"Statistics" is the word used in SWTOR to describe the attributes that determine the performance of a character. In Anarchy Online, it would be "abilities" or sometimes "skills".
This article will help you to understand what they do and which ones are important for you.
In SWTOR, there are 7 primary statistic (including one only for PvP) and 11 secondary statistics.
Those statistics work for players and for companions ("pets"). The important statistics for companions are often different from the important ones for the player, as companions often belong to other classes ("profession" in Anarchy Online) than the player. You have to equip your companions according to their specifics needs.
This article will help you to understand what they do and which ones are important for you.
In SWTOR, there are 7 primary statistic (including one only for PvP) and 11 secondary statistics.
Those statistics work for players and for companions ("pets"). The important statistics for companions are often different from the important ones for the player, as companions often belong to other classes ("profession" in Anarchy Online) than the player. You have to equip your companions according to their specifics needs.
A] The 7 Primary statistics
Everyone has 2 main primary statistics: in your character window, they are the two highest values. One of them is always Endurance, as Endurance determines how many life points you have; the other primary statistic depends on your class ("profession" in Anarchy Online). These 2 stats must usually be boosted in priority.
It's the same thing for your pet, as explained above, except for "Presence" as Presence is the statistic buffing your companions, so companions themselves don't have it.
On the other hand, Presence (that boosts companions), is never a main primary statistic. It's of the same importance for everyone.
It's the same thing for your pet, as explained above, except for "Presence" as Presence is the statistic buffing your companions, so companions themselves don't have it.
On the other hand, Presence (that boosts companions), is never a main primary statistic. It's of the same importance for everyone.
- I. Endurance (all classes, players and companions)
- Main Primary statistic for all classes
Increases your total health and the rate at which you regenerate your health.
1 point of Endurance = 10 lifepoints, it seems
- and then
- Main Primary statistic for the Trooper and the Bounty Hunter.
Increases your range weapons damage and your critical hit chance with range weapons.
- Main Primary statistic for the Smuggler and the Imperial Agent
Increases the overall power of "technological" abilities (not sure what the list of technological abilities is), BOTH offensive and defensive.
- Primary statistic for all classes NOT main
Increases companion's health, damage, and healing. This statistic only affects companions, so the companions don't have this statistic themselves. Hard to know how good Presence is.
- Main Primary statistic for the Jedi Knight and the Sith Warrior
Increases your melee combat damage and your critical hit chance with melee attacks.
- Primary statistic for the Jedi Consular and the Sith Inquisitor
Increases the damage and healing of Force abilities and the critical hit rate of force attacks.
- and also
- Primary statistic for all classes if you PvP NOT main
Increases your damage and healing in PvP combat and reduces the values of the damage you take in PvP combat. This statistic is on PvP equipment only. It is useless in PvM (PvE).
- Main Primary statistic for all classes
B] The 11 Secondary statistics
- Absorption
- Accuracy or Accuracy Rating (same thing)
- Alacrity
- Armor
- Critical Rating or Critical Rating (same thing)
- Defense or Defense Rating (same thing)
- Force Power
- Power
- Shield
- Surge
- Tech Power
1. Absorption- Allows your shield to absorb more damage. So it seems useless if you don't have a shield in the Offhand slot, except if it works (?) with a shield that you can cast, and in this case, Absorption would be only valuable when the shield is up / cast. (?)
- Increases your chance to hit with any (?) attacks.
But once you reach the hit cap of 100% (?) accuracy, then accuracy starts reducing
- enemy armor (for range or melee attacks)
- enemy resistance (for force attacks, in other vocabularies "spells" or "nanos" in Anarchy Online).
It seems that it's good to take accuracy to a minimum of 100% + some points, like 105% or so, for full accuracy and some bit of armor/resistance reduction at least.
- Alacrity is really something to i,nvestigate as it's nor clear. It seems more or less comparable to "haste" effect in WoW (World of Worcraft) or to a global "Inits" modification/buff in AO (Anarchy Online) although "inits" in AO affect only the attack time and not the recharge time.
Alacrity seems (?) to possibly reduce the global cooldown ("recharge" in AO) on some skills / attacks / Force attacks (spells), even fast cooldown ones like 1.5 seconds.
But what about the attack time, and, also, Alacrity it does NOT seem (?) to help with "instant" attacks that are nevertheless not perfectly "instant" or maybe it requires a lot of alacrity to see a noticeable difference in the casting of those ones. Many things to investigate here before we can really understand this statistic. (?)
- Armor reduces the amount of damage taken from kinetic attacks (melee hits, and many Jedi force attacks) and energy attacks (blaster fire, Sith force lightning attacks).
Armor does not reduce hits from Internal or Elemental damage attacks.
- Increases your chance to perform critical "hits" with all kind of attacks (melee, range, Force,...) OR heals.
A critical hit = normal hit + a critical bonus determined by your class, level, equipment, and possibly buffs.
The BIG difference with Anarchy Online is that HEALS can benefit from Critical Chance: a critical heal will heal for much more than a normal heal.
- Increases parry (avoid melee attacks) and deflect (avoid range attacks) chances. In Anarchy Online, it would be more or less like a global Evades buff.
- Increases the strength (value) of all Force abilities, attack or defense.
- Increases the strength (value) of all your attacks, of all kinds: Force attacks, all (?) non-Force attacks, melee, range. (?) So it seems to be a very powerful statistic.
- It should increases the chance for your shield to activate during an attack. Hard to guess what it does really, especially if you don't have a hardware shield. (?)
- Increases the "critical hit bonus", the percentage of additional damage a crit does over a regular hit.
If you don't have good values for critical hits already, Surge is quite useless. If you have good crit value and rate, then Surge becomes interesting.
It seems it's an addition appreciated in PvP where crits are important.
- Increases the strength (value) of all Tech abilities, attack or defense. (Not totally sure, at the time of writing, of what "tech abilities" are exactly).