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Awakeninfinity
2018-03-19, 09:47 AM
As the title; I was wondering what the optimization floor was in this game. I understand the basic mechanics (I've been playing off and on again since 2009) of the game but for some reason I don't seem to get the optimization part down as my characters seem to get killed every game. Except my first character; but the GM was going easy on me. I can post my current character if someone needs me to.

Edit: What I meant to say was what kind of capabilities are considered good and and what are bad... Sorry I meant to clarify myself but accidently erased it.

emeraldstreak
2018-03-19, 10:26 AM
As the title; I was wondering what the optimization floor was in this game.

High.

10 chars

Sparx MacGyver
2018-03-19, 08:22 PM
There is a high amount of optimization for this system. It really comes down to two things. How optimized do you wanna be, and what are you looking to be?

Awakeninfinity
2018-03-20, 08:00 AM
I have a character for a KotOR game; here

Female Cathar Sct 1/Jedi 3/ Sol 3/ JK 2

Hp:120
Fort: 30 Ref: 30 Will: 25 Threshold: 30

STR 14 INT 12
DEX 22 WIS 18
CON 18 CHA 17

Lightsaber +16 (2d8+23)
Czerka Adventurer +14 (2d10+4)
Heavy Blaster +16 (3d8+9)

Armor: Attuned Medium Jedi Armor +3 (+7) Armor bonus; +5 Fort; +6 Max Dex (EVA 10 hours)

Talents: Armor Attunement; Armored Defense; Improved Armored Defense; Lightsaber Deflection (x2); Ataru

Feats: WP: Simple; pistols; Rifles;
Shake it off;
Force Sensitivity;
Force Training;
Force Training;
Skill Focus: Use the Force

Bonus Feats: WP: Lightsaber;
AP: Light;
Weapon Finesse;
AP: Medium (house ruled as a Soldier bonus feat by GM)

Skills: Endurance+ 13;Knowledge (Bureaucracy) +10; Stealth+20 ( +5 equipment bonus); Use the Force+ 17; unremembered skill+?

Force Techniques : Improved Cloak

Force Suite:
Move Object
Negate Energy
Saber Swarm
Battlestrike
Makashi Riposte x2
Shien Deflection
Cloak
Intercept
I have one more power that I can't think off-hand




I am intending to go into Niman and then quickly grab DWM 1,2, and 3 utilizing 2 Bonus Feats(Jedi 4 and Soldier 4; 3rd will be my Twelfth level feat) for Jar-kai. I was hoping to then grab Shoto Master from Jedi Academy Training manual to practically have a +6 deflection bonus every round except on my turn. But I also want to go into Jedi Shadow and be able to use Dark Rage without it giving me Dark side points. I realized with my last character that there was little point in having both block and deflect and wear armor so I don't think I will do both in the future.

The optimization level is very high.

emeraldstreak
2018-03-20, 04:37 PM
Edit: What I meant to say was what kind of capabilities are considered good and and what are bad... Sorry I meant to clarify myself but accidently erased it.

Presuming 1) Old Republic means more melee opponents 2) your table is optimized, there are several things to look for. Optimizing for high attack/defenses/damage/UtF is good, however truly optimized builds can do that and bring more in form of a synergy defining the build. Builds can roughly be divided in two, level 1-12, and level 13-20 where synergies get really advanced.

Veering off-topic for a moment, whether you use Destiny Points and the Force Unleashed has some influence on choices.

Another thing that you've probably noticed already, making your opponents (or preventing on your allies) flat-footed is a staple of optimized combat. That also ties in the balance between Reflex and Block.

Back to builds, here's a level 10 build originally created as a mini-boss, but open for any frontliner that will be targeted in melee (lvl 10 stats below, sorry for the gap):

https://i.imgur.com/ccdqIWY.png


What this build does is to combine Counterpunch, AoO boosters, and Halt in order to shutdown melee opponents. A singular, straightforward synergy.

Going back to your character it appears mostly focused on "statistical" optimization. Be mindful of the need to hold your lightsaber two-handed to gain the most of Ataru, and one-handed to gain the most of certain defensive effects. You have 11 more levels to incorporate "tactical" synergies. The latter can be in conjunction with other members of your team.

Awakeninfinity
2018-03-20, 09:26 PM
Presuming 1) Old Republic means more melee opponents 2) your table is optimized, 1) Ironically; I haven't fought even one melee yet. Despite it being about 3760 BBY
2) I haven't looked at their sheets but I would probably bet that they are built in a manner of optimization similar to mine.


Veering off-topic for a moment, whether you use Destiny Points and the Force Unleashed has some influence on choices.
We do use Destiny points; but what about Force Unleashed? Are you talking about Unleashed abilities?


Another thing that you've probably noticed already, making your opponents (or preventing on your allies) flat-footed is a staple of optimized combat. That also ties in the balance between Reflex and Block

I noticed that I was starting to play a zero sum game with my GM; so I started on focusing on some sort of advantage I could easily leverage as needed. And you mean how Reflex+1 is effectively your minimum Block/Deflect DC; right?


Going back to your character it appears mostly focused on "statistical" optimization. Be mindful of the need to hold your lightsaber two-handed to gain the most of Ataru, and one-handed to gain the most of certain defensive effects. You have 11 more levels to incorporate "tactical" synergies. The latter can be in conjunction with other members of your team.
Looking at my character could you recommend one or two potential tactical synergies I could pull off in the future? I can only look at the books about an hour before we start playing.

emeraldstreak
2018-03-21, 05:07 AM
If opponents are given Destiny Points, that raises the value of talents like Fortification. Force Unleashed had an even better Dark Rage version, might influence whether you go for Rage or not.

You know your campaign/DM better than I do. I'm shocked an Old Republic game hasn't seen melee combat for ten levels, but its your game, not my game. So look for synergy that will work in your situation.

There's some optimization in regard to armors/weapons. Look up these Mandalorian builds (http://www.giantitp.com/forums/showsinglepost.php?p=22814318&postcount=6).

As for Deflect/Block, their main issue is you can't use them when flatfooted.

Awakeninfinity
2018-03-21, 11:31 AM
If opponents are given Destiny Points, that raises the value of talents like Fortification
He rolls a lot of 20's so they might as well have Destiny points.



I'm shocked an Old Republic game hasn't seen melee combat for ten levels
I'm more confused about it; myself. My GM seems to expect me to charge in with my lightsaber when they can be two or more rounds away when the start auto-firing (even with SR 20 they still manage to crit me about once a round and drop my shield a level- so I don't see why he'd expect to charge to my death)



There's some optimization in regard to armors/weapons. Look up these Mandalorian builds (http://www.giantitp.com/forums/showsinglepost.php?p=22814318&postcount=6).

I checked the adjacent links; umm I have a question: do you still GM SWSE?

emeraldstreak
2018-03-21, 05:42 PM
Not anymore.

Awakeninfinity
2018-03-21, 09:56 PM
Not anymore. That's too bad, those were very descriptive examples; I felt like I was in a battle of the Mandolorian Wars. I especially liked the Light Phalanx build; how would it develop from that point?

emeraldstreak
2018-03-27, 04:37 PM
I especially liked the Light Phalanx build; how would it develop from that point?

Mostly by becoming stealthy (improved stealth, hidden movement, total concealment), giving them a slight "Predator" spookiness. Also, they had the feats to carry actual heavy weapons instead of autofire-capable rifles. Meanwhile, the low-level version worked with 2x2 shotguns too.

Higher level Mandalorians had "specialists" not seen before, like the Heavy Vanguard who were specialized in destroying Republic war machines (of which the Republic fielded many), and deadly Snipers. Here's the sniper build:

https://i.imgur.com/i3UQy6E.png

PS. "stealth boy" = stealth field generator

Summary: this build is accurate (desperate gambit if need be), damaging, and can inflict multiple steps down the condition track. It's also stealthy, mobile, and outranges most threats.