DISCLAIMER:
The following is based on preliminary information and is extremely tentative. It is very likely that any of this could change during the course of testing.
Much of the information has yet to be verified and is pending testing and/or further information from the devs. I've included this information as yellow text to indicate that it is more of a "placeholder" at this time. Please keep that in mind while reading the following...
JEDI GENERAL INFO:
The goal of the Combat Upgrade is for all profession templates to be balanced now, both in terms of offensive and defensive capabilities. This includes Jedi and, yes, even Bounty Hunter templates.
A full-template Jedi Padawan is balanced to be 1.5 times as powerful as a regular profession combat template.
Unknown how this power relation scales through the FRS at this time.
Profession Roles for Jedi are based on the Disciplines. There are selections for "Jedi Saber", "Jedi Powers", "Jedi Healer", "Jedi Enhancer", and "Jedi Defender" roles.
One of the goals of the CU is to have a player's Advancement Level scale realistically to reflect their actual power ability. Character's will supposedly rate much higher than they do currently, allowing the "band" to be much more flexible now. This means that players should actually con correctly and be able to "pull" missions equivalent to their level.
Jedi are capped at a maximum of 3000-ish Health through the Advancement Level system as well.
The calculation for your maximum Health is determined by your Advancement Level. Jedi should hit the maximum Health much earlier in their progression than a regular character could, considering that they usually also have other regular profession skills during the grind and the arrangement of the Jedi skill boxes.
Jedi and regular experience count towards Advancement Level, Force Sensitive skills do not.
Unknown if PvE bonus damage multipliers will be removed or modified.
Mezzes are not resisted by state defenses.
Jedi abilities will be associated into Cool-Down Groups like normal professions as well.
Jedi Lightsaber specials, Jedi defenses, and Jedi powers still do not work while wearing armor.
Toughness, as it was before, no longer exists in any of the professions, including Jedi. Instead, there is now "Innate Jedi Armor", with +20 gained in the Jedi Initiate box and +50 from Force Defender, for a total possible of +70.
General type skill mods will stack into Jedi skills now, such as Melee Accuracy into Lightsaber-type accuracies and Ranged Accuracy into Force Accuracy.
Speed now scales with a diminishing returns formula. Meaning that the more you get, the less returns you’ll see, but they will always provide some benefits. So Force Speed and Combat Prowess: Melee Speed will still be beneficial even to a Lightsaber Master.
PSG’s only block ranged attacks now. So Lightsabers are not blocked by them, but Force powers will be.
A Knockdown Recovery ability is gained at Jedi Initiate.
Jedi can use Instant Stimpacks now for healing, just like regular professions.
Unknown if Inspiration buffs will increase the amount of Jedi and Force Rank experience earned.
Unknown if Inspiration buffs will work on top of the Force Sensitive Crafting (Assembly?) skills.
No changes were made to the Visibility system.
No changes were made to the experience required for Jedi skill boxes or the caps on the amount that it is earned per kill.
No changes were made to the skill point costs of Jedi skill boxes.
Unknown at this time if Jedi will get the opportunity to re-roll their template.
Unknown at this time if Lightsabers will be converted into the new system.
Unknown at this time if Power Crystals and Krayt Pearls will be converted into the new system.
Unknown at this time how Color Crystals will be converted into the new system.
JEDI LIGHTSABER DISCIPLINE INFO:
Lightsabers now do Energy damage along with a minor bit of Elemental damage.
Elemental damage is dictated by the color of Crystal used in the Lightsaber.
Color Crystals associated damage types:
Red =
Dark Red =
Light Green =
Dark Green =
Blue =
Dark Blue =
Yellow =
Dark Yellow =
Light Purple =
Dark Purple =
Orange =
Brown =
Special...
Lightsabers now drain from both the Force Power pool and the Action/Mind ability pools.
Lightsaber Toughness no longer exists.
A portion of Lightsaber Block has been redistributed to the FRS now, a total of 60 points to be exact, with 25 points total for a Lightsaber Master now.
Lightsaber specials can be used by any Lightsaber type.
Lightsaber specials cannot be used with regular weapons.
Saber Hit is the generic Lightsaber attack (basically the default attack). Saber Strike is an improved version.
Saber Body Hit, Leg Hit, and Head Hit all hit that specific portion on the target’s body, which can be used to tactically hit unarmored areas. There are basic and improved versions of these abilities.
The One-Handed line now has Body Hit and Two-Handed has Head Hit (they’ve switched for some reason).
Saber Swipe is a Dizzy attack. There are basic and improved versions of this ability.
Saber Sweep is a Knockdown attack. There are basic and improved versions of this ability.
Saber Slash is a Bleed attack (DOT). There are basic and improved versions of this ability.
Saber Blind is a Blind attack. There are basic and improved versions of this ability.
Saber Power Attack is a "large damage" attack. There are basic and improved versions of this ability.
Saber Armor Break reduces the effectiveness of a target's armor. There are basic and improved versions of this ability.
Saber Spin Attack is an area attack. There are basic and improved versions of this ability.
Saber Stun Strike is a Stun attack. There are basic and improved versions of this ability.
There are basic, improved, and advanced versions of Saber Throw, the same as before.
Unknown if Improved Saber Throw and Advanced Saber Throw will still knock down a target.
Unknown if Advanced Saber Throw is still a cone area-of-attack.
Unknown if Saber Throw is still considered a melee attack (?).
Saber Dervish (master-level special) will use the animation from the old Flurry 2, Phantom, or Dervish 2 specials depending on which type of Lightsaber is used.
Unknown if the Flurry 1, Frenzy, and Dervish 1 specials and animations are now removed.
Saber Dervish will no longer Dizzy, Stun, and Blind. It is simply a high damaging AOE attack now.
Actually, all Lightsaber specials are more defined now, either they do damage or have a utility purpose.
Melee Accuracy and Melee Speed stack into the respective Lightsaber-type Accuracy and Speed mods.
Lightsaber-type specific accuracy for a tier IV box is now 115. At Novice Lightsaber there is +15 Melee Accuracy and at each LS-type tier IV box there is also +15 Melee Accuracy, for a total of 30, meaning that the combined accuracy at a single LS type’s tier IV box would be 145. If you also had the Combat Prowess: Melee Accuracy FS skill line (+12 Melee Accuracy) the total accuracy would be 157.
Lightsaber-type specific for a Lightsaber Master is now 140. At Novice Lightsaber there is +15 Melee Accuracy and at each LS-type tier IV box there is also +15 Melee Accuracy and at Master there is +15 Melee Accuracy, for a total of 75, meaning that the combined accuracy at the Lightsaber master box would be 215. If you also had the Combat Prowess: Melee Accuracy FS skill line (+12 Melee Accuracy) the total accuracy would be 227.
Lightsaber-type specific speed for a tier IV box is still 75. If you also had the Combat Prowess: Melee Speed FS skill line (+12 Melee Speed) the total speed would be 87.
Lightsaber-type specific speed for a Lightsaber Master is still 100. At Master there is +20 Melee Speed, meaning that the combined speed at the Lightsaber master box would be 120. If you also had the Combat Prowess: Melee Speed FS skill line (+12 Melee Speed) the total speed would be 132.
Lightsaber type and generation certs and schemas still exist in the same locations.