when attacking for the first time, especially while moving.

    I'll manage to do more extensive tests again, but if we then consider finding the average attack speed for the first 3 attacks in an animation sequence, I can already speculate that the average results would be very similar, or would not change all, for about most of the lightsaber-wielders if not all of them, except General Grievous and Yoda.

    In addition, I will also go on out to find time delays of opening attack sequences (when they're lunging forward to an enemy from a distance).

    I'll do all of what I can from that point.

    Also, about this, I have a secret I think you'll like to confirm: Rey's and Obi's Kicks actually deal 10 damage less then their normal saber attacks. On Obi's case though, he has a Forward Attack which is a Kick, and that attack doesn't suffer from this penalty, just the kick which is used in the middle of one of his sequences. Also, Rey's Kick is affected by the +10 dmg bonus from Insight, so normally it deals 100, but with insight it deals 110 (in contrast, she deals 110 dmg with a saber attack and 120 when insight is active).

    Based on your information here, I'm now under the impression that Luke Skywalker and Darth Maul's 'kick' attack does the same damage as of attacking with their lightsabers, and a -10 decreased damage upon Obi-Wan Kenobi and Rey's. I might add those in moments, if of course they deal different damage as opposed to their lightsaber attacks when I find during testing.

















    Man! Could this game get any more broken?
  • Thanks for the clarifications, now everything makes sense. Yeah, 100 to 180 is 80% increase, I should have guessed that was what ADS standed for lol. And yeah, it's incredibly powerful. I can assure you @RogueOneKenobi has become very good with using her pulse cannon on maps like kamino, mos eisley, jakku, endor, those maps on HvV that have enough space to get that max distance.

    I may help you with finding the sequence patterns, I did some extensive work on this in the past, but didn't come to any findings I thought amazing. Only the dodge attack one to trigger attacks from mid sequence that @RogueOneKenobi showed me. As an example, with Rey I'm more conservative in dodge forward attacking and doing an extra attack, because I know this extra attack will be a kick, which seems to have a lengthy animation and does less 10 damage.

    But you said the time for the 3 first attacks may not make much difference. Indeed you may be right, but have you seen the first 3 attacks of obi's fast sequence? In Obi's case it's even more impressive, as his slow sequence is really slow in the first 3 attacks, and also has the 10 dmg less Kick in the middle, while the fast sequence has faster first 3 attacks, and doesn't have any kick attack. Also, some characters may have much better sequences then their other one, so getting the average between both sequences may not be a good move, and instead the time of the best sequence seems more desirable. If we find a way to reproduce the sequence of choice with all characters, that becomes even more relevant.

    But ultimately I believe the most important is to know the time spent in all opening attacks, and also how much they increase for the 2nd attack, and maybe go up to the third. Especially the dodge ones, because they are always the same, no random aspect involved.
    Tired of BUGs?
    giphy.gif
    Well, they'll still exist.
    But visit the Rogue Bros Channel, there we document many BUGs and possible workarounds for them. There's also gameplay and other videos related to EA's Star Wars Battlefront (I & II)
  • Clone201
    3620 posts Member
    edited January 13
    @RogueZeroRendar

    Alright, I'll be testing again of lightsaber-wielder attack speed.

    I'll be looking for both the maximum attack speed and the minimum just to play things safe, and I'll also be looking for time delays between prolonged lunge attack animations (or what you call Forward attacks) and maybe dodges as you may have suggested. Those are probably the best information I could possibly reveal in the end in my honest opinion.
    Man! Could this game get any more broken?
  • Clone201
    3620 posts Member
    edited January 14
    -Deleted Comment-
    Post edited by Clone201 on
    Man! Could this game get any more broken?
  • Clone201
    3620 posts Member
    edited March 9
    @RogueZeroRendar

    I had just redone the lightsaber attack speed data for all of the lightsaber-wielders.

    Firstly, I looked for and record the timing of both the shortest (maximum attack speeds) and the longest (minimum attack speeds) time delays in between certain attacks or attacking sequences of out 2. In addition to that, I also added in likely attacks after a dodge direction.

    Let's use Obi-Wan Kenobi as an example here:

    If you dodge forward before attacking (without lunging forward), you will enter in the sequence with the slowest attack speed (about 90 strikes/mins) and it will last for 4 strikes or ~2.66 seconds before the next sequence will appear.

    The absolute best way to attack as Obi-Wan is to tilt your screen to the right and dodge left into an enemy before attacking (without lunging forward) and you will be able to get a quick 3 hits into your enemy at maximized attack speed before going into the sequence with the slowest attack speed. It's all pretty simple stuff if you think of it, and of course this may only slightly change lightsaber combat for those who can adhere their minds to this information.

    So, then I came up with the rankings of the overall attack speed for all the lightsaber-wielders. Here they are as follows (as in number of strikes per minute):
    • 1. Darth Maul & Rey (130 max, 120 min)
    • 2. General Grievous, Count Dooku & Anakin Skywalker (120 strikes/min)
    • 3. Darth Vader and Luke Skywalker (120 max, 110 min)
    • 4. Kylo Ren (120 max, 100 min)
    • 5. Obi-Wan Kenobi (120 max, 90 min)
    • 6. Yoda (80 strikes/min)

    General Grievous turned out to be a tad faster than some players on here may have thought when considering his attack speed at its peak.

    If you have any questions regarding this, please feel free to post some to add to the discussion.
    Post edited by Clone201 on
    Man! Could this game get any more broken?
  • Are all saber lunges the same? In terms of distance and consistency?
  • Are all saber lunges the same? In terms of distance and consistency?

    They have the same lunge distance, but saber tracking (one I could not test at all) is different among the saber users, with Yoda having the best tracking, and Greivous having the worst in my belief.
    Man! Could this game get any more broken?
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