Profession Balances

Revelation contains thousands of profession balances, ranging from small quality of life changes, to fixes of things that never worked and major overhauls.

Profession General

 * 50% reduced credit cost for Base Profession skill training.
 * Reduced Skill Point cost for Base Professions from 15 to 10.

Artisan

 * Lowered the needed skills for repairs
 * Reduced Base rate for sampling

Brawler

 * Decreased XP requirement of the Tier 3 and Tier 4 skills reduced 50%

Entertainer

 * Player Cantina & Theater Buff Bonus raised from 130 to 150
 * Entertainer bonus in NPC Cities (Naboo/Corellia/Tatooine) from 140 to 160
 * Entertainer Range from 10 to 15 (people can watch and listen now in theaters too)
 * Hard cap for buffs raised from 125 to 160

Marksman

 * Point Black Area 1: Increased cone range from 15 to 30
 * +4 Melee/ +4 Ranged Defence to Carbines 4
 * Decreased XP requirement of the Tier 3 and Tier 4 skills reduced 50%

Medic

 * Skill Mods
 * Pharm T1-T4
 * Melee Defense +1
 * Ranged Defense +1
 * Master
 * Melee Defense +4
 * Ranged Defense +4
 * Abilities
 * Tend wounds and Tend damage are less effective
 * Quick Heal - causing more BF but heals a lot more / additional mind too
 * Stimpacks
 * Stimpacks and Ranged Stim packs small amount of mind and BF
 * BF = heal power/ 75
 * Mind = heal power / 10
 * Range on stim packs in increased from 5m to 15m
 * If the Medic is Overt Stimpacks heal more Mind (raised from power / 10 to power / 8)

Politician

 * Mayors can place Jedi Trainer
 * Cities Requirements set to 3, 5, 10,15, 20
 * Buff bonus in Cantinas / Hospitals
 * City Halls can hold 500 Items
 * Add 2 new City Specs: Both are available on Master Politician
 * The Health Resort (250k) Combines Entertainer District and Medical Center
 * Science Center (500k). Combines Sample Rich, Manufacturer and Research Center.
 * Add improved Job Market to Stronghold Spec
 * Add Cloning Center to Stronghold spec
 * Lowered Xp Costs:
 * Entertainer District
 * Improve Job Market
 * Research Center
 * Clone Lab
 * Sample Rich
 * Raised Decorations Per Rank from 10 to 15
 * Player City Guards

Scout

 * Reduced Skillpoints Trapping (1,2,3,4)
 * Reduced Skillpoints Camping (1,2,3,4)
 * Raise Trap Damage, depending on the Trapping Skill
 * Add Trapping CA

Architect

 * Crafting Changes

Armorsmith

 * Crafting Changes

Chef

 * Crafting Changes

Droid Engineer

 * Crafting Changes

Merchant

 * Merchant shops in major cities (Coronet / Theed / Mos Eisley)
 * Must have "Place Merchant Tent" skill in order to claim a house.
 * Reduced Skill point costs

Tailor

 * Crafting Changes

Weaponsmith

 * Crafting Changes

Fencer

 * No Changes

Pikeman

 * Polearm Stun 2 does now additional posture change.
 * Polearm Hit 3: Removed posture change but increased damage
 * Polearm Hit 2: does now an additional blind
 * Added polearm toughness 5 to master
 * Raised Bleeding damage from Action Hit 1 and 2
 * Raised Damage for Leg Hit 3 and Spin Attack 2 Skills
 * Polearm area attacks have increased damage

Swordsman

 * No Changes

Teras Kasi Artist

 * Advanced Balance 2: Unarmed Toughness reduced from 15 to 9 points

Bounty Hunter

 * Abilities
 * sprayshot: Raise state effect chance dizzy:60->75 stun: 30->70, accuracy bonus +15
 * Fast Blast hits all Pools,DMG Multiplier is reduced from 4.15 to 3.65
 * Skill Mods
 * Lightning Canon 1-4: +5 Melee Defense
 * BH Pistols 1-4: +5 Ranged Defense
 * Master: Melee Defense +15, Ranged Defense +10, LLC Acc +20, Rifle Acc +15, Pistol Acc +15, Carbine Acc +15, Melee Dmg Mitigation 2
 * Novice: Melee Dmg Mitigation 1
 * GCW Skill Block Break
 * Add blockBreak to BH: Master Box 2 points, Support 2-4 each 1 Point

Carbineer

 * Misc
 * Carbine Skills have now a better Damage, Cone Area and Stats
 * Skills
 * fullAutoArea1: Raise stateEffectChance 30->45, dmgMultiplier raised from 1.5 to 1.75, raised coneAngle from 30 to 40
 * fullAutoArea2: Raise stateEffectChance 30->50/55, dmgMultiplier raised from 2.0 to 2.5, raised coneAngle from 30 to 40
 * fullAutoSingle1: Raise stateEffectChance 30->50, dmgMultiplier raised from 2.0 to 2.75
 * fullAutoSingle2: Raise stateEffectChance 30->60/75, dmgMultiplier raised from 3.5 to 3.75
 * LegShot 1: dmgMultiplier raised from 1 to 1.75
 * LegShot 2: dmgMultiplier raised from 2 to 2.5
 * LegShot 3: dmgMultiplier raised from 2 to 3.0
 * wildshot 1: dmgMultiplier raised from 2.25 to 2.5, add coneattack, raised coneAngle from 0 to 20, Raise stateEffectChance 50->65
 * wildshot 2: Raise stateEffectChance 50->75
 * Skill Mods
 * Added+14 Melee / +10 Ranged defence to Master
 * Added Melee Damage Mitigation 1 to Master
 * Added +20 Blind/Dizzy/Stun/Knock down defence to Master
 * Added +10 Melee defence to Special Abilities 4
 * Added +6 Melee defence to Special Abilities 3
 * Added +6 Melee defence to Special Abilities 2
 * Added +4 Ranged defence to Marksmanship 2
 * Added +6 Ranged defence to Marksmanship 3
 * Added +8 Ranged defence to Marksmanship 4
 * Added +10 Blind Defence to Tactics 1
 * Added +10 Stun Defence to Tactics 2
 * Added +10 Knock-down Defence Tactics 3
 * Added +10 Dizzy Defence to Tactics 4
 * scatter shot 1 pve Bonus * 1,25
 * scatter shot 2 pve Bonus * 1,5

Commando

 * Weapons
 * Lootable Heavy Weapons Speed & Accuracy CA/AAs
 * Increase damage on Flamethrower, Rocket Launcher, Heavy Acid Beam, Heavy Particle Beam, Heavy Lightning Beam, Grenades & Mines.
 * Heavy Weapon Range raised from 16 to 24 m
 * All Grenades PVE Bonus *1.5
 * Skill Mods
 * Added Melee Damage Mitigation 2 to Master Box
 * Added Melee Damage Mitigation 1 to Field Tactics 1
 * Added Melee Defense + 5 to Field Tactics 3
 * Added Melee Defense + 5 to Field Tactics 3
 * Added Knockdown Defense + 5 to Field Tactics 2
 * Added Knockdown Defense + 5 to Master Box
 * Added Throw Weapon Accuracy +10 to Master Box
 * Added Acid Rifle Speed +5 to Master Box
 * Added Flamethrower Speed +5 to Master Box
 * Heavy rocket launcher speed +20 and Heavy particle beam accuracy +10, in Tier 1
 * Block break against Special Heavy Weapons (Flamethrower) is now random (15) +5

Pistoleer

 * Raised Bleeding damage from Health Shot 1 and 2
 * All Pistol Skills have +30 % PVE Damage

Rifleman

 * No Changes

Smuggler

 * Skill Mods
 * Misc
 * Added 10 Points Creature Knowledge total to various skills.
 * Additional Thrown Weapon Accuracy / Speed
 * Novice
 * Tame Level +2
 * Unarmed damage 5, Unarmed Accuracy 5, Unarmed Center of Being 5
 * Connections 1: defense vs Dizzy 15
 * Connections 2: defense vs Blind 15
 * Connections 3: defense vs knockdown 15
 * Connections 4: defense vs Stun 15
 * Slicing 1:Pistol Accuracy 5
 * Slicing 2: Pistol Accuracy 5
 * Slicing 3: Pistol Accuracy 5
 * Slicing 4: Pistol Accuracy 5
 * Dirty Fighting 1: melee defense 3, ranged defense 3
 * Dirty Fighting 2: melee defense 4, ranged defense 4
 * Dirty Fighting 3: melee defense 5, ranged defense 5
 * Dirty Fighting 4: melee defense 8, ranged defense 8
 * Spice 1: Max pet level 2
 * Spice 2: Tame Level +2
 * Spice 3: Max pet level 2
 * Spice 4: Tame Level +2
 * Master
 * Unarmed speed 5
 * Unarmed damage 5
 * Unarmed Accuracy 5
 * Unarmed Center of Being 5
 * Ranged Damage mitigation 2
 * Melee Damage mitigation 2
 * Pistol Accuracy 5
 * Pistol Aiming 5
 * Pistol Speed 5
 * Dodge 2
 * Max level pets 4
 * Abilities
 * Master Smuggler
 * Drag Incap
 * Certifications
 * Cryban Grenades
 * Glob Grenades
 * Spices Revamped (D = Duration, H = Health S = Strength, St = Stamina, A = Action etc.)
 * Sweetblossum - H:750, S:450, C:450, D:200
 * Yarrock - M:300, F:300, W:300, D:1200
 * Pyrepenol - A:750, St:450, Q:450, D:300
 * Sedative h4B - H:1250, A:1250, M:1250 D:180
 * Zyopolene Droid - W:1250, D:180
 * Crash and Burn - A:300, St:300, Q:300, D:1200
 * Gunjack - H:300, S:300, C:300, D:1200
 * Thrusterhead - M:750, F:450, W:450, D:300
 * Booster Blue - H:200, S:200, C:200, A:200, St:200, Q:200, D:600

Bio-Engineer

 * Crafting Changes
 * Reduced Skillpoints Novice / 6, Tier 1/ 4, Tier 2/ 3, Tier 3/ 2, Tier 4 /1, Master / 1
 * DNA Changes
 * Raised Min Values on DNA Templates
 * Generic DNA can now be experimented to higher values

Creature Handler

 * Pet Stimpacks heal for more damage.
 * Pet Stimpacks heal some battle fatigue
 * Skill Mods:
 * Creature Healing 1-4 +4 ranged defense
 * Creature Management 1-4: +4 melee defense
 * Master: Stored Pets +2, Melee Damage Mitigation 1, Ranged Damage Mitigation 1, Melee Defense +5, Ranged Defense +10, Tame Level Raised from 10 to 15
 * Added total of 40 Points Creature Knowledge total to various skills
 * Pets
 * Banthas have now a more HAM and 15% Armor
 * Razor Cats have 20% Armor and higher Damage
 * Rancors have higher Stats
 * Abilities
 * Embolden Pet
 * Raise duration to 4 min
 * Raise Buff from 15% to 50%
 * Enrage pets
 * Raise duration from 1 min to 2 min
 * Dmg Bonus Raised from 15% to 30%

Ranger

 * Reduced Skill point costs
 * Camps:
 * Require More Resources
 * Additional Crafting Stations
 * Additional Mission Terminals
 * Larger Camp Radius
 * Higher buff values for Scout/Ranger Camps: (Note: a hospital/cantina has 150 points)
 * scout_camp_s0: private_medical_rating 60 => 70
 * scout_camp_s1: private_medical_rating 65 => 80
 * scout_camp_s2: private_medical_rating 70 => 90
 * scout_camp_s3: private_medical_rating 80 => 110, private_buff_mind 100 => 110
 * scout_camp_s4: private_medical_rating 90 => 135, private_buff_mind 100 => 135
 * scout_camp_s5: private_medical_rating 90 => 145, private_buff_mind 100 => 145
 * Harvesting
 * Creatures give more resources from harvesting
 * Endor:
 * Lantern Birds on Endor drop avian meat
 * Lok:
 * Kreetles spawn on Lok and drop Insect Meat
 * All monsters on Lok drop more milk, hide, meat and bones
 * Fishing
 * Increased fish from filet and fish sizes.
 * Traps:
 * Do more damage
 * Crafting requires more resources
 * Range increased
 * Skill Mods
 * Camping 1-4: Tame Level +2
 * Master: Tame Level +4
 * Tracking 1-4 raised melee defense from 2 to 4, add knockdown_defense=4
 * Trapping 1-4: +2 melee defense per skill
 * Exploration T1-T4: added ranged defense 4
 * Master added: Knockdown Defense +5, Dizzy Defense +15, Melee Damage Mitigation +1 and Ranged Damage Mitigation 1
 * Abilities:
 * Conceal duration is now much longer

Squad Leader

 * Tactics 1-4: +5 Ranged Defense
 * Mobility 1-4: +5 Melee Defense
 * Master: Melee Defense, Ranged DMG Mitigation 2, Defense Dizzy +15, Defense Knockdown +15
 * Formup Timers reduced
 * Boostmorale heals additional 75 force and 200 mind

Combat Medic

 * Abilities
 * Mind Heal BF and Wounds reduced
 * MindHeal - Increased amount of mind healed
 * Skill Mods
 * Support T1-T4:
 * Knockdown Defense +4
 * Dizzy Defense +4
 * Melee Defense +2
 * Ranged Defense +2
 * Master:
 * Knockdown Defense +5
 * Dizzy Defense +5
 * Melee Defense +5
 * Ranged Defense +5
 * Diseases
 * You can no longer apply Disease on Creatures if they already have 20% wounds of their max ham
 * Crafting
 * Action and Health Poison Packs require more resources
 * Health and Action Poison can receive more experimentation

Doctor

 * Raised buff values for Player guild halls:
 * private_medical_rating 100 => 125
 * Reduced time to apply Buffs
 * Melee Mitigation 1 at Master Doctor
 * Disease Enhancement are raised in the duration (crafting)
 * Poison Enhancement are raised in the duration (crafting)
 * Doctor Buffs can be applied at any location. Droids, Houses, Cities gives Bonus.
 * Reduced Doctor Buffs for Secondary Stats Str, Con, Stam, Qui

General

 * Player have same buff values as cantinas
 * Raised buff values for Player guild halls:
 * private_buff_mind 100 => 125
 * Buff Duration raised to 2:50

Image Designer

 * Reduced Skill point costs

Musician

 * Western Song and Quest

Jedi General

 * Unlockable via Czerka Outpost questline.
 * Lootable Jedi CA's
 * New Visibility Calculations
 * All Jedi skills require a Lightsaber to be equipped.
 * Jedi Robes Decay
 * Saber Block / Dodge:
 * On a successful block, Jedi may take up to 10% of blocked damage.
 * Damage received after a successful block is reduced 10% (Patch notes are slightly cryptic, not sure if previous change was removed or not?)
 * Holocrons Restore Force (2 hour cooldown)
 * Decreased Novice XP Requirements from 20k to 15k
 * Decreased T1 XP Requirements for T1 Skills from 200k to 100k
 * Lightsaber & Force attacks do 7% extra PvP damage

Force Defense

 * Master Defender Box now has a taunt skill
 * Skill Mods
 * Force Melee Defense 1-4: +1 Jedi Toughness
 * 4xxx: +Melee Mitigation 1
 * x4xx: +Ranged Mitigation 1
 * Force Defense 2-4: +1 Jedi Toughness
 * xxx2: Jedi State Defence from 5 to 6 points
 * xxx3: Jedi State Defence from 10 to 12 points
 * xxx4: Jedi State Defence from 15 to 17 points.
 * Master:
 * Ranged & Melee Mitigation 2
 * Jedi Toughness from 8 to 12 points
 * Melee Defence from 25 to 30
 * Jedi State Defence from 15 to 20
 * FC of Avoid Incap are dependent on BF
 * Avoid Incap gives 100 BF

Force Enhancement

 * Added new skill mod Enhancer Knowledge
 * Force Resist {Disease, Poison, Bleeding, States} will now be increased by enhancer knowledge. Modifier calculations: 1.0 + (enhancer_knowledge / 150)
 * Increase Force Meditate effectiveness based on enhancer knowledge: Modifier calculations: 1.0 + (enhancer_knowledge / 100)
 * Reduce Force Armor {1, 2} costs based on enhancer knowledge: Modifier calculations: 1.0 - (enhancer_knowledge / 150)
 * Raised value for Transfer Force to 300
 * Changed force meditate modifier from 3 to 5
 * Lowered cost of Force Armor

Force Healing

 * Added new skill mod Skill Healer Knowledge
 * Jedi heals will be faster depending on amount of boxes spent in healing trees based on the Healing Knowledge skill: Speed modifier calculation: 1.0 - ( jedi_healing_knowledge / 115)
 * Jedi Stop Bleeding value raised from 90 to 150
 * Jedi Stop Bleeding can be used on self
 * Heal BF can be used on targets
 * Moved wound heals before damage heals
 * Jedi Heals depend on target's Battle Fatigue
 * +4 Jedi Toughness to Healer Master
 * +2 Ranged & Melee defense for each box in debuff tier

Force Powers

 * Force Powers on Non Players: Dmg * 2.5
 * Force Lightning
 * Force Lightning1Cone : swgemu: dmg 400, fc 125, speed 4 -> rev mindmg 700 max - dmg 1000, fc 100, speed 3.5
 * Force Lightning2Cone : swgemu: dmg 800, fc 250, speed 4 -> rev mindmg 1000 max - dmg 1800, fc 175, speed 4.0
 * ForceLigthningSingle1: swgemu: dmg 750, fc 75, speed 4.0 -> rev mindmg 800 maxdmg 1250, speed 3.5, fc 75
 * ForceLigthningSingle2: swgemu: dmg 1500, fc 150, speed 4.0 -> rev mindmg 1500 maxdmg 2000, speed 3.5, fc 125
 * Force Choke raised Damage min 400, max 600, lower fc to 300
 * Force intimidate1: FC from 300 -> 200
 * Force intimidate2: FC from 500 -> 350
 * Force Weaken1: Debuffs Enemy for -600 instead of -300
 * Force Weaken2: Debuffs Enemy for -1000 instead of -600
 * Force Weaken vs NonPlayer Debuffs * 3.0 higher
 * +4 Jedi Toughness to Powers Master
 * +2 Ranged & Melee defense for each box in debuff tier
 * Force Throw applies Blind
 * Mind Blast time reduced to 2.5 from 3.5 seconds

Lightsaber

 * Master: Melee Dmg Mitigation 1
 * Master: Ranged Dmg Mitigation 1
 * Block Break: All Attacks have now a additional chance to ignore the Block common weapons 0-7%, heavy weapons/Mines 0-10%, Flamethrower 0-14% (it is every hit a random roll how high the chance is and a second roll checks if the chance is hit.
 * Saber Throw:
 * Saber Throw 1 pve Bonus * 1,20
 * Saber Throw 2 pve Bonus * 1,30
 * Saber Throw 3 pve Bonus * 1,50
 * Saber2h Sweep is an Area Attack with small range