I found most thanks to Biophilia's Scrapbook and some internet archivers but I was not able to find them all. Anything with a "?" is one I could not find any credible reference to so I do not know the value of it or if it even exists in the case of some SEAs. I can find no documentation to stacking defensive stats over 125 (i.e up to 175) in order to keep the defense at 125 when under a negative state effect.
The [Max Skill Limit] number is how far your profession skills can get you with your 250 skill points and not go over the hard cap if there is one. (I.e. you can get a Dodge number of 210 with Master Pistoleer and Master Fencer but it caps at 125 for profession skills)
The [SEA +xx] number (Skill Enhancing Attachments, which are both Clothing Attachments and Armor Attachments) cap at 25 (ie 5+5+2+3+10 = 25, any number over 25 is reduced to 25). [SEA +0] means that there are no SEAs for that skill modifier.
The [+Racial Modifier] number is the bonus from a specific race that is added on top of you current skill mod value and will go over some hard caps (such as crafting experimentation) but not defenses (such as Defense Vs. State).
The [+misc] number is for uncommon or variable bonuses like food/drink, Squad Leader buffs or anything else not covered by the previous 3 modifiers and will be explicitly stated.
Skill Mod: [Max Skill Limit] [+SEA Cap] [+Racial Modifier] [+misc]
A
Additional Pets: [3] [SEA +25] (This SEA was nerfed so it didn't work anymore but still dropped.)
Advanced Assembly: [100] [SEA +25] [Ithorian +10]
Advanced Component Experimentation: [100] [SEA +25]
Alertness: [20] [SEA +25] [Mon Calamari +10]
Anti-Shock: [5] [SEA +0] [Zabrak +5]
Armor Assembly: [100] [SEA +25]
Armor Customization: [255] [SEA +0]
Armor Experimentation: [100] [SEA +25]
Armor Repair: [0] [SEA +25] (This SEA never did anything.)
Artisan Assembly: [100] [SEA +25]
Artisan Experimentation: [100] [SEA +25] [Human +15]
B
Battle Fatigue Healing (Dancing): [100] [SEA +25] [Twi'lek +15]
Battle Fatigue Healing (Music): [100] [SEA +25] [Twi'Lek +5]
Berserk: [20] [SEA +?]
Bio-Engineer Assembly: [100] [SEA +25]
Bio-Engineer Experimentation: [100] [SEA +25]
Bleeding Resistance: [0] [SEA +25] [Food: Blood Chowder] (This SEA should work but was never confirmed.)
Block: [125] [SEA +25] [Drink: Vayerbok Drink] (This skill caps at 125 total, however Center of Being and Drink can take it higher.)
Bodyform: [9] [SEA +0]
Booster Assembly: [100] [SEA+25] [Sullustan +10]
Booster Experimentation: [150] [SEA +25]
Bounty Mission Difficulty: [3] [SEA +0]
Burst Run Efficiency: [80] [SEA +?] [Squad Leader +60]
C
Camouflage: [100] [SEA +25] [Bothan +15] [Food: Terrata]
Camping: [105] [SEA +0]
Carbine Accuracy: [200] [SEA +25]
Carbine Accuracy While Moving: [30] [SEA +25]
Carbine Aiming: [25] [SEA +25]
Carbine Speed: [100] [SEA +25] (This skill caps at 100, no reason to go over 100)
Chassis Assembly: [100] [SEA +25] [Ithorian +10]
Chassis Experimentation: [100] [SEA +25]
Chassis/Armor Reverse Engineering: [10] [SEA +0]
Clothing Assembly: [100] [SEA +25]
Clothing Customization: [255] [SEA +0]
Clothing Experimentation: [100] [SEA +25]
Clothing Repair: [0] [SEA +25] (This SEA never did anything.)
Combat Bleeding Defense: [0] [SEA +25] (This SEA should work but was never confirmed.)
Combat Equilibrium: [85] [SEA +0]
Combat Medic Effectiveness: [100] [SEA +25] (This skill is capped at 100 so the SEA is only useful for non-masters.)
Combat Medic Healing Range: [0] [SEA +25] (This SEA never worked but still dropped.)
Combat Medic Ranged Injury Treatment Speed: [0] [SEA +25]
Combat Medicine Assembly: [100] +25]
Combat Medicine Experimentation: [100] [SEA +25]
Combat Medicine Use: [100] [SEA +25] (This SEA never worked but still dropped.)
Counterattack: [125] [SEA +25] (This skill caps at 125 total, however Center of Being and Drink can take it higher.)
Cover: [80] [SEA +25] [Bothan +10]
Crafting Technique: [4] [SEA +0]
Creature Harvesting: [105] +25] [Trandoshan/Sullustan +10] [Food: Veghash]
Creature Knowledge: [105] [SEA +0]
Creature To-Hit Bonus: [25] [SEA +0] [Drink: Gralinyn Juice]
D
Dance Knowledge: [100] [SEA +0]
Dancing Mind Enhancement: [100] [SEA +25]
Defense Reverse Engineering: [10] [SEA +0]
Defense vs Blind: [125] [SEA +25] [Rodian +15] [Drink: Veronian Berry Wine] (This skill caps at 125 total, however Drink can take it higher.)
Defense vs Dizzy: [125] [SEA +25] [Ithorian/Zabrak +10] [Drink: Ithorian Mist] (This skill caps at 125 total, however Drink can take it higher.)
Defense vs Intimidate: [65] [SEA +25] [Zabrak +10] [Drink: Deuterium Pyro] (This skill caps at 125 total, however Drink can take it higher.)
Defense vs Knockdown: [125] [SEA +25] [Drink: Correlian Brandy] Food:Thakitillo] (This skill caps at 125 total, however Food and Drink can take it higher.)
Defense vs Posture Change (Down): [125] [SEA +25] (This skill caps at 125 total.)
Defense vs Posture Change (Up): [30] [SEA +25]
Defense vs Stun: [125] [SEA +25] [Ithorian/Zabrak +10] [Drink: Durindfire] (This skill caps at 125 total, however Drink can take it higher.)
Defensive Acuity: [96] [SEA +0]
Disease Resist: [0] [SEA +25] [Food: Cho-Nor-Hoola] (This SEA should work but was never confirmed.)
DNA Harvesting: [100] [SEA +0]
Dodge: [125] [SEA +25] [Food: Air Cake, Pikatta Pie, Deneelian Fizz Pudding] (This skill caps at 125 total, however Center of Being and Food can take it higher.)
Double-Bladed Lightsaber Accuracy: [100] [SEA +0]
Double-Bladed Lightsaber Speed: [100] [SEA +0]
Droid Assembly: [100] [SEA +25]
Droid Complexity: [0] [SEA +25] (This SEA never did anything.)
Droid Customization: [64] [SEA +25] (There's no customization beyond 64 so SEAs are only useful for non-masters)
Droid Experimentation: [100] [SEA +25]
Droid Precision: [130] [SEA +25]
Droid Speed: [90] [SEA +25]
Droid Tracking Speed: [80] [SEA +25]
E
Engine Assembly: [100] [SEA +25] [Sullustan +10]
Engine Experimentation: [150] [SEA +25]
Enhanced Melee Accuracy: [12] [SEA +0]
Enhanced Melee Speed: [12] [SEA +0]
Enhanced Ranged Accuracy: [12] [SEA +0]
Enhanced Ranged Speed: [12] [SEA +0
F
Face-Form: [12] [SEA +0]
Feign Death: [70] [SEA +0]
Fire Resist: [0] [SEA +25] [+Trimpian Food] (This SEA should work but was never confirmed.)
Flamethrower Accuracy: [110] [SEA +25]
Flamethrower Speed: [45] [SEA +25]
Food Assembly: [100] [SEA +25]
Food Experimentation: [100] [SEA +25]
Foraging: [105] [SEA +25]
Force Assembly: [100] +[SEA +0]
Force Choke: [5] [SEA +0]
Force Defense: [100] [SEA +0]
Force Experimentation: [20] [SEA +0]
Force Intimidate Accuracy: [110] [SEA +0]
Force Knockdown Accuracy: [110] [SEA +0]
Force Lightning Accuracy: [110] [SEA +0]
Force Force Power Max: [6850] [SEA +0]
Force Power Regeneration: [63] [SEA +0]
Force Vehicular Acceleration: [3] [SEA +0]
Force Vehicular Control: [20] [SEA +0]
Force Weaken Accuracy: [110] [SEA +0]
G
General Ranged Aiming: [30] [SEA +25]
Grenade Assembly: [0] [SEA +25] (This SEA didn't do anything but still dropped.)
Grenade Experimentation: [0] [SEA +25] (This SEA didn't do anything but still dropped.)
Group Burst Run Efficiency: [60] [SEA +0]
Group Melee Defense: [30] [SEA +0]
Group Ranged Defense: [30] [SEA +0]
Group Terrain Negotiation: [60] [SEA +25]
H
Hair Styling: [12] [SEA +0]
Healing Range: [100] [SEA +25]
Heavy Acid Beam Accuracy: [50] [SEA +0]
Heavy Acid Beam Speed: [50] [SEA +0]
Heavy Acid Rifle Accuracy: [110] [SEA +25]
Heavy Acid Rifle Speed: [45] [SEA +25]
Heavy Lightning Beam Accuracy: [40] [SEA +0]
Heavy Lightning Beam Speed: [40] [SEA +0]
Heavy Particle Beam Accuracy: [70] [SEA +0]
Heavy Particle Beam Speed: [70] [SEA +0]
Heavy Rocket Launcher Accuracy: [100] [SEA +0]
Heavy Rocket Launcher Speed: [60] [SEA +0]
Heavy Weapon Accuracy: [0] [SEA +25] (This SEA was made obsolete pre-publish 9 but still dropped.)
Heavy Weapon Speed: [0] [SEA +25] (This SEA was made obsolete pre-publish 9 but still dropped.)
Hiring: [100] [SEA +0]
I
Injury Treament: [110] [SEA +25]
Injury Treatment Speed: [85] [SEA +25] (This skill caps at 100, there's no reason to go over 100.)
Intimidation: [20] [SEA +25]
J
Jedi State Defense: [65] [SEA +0]
Jedi Toughness: [45] [SEA +0]
L
Language Comprehension: [100] [SEA +0]
Light Lightning Cannon Accuracy: [70] [SEA +25]
Light Lightning Cannon Speed: [60] [SEA +25]
Lightsaber Assembly: [100] [SEA +0]
Lightsaber Block: [85] [SEA +0]
Lightsaber Experimentation: [100] [SEA +0]
Lightsaber Toughness: [55] [SEA +0]
Luck: [4] [SEA +0]
M
Marking Design: [9] [SEA +0]
Mask Scent: [105] [SEA +0] [Drink: Jawa Beer]
Max Level of Pets: [70] [SEA +0]
Medical Foraging: [100] [SEA +25]
Medical Assembly: [100] [SEA +25]
Medicine Experimentation: [100] [SEA +25]
Medicine Use: [100] [SEA +25] (This SEA did not work pre-cu.)
Meditate: [100] [SEA +0]
Melee Defense: [125] [SEA +25] [Ithorian/Trandoshan +10] [Squad Leader +30] [Food: Vegeparsine] (This skill caps at 125 total, however Squad Leader, Food and City bonuses can take it higher.)
Mind Blast Accuracy: [110] [SEA +0]
Music Knowledge: [100] [SEA +0]
Musical Mind Enhancement: [100] [SEA +25]
O
One-Handed Lightsaber Accuracy: [100] [SEA +0]
One-Handed Lightsaber Speed: [100] [SEA +0]
One-Handed Melee Center Of Being Duration: [36] [SEA +0]
One-Handed Melee Center Of Being Efficacy: [125] [SEA +0]
One-Handed Melee Damage: [0] [SEA +25] (This SEA never worked but still dropped.)
One-Handed Melee Toughness: [37] [SEA +0]
One-Handed Weapon Accuracy: [155] [SEA +25] [Rodian +10]
One-Handed Weapon Speed: [100] [SEA +25] (This skill caps at 100, there's no reason to go over 100.)
P
Persuasion: [20] [SEA +0]
Pistol Accuracy: [165] [SEA +25]
Pistol Accuracy While Moving: [30] [SEA +25]
Pistol Accuracy While Standing: [15] [SEA +25]
Pistol Aiming: [16] [SEA +25]
Pistol Speed: [100] [SEA +25] (This skill caps at 100, there's no reason to go over 100.)
Poison Resist: [0] [SEA +25] [Food: Cho-Nor-Hoola] (This SEA should work but was never confirmed.)
Polearm Accuracy: [155] [SEA +25]
Polearm Center Of Being Duration: [35] [SEA +0]
Polearm Center Of Being Efficacy: [125] [SEA +0]
Polearm Damage: [0] [SEA +25] (This SEA never worked but still dropped.)
Polearm Speed: [100] [SEA +25] (This skill caps at 100, there's no reason to go over 100.)
Polearm Toughness: [31] [SEA +0]
Power Systems: [100] [SEA +25] [Ithorian +10]
Power Systems Experimentation: [100] [SEA +25]
Propulsion Reverse Engineering: [10] [SEA +0]
R
Ranged Defense: [125] [SEA +25] [Squad Leader +30] [Drink: Elshandruu Pica Thundercloud] (This skill caps at 125 total, however Squad Leader, Food and City bonuses can take it higher.)
Ranged Injury Treatment Speed: [100] [SEA +25] (This skill caps at 100, there's no reason to go over 100.)
Rescue: [50] [SEA +25] [Wookiee +10]
Rifle Accuracy: [170] [SEA +25]
Rifle Accuracy While Moving: [10] [SEA +25]
Rifle Aiming: [100] [SEA +25]
Rifle Concealment Chance: [100] [SEA +0]
Rifle Speed: [95] [SEA +25] (This skill caps at 100, there's no reason to go over 100.)
S
Shield Assembly: [100] [SEA +25] [Ithorian+10]
Shield Experimentation: [100] [SEA +25]
Shop Sign Options: [4] [SEA +0]
Spice Assembly: [100] [SEA +0]
Spice Experimentation: [100] [SEA +0]
Steady Aim Bonus: [10] [SEA +?]
Stored Pets: [20] [SEA +?] (This SEA was nerfed so it didn't work anymore but still dropped.)
Structure Assembly: [100] [SEA +25] [Mon Calamari +110]
Structure Experimentation: [100] [SEA +25]
Surveying: [120] [SEA +25] [Food: Chanddad] (The maximum range at which an Artisan can survey is limited to a value of 100, any value over that returns larger sample sizes only.)
Systems Reverse Engineering: [10] [SEA +0]
T
Taking Cover: [0] [SEA +25] (This SEA never worked but still dropped.)
Taming Vicious Creatures: [50] [SEA +0]
Taming Wild Creatures: [90] [SEA +0] [Ithorian/Wookiee +10]
Taunt: [40] [SEA +?]
Terrain Negotiation: [100] [SEA +25] [Squad Leader +60] [Food: Travel Biscuits] (This SEA has a two-fold effect. From 0-50 increases your ability to move over rough terrain and from 50-100 increases your ability to move fast while prone and look goofy doing it.)
Thrown Weapon Accuracy: [85] [SEA +25]
Thrown Weapon Speed: [40] [SEA +25]
Tracking Droid Effectiveness: [100] [SEA +25]
Tracking Droids: [12] [SEA +?]
Trapping: [105] [SEA +0] [Sullustan/Wookiee +10] [Food: Dweezl]
Two-Handed Lightsaber Accuracy: [100] [SEA +0]
Two-Handed Lightsaber Speed: [100] [SEA +0]
Two-Handed Melee Accuracy: [135] [SEA +25] [Rodian +10]
Two-Handed Melee Center Of Being Duration: [36] [SEA +0]
Two-Handed Melee Center Of Being Efficacy: [130] [SEA +0]
Two-Handed Melee Damage: [0] [SEA +25] (This SEA never worked but still dropped.)
Two-Handed Melee Speed: [100] [SEA +25] (This skill caps at 100, there's no reason to go over 100.)
Two-Handed Toughness: [48] [SEA +0]
U
Unarmed Accuracy: [210] [SEA +25] [Trandoshan +10]
Unarmed Center Of Being Duration: [30] [SEA +0]
Unarmed Center Of Being Efficacy: [115] [SEA +0]
Unarmed Damage: [250] [SEA +25] [Trandoshan +15] [Food: Rakririan Burnout Sauce]
Unarmed Speed: [120] [SEA +25] [Trandoshan +5] (This skill caps at 100, there's no reason to go over 100.)
Unarmed Toughness: [62] [SEA +0]
V
Vendor Item Limit: [4000] [SEA +0]
Vendors: [12] [SEA +0]
Volley Fire Bonus: [10] [SEA +?]
W
Warcry: [20] [SEA +?] [Wookiee +10]
Weapon Assembly: [100] [SEA +25] [Rodian/Mon Calamari +10]
Weapon Experimentation: [100] [SEA +25]
Weapon Repair: [0] [SEA +25] (This SEA never did anything.)
Weapon Systems: [100] [SEA +25] [Sullustan +10]
Weapon Systems Experimentation: [150] [SEA +25]
Wound Healing (Dancing): [115] [SEA +25] [Twi'Lek +15] [Food: Carmelized Pkneb]
Wound Healing (Music): [115] [SEA +25] [Twi'Lek +5 ] [Drink: Correlian Ale]
Wound Treatment: [100] [SEA +25] [Food: Bivoli Tempari]
Wound Treatment Speed: [100] [SEA +25] (This skill caps at 100, there's no reason to go over 100.)
Reference
scub (2013) Skill Mod Caps [web] retrieved September 7, 2015 from http://chc.enjin.com/forum/m/1851698/vi ... l-mod-caps
Skill Mod Caps
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Kyrenic - Master Smuggler (Imperial)
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Go to this link to order resources from Ambu.
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Tyequ - Main
Bobbob - Master Architect
Go to this link to order resources from Ambu.
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I have a revised list of this that has everything included and working from the EMU. I have been told I was dead wrong, and then told I was dead right, and then dead wrong again, within two threads from a dev/csr here. So rather then argue about it or go into a long debate about what i may or may not know I'll simply post you the link, and let you decide for yourself.
http://swgawakening.com/viewtopic.php?f=97&t=927
The information you posted there are "common sense" things like burst run efficiency. At one point there was a tape. Not now though. So up to you to decide on your guide what you want. Just be careful though. You may be told you're wrong, and you may be told you're right
As far as "hard caps" the only real hard caps that ever come into question are combat caps. According to the code the "hard cappped' stats are secondaries only. Counter attack, Dodge, block. These have a "hard cap" of 125 but can go higher through powerboost/Sl buffs/chef foods ( results vary on each stat ). Thing to keep in mind with each though, is the general rule of a stat that caps near or at 125 is that each point is worth 1% until 75 then 1/2% until 125 = 100% at 125. Now add in a basic rule of thumb that someone/thing has a BASE 5% chance to hit you... doesn't really matter if you go over 125.
Things like melee/ranged defense depend on the attacker. Example: If you have 250 melee defense and a TKM is attacking you with 255 melee accuracy, which by the way is not unreal. They have a pretty even chance to hit you, and you have a pretty even chance to not be hit before any mitigation such as dodge or block take place. So the higher the melee/ranged defense the better, but again it depends on the attacker.
Speed for all intent and purpose caps at 100 = 1 second which is the cap on attacks, any attacks, per attack round per profession, per character. So anything over 100 is a waste.
All these hard numbers are well and good, but what matters is ranged modifiers + movement + defense + secondaries + accuracy + ability. A "hard capped" melee attacker on the move can literally have a 25 accuracy because he/she is moving and the defender "hard capped" on defense can literally be hit every step due to ranged modifiers/states/food/environment/clothing etc etc etc.
So in summary, while the hard numbers are great, SWG is probably the hardest game to min max on considering how manyvariables take place in combat. For combat anyhow.
I kind of went on left field there to the combat section but the overall point is, whether or not you have "concrete" numbers, you need to get with the devs here to give you a concrete answer. Only they can tell you what you're playing with on their server. No amount of internet research will tell you the changes they have made and what effects they have for you.
http://swgawakening.com/viewtopic.php?f=97&t=927
The information you posted there are "common sense" things like burst run efficiency. At one point there was a tape. Not now though. So up to you to decide on your guide what you want. Just be careful though. You may be told you're wrong, and you may be told you're right
As far as "hard caps" the only real hard caps that ever come into question are combat caps. According to the code the "hard cappped' stats are secondaries only. Counter attack, Dodge, block. These have a "hard cap" of 125 but can go higher through powerboost/Sl buffs/chef foods ( results vary on each stat ). Thing to keep in mind with each though, is the general rule of a stat that caps near or at 125 is that each point is worth 1% until 75 then 1/2% until 125 = 100% at 125. Now add in a basic rule of thumb that someone/thing has a BASE 5% chance to hit you... doesn't really matter if you go over 125.
Things like melee/ranged defense depend on the attacker. Example: If you have 250 melee defense and a TKM is attacking you with 255 melee accuracy, which by the way is not unreal. They have a pretty even chance to hit you, and you have a pretty even chance to not be hit before any mitigation such as dodge or block take place. So the higher the melee/ranged defense the better, but again it depends on the attacker.
Speed for all intent and purpose caps at 100 = 1 second which is the cap on attacks, any attacks, per attack round per profession, per character. So anything over 100 is a waste.
All these hard numbers are well and good, but what matters is ranged modifiers + movement + defense + secondaries + accuracy + ability. A "hard capped" melee attacker on the move can literally have a 25 accuracy because he/she is moving and the defender "hard capped" on defense can literally be hit every step due to ranged modifiers/states/food/environment/clothing etc etc etc.
So in summary, while the hard numbers are great, SWG is probably the hardest game to min max on considering how manyvariables take place in combat. For combat anyhow.
I kind of went on left field there to the combat section but the overall point is, whether or not you have "concrete" numbers, you need to get with the devs here to give you a concrete answer. Only they can tell you what you're playing with on their server. No amount of internet research will tell you the changes they have made and what effects they have for you.