JEDI FORCE WIELDER DISCIPLINE INFO:
Force Wielder powers are now considered ranged attacks. Unknown if they are now resisted by ranged defenses.
Force Wielder powers now use Force Accuracy and Ranged Accuracy to determine their accuracy.
Force Wielder powers Force Accuracy at a tier IV box is now 45. At each tier IV box there is also +15 Ranged Accuracy meaning that the combined accuracy for a single tier IV box would be 60. If you also had the Combat Prowess: Ranged Accuracy FS skill line (+12 Melee Accuracy) the total accuracy would be 72. However, since there are Force Accuracy modifiers in every box of Force Wielder and Ranged Accuracy in each tier IV box, the more skills you grab in Force Wielder the more accurate you’ll become. For example, two tier IV boxes equals 100 accuracy and three tier IV boxes would equal 140 accuracy. At Master the total accuracy is 215 (or 227 with the FS skills).
Unknown if Force Wielder powers now use Ranged Speed to determine their speed…
Force Wielder powers drain from the Force Power pool only…
Force Wielder powers will do a base Kinetic or Energy damage along with a little bit of Elemental damage (depends on power).
Damage types of Force powers:
Force Hit/Strike =
Force Lightning Single/Cone =
Mind Blast =
Force Throw =
Force Weaken =
Force Choke =
Animal Attack, Animal Scare, Animal Calm, and Jedi Mind Trick are all removed.
Force Hit is the generic Force Wielder attack (basically the default attack). Force Strike is an improved version.
Mind Blast hits a target’s head, which can be used to tactically hit it if it is an unarmored area.
Force Cloak allows a Jedi to become "invisible". The exact details and restrictions of this ability are unknown at this time. Gained at Force Subjugate IV.
Force Breach (master-level ability) will remove the following Force buffs from a target: Force Run, Force Speed, Force Absorb, Force Feedback, Force Armor, Force Shields, Force Resist Bleeding, Force Resist Disease, Force Resists Poison, Force Resist States, Force Aura, Force Valor, and Avoid Incapacitation. Unknown if it will affect regular buffs. Unknown if it will remove all at once from a target or one at a time.
Unknown what defenses/resists exist against Force Breach, or if there are any.
Force Weaken will Debuff and Snare a target. Unknown what the Debuff or Snare effects are at this time.
Force Choke will inflict a DOT with a Snare effect. Unknown what the Snare effect is at this time.
Unknown if the state effects inflicted from Force powers still exist.
JEDI FORCE DEFENDER DISCIPLINE INFO:
Jedi Toughness has been removed. There is now "Innate Jedi Armor" instead.
Unknown how Innate Jedi Armor works at this time, whether it is a direct percentage damage reduction or something else. Also, unknown what damage types/classifications it resists, for example Melee, Ranged, Force Powers, and Lightsabers.
Force Melee Defense and Force Ranged Defense work exactly like the general Melee and Ranged Defenses, except that they won’t function while wearing armor. The related mods will stack together.
Melee Defense type mods make a target harder to hit with melee attacks.
Ranged Defense type mods make a target harder to hit with ranged attacks.
Force Defense makes a target harder to hit with Force abilities.
Jedi State Defense makes a target harder to hit with state affects (ie. Stun, Blind, Dizzy, and Intimidate).
A Master Defender has 70 total Innate Jedi Armor. There is +20 in Jedi Initiate, +10 in Novice Defender, +12 in the Force Melee Defense line (2+2+4+4), +12 in the Force Ranged Defense line (2+2+4+4), and +16 in Master Defender.
A Master Defender has 235 total melee defenses (+95 Melee Defense and +140 Force Melee Defense). With the FS skill, Enhanced Reflexes: Melee Defense, the combined total is 255.
A Master Defender has 215 total ranged defenses (+75 Ranged Defense and +140 Force Ranged Defense). With the FS skill, Enhanced Reflexes: Ranged Defense, the combined total is 235.
A Master Defender has 100 Force Defense (or 80 at Force Defense IV).
A Master Defender has 65 Jedi State Defense (or 50 at Preternatural Defense IV).
Force Defender defenses do not stack with TKA defenses.
Dominate Mind is a taunt ability, and as such is only useful in PvE combat.
Force Aura increases a Jedi’s Melee, Ranged, Force, and State Defenses by a certain amount (only if they have them). Unknown if this only has a Force Cost on initial use or if it also has a drain.
Force Valor allows a Jedi the chance to block, but lowers their offensive capability as well (ie. Lightsaber attacks and Force powers). This ability will have a Force cost on initial use and it will also drain Force as you block attacks.
Avoid Incapacitation still exists and still prevents a Jedi from being incapped when they reach zero Health. However, it will likely have a wind-up and cool-down timer now.
Jedi do not suffer hindrances while using Force Defender abilities.
Unknown if it is possible to stack Force Aura, Force Valor, and/or Avoid Incapacitation.
Unknown if Force Breach will cancel Force Aura, Force Valor, and/or Avoid Incapacitation.
Unknown if 100 Force Defense (master defender) will still equate to 100% to-hit defense against Force attacks.
Unknown if ‘armor break’-type abilities will have any affect on Force Defender defensive mods or abilities.
JEDI FORCE ENHANCER DISCIPLINE INFO:
All of Force Enhancer’s original abilities are still present and are relatively untouched, with the exception of wind-up and cool-down timers being added of course.
Force Enhancers now have several crowd control abilities as well, such as Force Suppression, Force Wave, and Stasis.
Force Wave will snare a target by slowing their movement speed and lowering their resists (unknown which resists). The duration of this effect on the target increases in the higher version. Unknown if striking the effected player or having a DOT “tick” will remove this effect.
Force Suppression will root a target in place by stopping their movement. The duration of this effect on the target increases in the higher version. Unknown if striking the effected player or having a DOT “tick” will remove this effect.
Stasis will root a target in place by stopping their movement as well as restricting any actions by them for the duration (delay). Striking the effected player or having a DOT “tick” will remove this effect.
Force Feedback still reflects just Force damage.
Channel Force will now draw from the Action and Mind ability pools. Unknown if it will also draw from the Health pool as well.
The Master Force Wielder ability, Force Breach, can remove Enhancer Force buffs, such as: Force Run, Force Speed, Force Absorb, Force Feedback, Force Armor, Force Shield, Force Resist Bleeding, Force Resist Disease, Force Resist Poison, and Force Resist States. Unknown if it will remove all at once from an individual or one at a time.
Force Speed will benefit even Lightsaber Masters now since there are no caps in the new diminishing returns speed formula.
Apparently Force Run can now be countered by Force Breach and interrupted by mez abilities (snare, root, etc).
Force Resuscitation will not suffer from the new resurrection sickness penalty (that the resuscitations for Doctors and Combat Medics have).
There are still three versions of Force Run: basic, improved, and advanced.
Unknown if there will still be a damage reduction incurred while using the Improved and Advanced Force Runs.
Unknown if ‘armor break’-type abilities will affect Force Armor/Shield.
Unknown how the mez abilities accuracy is determined or if there are resists to them.