Revelation contains thousands of profession balances, ranging from small quality of life changes, to fixes of things that never worked and major overhauls.
Base Professions[]
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% [Notes]
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 [Notes]
- +4 Melee/ +4 Ranged Defence to Carbines 4
- Decreased XP requirement of the Tier 3 and Tier 4 skills reduced 50% [Notes]
Medic[]
- Skill Mods
- Abilities [Notes]
- Tend wounds and Tend damage are less effective
- Quick Heal - causing more BF but heals a lot more / additional mind too [Notes]
- Stimpacks [Notes]
Politician[]
- Mayors can place Jedi Trainer [Notes]
- Cities Requirements set to 3, 5, 10,15, 20 [Notes]
- 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) [Notes]
- Reduced Skillpoints Camping (1,2,3,4) [Notes]
- Raise Trap Damage, depending on the Trapping Skill
- Add Trapping CA
Crafting[]
Architect[]
Armorsmith[]
Chef[]
Droid Engineer[]
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
Shipwright[]
Tailor[]
Weaponsmith[]
Melee[]
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
Ranged[]
Bounty Hunter[]
- Abilities
- Skill Mods
- Lightning Canon 1-4: +5 Melee Defense [Notes]
- 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 [Notes]
- Skills
- fullAutoArea1: Raise stateEffectChance 30->45 , dmgMultiplier raised from 1.5 to 1.75, raised coneAngle from 30 to 40 [Notes]
- 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 [Notes]
- scatter shot 2 pve Bonus * 1,5
Commando[]
- Weapons
- Skill Mods
- Added Melee Damage Mitigation 2 to Master Box [Notes]
- 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 [Notes]
Pistoleer[]
- Raised Bleeding damage from Health Shot 1 and 2
- All Pistol Skills have +30 % PVE Damage [Notes]
Rifleman[]
- No Changes
Smuggler[]
- Skill Mods
- Misc
- Added 10 Points Creature Knowledge total to various skills. [Notes]
- Additional Thrown Weapon Accuracy / Speed
- Novice
- Tame Level +2
- Unarmed damage 5, Unarmed Accuracy 5, Unarmed Center of Being 5 [Notes]
- 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 [Notes]
- Spice 3: Max pet level 2
- Spice 4: Tame Level +2 [Notes]
- 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
- Misc
- Abilities
- Master Smuggler
- Drag Incap
- Master Smuggler
- 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
Scout[]
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 [Notes]
- Generic DNA can now be experimented to higher values
Creature Handler[]
- Pet Stimpacks heal for more damage. [Notes]
- Pet Stimpacks heal some battle fatigue
- Skill Mods:
- Creature Healing 1-4 +4 ranged defense [Notes]
- Creature Management 1-4: +4 melee defense [Notes]
- 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 [Notes]
- Added total of 40 Points Creature Knowledge total to various skills [Notes]
- 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%
- Embolden Pet
Ranger[]
- Reduced Skill point costs
- Camps: [Notes]
- 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) [Notes]
- 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 [Notes]
- 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. [Notes]
- Traps: [Notes]
- Do more damage
- Crafting requires more resources
- Range increased
- Skill Mods
- Camping 1-4: Tame Level +2 [Notes]
- Master: Tame Level +4 [Notes]
- Tracking 1-4 raised melee defense from 2 to 4, add knockdown_defense=4 [Notes]
- 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 [Notes]
- 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
Medic[]
Combat Medic[]
- Abilities
- Mind Heal BF and Wounds reduced
- MindHeal - Increased amount of mind healed [Notes]
- 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
- Support T1-T4:
- Diseases
- You can no longer apply Disease on Creatures if they already have 20% wounds of their max ham [Notes]
- 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: [Notes]
- private_medical_rating 100 => 125
- Reduced time to apply Buffs [Notes]
- Melee Mitigation 1 at Master Doctor
- Disease Enhancement are raised in the duration (crafting) [Notes]
- Poison Enhancement are raised in the duration (crafting)
- Doctor Buffs can be applied at any location. Droids, Houses, Cities gives Bonus. [Notes]
- Reduced Doctor Buffs for Secondary Stats Str, Con, Stam, Qui
Entertainer[]
General[]
- Player have same buff values as cantinas [Notes]
- Raised buff values for Player guild halls:
- private_buff_mind 100 => 125
- Buff Duration raised to 2:50 [Notes]
Image Designer[]
- Reduced Skill point costs
Dancer[]
Musician[]
- Western Song and Quest
Jedi[]
Jedi General[]
- Unlockable via Czerka Outpost questline.
- Lootable Jedi CA's [Notes]
- New Visibility Calculations [Notes]
- All Jedi skills require a Lightsaber to be equipped.
- Jedi Robes Decay [Notes]
- Saber Block / Dodge:
- On a successful block, Jedi may take up to 10% of blocked damage. [Notes]
- 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) [Notes]
- Decreased Novice XP Requirements from 20k to 15k [Notes]
- Decreased T1 XP Requirements for T1 Skills from 200k to 100k
- Lightsaber & Force attacks do 7% extra PvP damage [Notes]
Force Defense[]
- Master Defender Box now has a taunt skill
- Skill Mods
- Force Melee Defense 1-4: +1 Jedi Toughness [Notes]
- 4xxx: +Melee Mitigation 1 [Notes]
- 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 [Notes]
- Avoid Incap gives 100 BF
Force Enhancement[]
- Added new skill mod Enhancer Knowledge [Notes]
- 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 [Notes]
- Changed force meditate modifier from 3 to 5
- Lowered cost of Force Armor [Notes]
Force Healing[]
- Added new skill mod Skill Healer Knowledge [Notes]
- 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 [Notes]
- +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 [Notes]
- +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 [Notes]
- 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 [Notes]