In the first version, some commenters mentioned some holes in my calculations. I wrote the original quite fast and thought I had taken care of everything. However, with the help of commenters and my own review there were a number of problems identified:
- The formula and its components was not explained in good detail.
- I said constant damage numbers (say, 3) from saber crystals got doubled from critical hits while variable damage numbers (say, 1-6) did not. It is actually the opposite. (see KoTOR Critical Hits on StrategyWiki)
- I was missing parentheses in many calculations making it harder to follow the math.
- I did not calculate some feat and saber crystal combinations that could have higher damage.
- I did not consider the Guardian’s Light side/Dark side bonus to damage.
I believe I have addressed all of these in this version. Continue reading
I have finished updating all the builds for 1.0.4. You can find them on the Diablo Series builds page. I also updated the Monk Spirit Generation article. Tomorrow (Wednesday) my Witch Doctor build will be out. Patch 1.0.4 made a lot of changes, all of them good in my eyes. I wish I had more time to play, but I have some updates I need to make to my theorycrafting article on Knights of the Old Republic combat feats.
One of the commenters mentioned some things I had not thought of before. That will change some of the damage numbers. I also want to reorder a bunch of the content to make comparisons easier. This will likely be a major rewrite. For this reason I don’t plan on releasing a build next week.
The Scout doesn’t normally use Persuade or Charisma, but I wanted my character to have that option available. I chose to go the melee route with this character rather than relying on force powers for damage. Continue reading
New Build – Yesterday, I posted a new Scout / Jedi Sentinel build for Knights of the Old Republic. This is a lightsaber-focused build with medium Persuasion ability.
Future Builds – Last month I played through Baldur’s Gate 2 and Neverwinter Nights 1. I kind of created builds in my head, but didn’t write them down at the time. Now I am looking at my characters again and writing down the choices I made plus any optimizations I learned while playing them.
New Games – I picked up both Continue reading
Here is the breakdown for Scout / Jedi Sentinel:
Scout 8 / Jedi Sentinel 12 – This is the standard build if you level-up your character as soon as it gets enough experience, and don’t save any levels for Jedi.
Scout 7 / Jedi Sentinel 13 – +1 Feat, +1 Force Power, lose free Implant 3 feat
Scout 6 / Jedi Sentinel 14 – -1 Feat, +2 Force Powers, lose free Implant 3 feat, lose free Uncanny Dodge 2 class-only feat
Scout 5 / Jedi Sentinel 15 – +3 Force Powers, lose free Implant 3 feat, lose free Uncanny Dodge 2 class-only feat
Scout 4 / Jedi Sentinel 16 – -1 Feat, +4 Force Powers, lose free Implant 3 feat, lose free Uncanny Dodge 2 class-only feat
Scout 3 / Jedi Sentinel 17 – -1 Feat, +5 Force Powers, lose free Implant 2 & 3 feats, lose free Uncanny Dodge 1 & 2 class-only feats
Scout 2 / Jedi Sentinel 18 – -1 Feat, +6 Force Powers, lose free Implant 2 & 3 feats, lose free Uncanny Dodge 1 & 2 class-only feats
Out of all these it looks like the 5/15 ratio and 7/13 ratio are the better ones. Uncanny Dodge 2 is almost no different than Uncanny Dodge 1. Implant 3 you do want to have though. So with 5/15 you can see, overall you will lose one feat by not having Implant 3, but on the other hand, you get 3 more force powers. I think that’s worth it. 7/13 also loses Implant 3, but gains +1 feat over the default ratio. That means your net total feats will be the same plus you get +1 force power. In that sense, 7/13 is better than the default ratio in every way. 5/15 is better only if you desire more force powers. These two ratios are the ones I choose for my Scout / Jedi Sentinel builds.
I have been playing Star Wars: Knights of the Old Republic again. I’m still working on finishing my first build. Well, I created builds long ago when I first got the game, but I never wrote them down. Now I am basically starting from scratch.
I quickly noticed a lot of problems with the build I just threw together quickly to get started playing fast. One of the things I came across was the question of which combat feat is the best to take. Ideally, each one would be about equal, with their own strengths and weaknesses that equate to roughly the same damage. However, I wanted to be sure of this before I made another build. Continue reading