Everything you ever need to know about Itemization and Crafting in TOR

Dssurge from reddit urged us to share this TOR Itemization and Crafting info. The original thread can be found here, and has some additional information in the comments section. Here is a run down of Itemization and Crafting in TOR

Basic stuff:
All characters in TOR use one primary stat of Aim, Cunning, Strength or Willpower.

  • All primary stats give 1% crit for every 140 (at level 50)
  • Aim gives 0.2 ranged damage
  • Strength gives 0.2 melee damage
  • Cunning gives 0.2 tech damage
  • Will power gives 0.2 force damage

Endurance gives 10 HP per point.

Your primary stat will always give either [Ranged + Tech] or [Melee + Force], so a Trooper will get a tech bonus from Cunning, and a Smuggler will get a ranged damage bonus from Aim in addition to the bonuses they already get from their primary stat. This causes Smugglers to do more damage with Weapon attacks, and Troopers will do more damage with Tech attacks (see: explosives) assuming both had the same base value and scaling. Strength and Willpower give both of them nothing but crit.

Secondary stats are:

  • Presence – boots companion health, damage and healing
  • Power – adds melee, force and tech damage
  • Force/Tech Power – Found on weapons, works like Power but does not provide melee/ranged damage
  • Accuracy – Gives +hit and gives armor/spell pen over 100%
  • Crit – gives melee, force and tech crit
  • Surge – increased critical damage
  • Armor – reduces physical and kinetic damage (all Tech and Force powers unless listed otherwise are Kinetic)
  • Defense – increases Parry/Deflect (deflect is just ranged parry)
  • Shield – increases chance to be shielded on attack
  • Absorption – increases the % of damage shaved off shielded attacks
  • Alacrity – Cast/channel Haste
  • Expertise – PvP stat. Increases damage and healing done, reduces damage taken.

Basic Equipment Information:
All character have 9 armor slots, 3 relic slots, 1 mainhand and 1 offhand slot.
9 slots are: Head, Chest, Hands, Waist, Legs, Feet, Wrists, Ear and Implant.
Mainhands Weapons: Lightsabers (single and double), vibroswords and knives, blaster pistols and rifles, sniper rifles, assault cannons, scatterguns (shotguns), and electrostaves. Gauntlets and Training swords are also listed as being in the game, but are insignificant past level 6, or not in the game as far as I can tell.

Offhands: Focus, shields, generators, lightsabers and blaster pistols.

Relics: Relics are poorly implemented currently, but they are just stat-sticks you make by combining matrix shards (which come from Datacrons.) Matrix Shards come in 4 colors, Red, Green, Yellow and Blue. Tri-color combinations (RGB, RGY, BYR and BYG) require level 15 and give a primary state and endurance (stat depends on the combo.) Double-color relics (YYR, BBG, etc.) give more stats, require level 24, and have a secondary stat. Single-color relics (RRR, BBB, etc.) always give your classes primary stat, have 2 secondary stats, and require level 50.

It should be noted, it is currently impossible to make some of the single-color relics as the matrix shards are not implemented correctly. The only 2 you can legitimately make to my knowledge are YYY, and possibly RRR.

Most gear is itemized currently so item types have correct core stats (i.e., no +WILL Heavy Armor.) There are a few exceptions that will be fixed (+CUN Assault Cannons, for example.)

Companions:
They share the core-stat system and all wear armor of a certain type. They do not have relic slots, but have every other slot.

Droid companions have different gear, but share the same gist to itemization. They have a Sensor Unit (Helm), 2 Cores (Chest/Pants), 2 Motors (Gloves/Feet), and 2 Parts (belt/bracers) and they all use +AIM as a stat. They still use Ear and Implant slots, sport regular Blaster-type weapons (pistols or rifles), and use normal off-hands (sheilds or generators.)

How Mods Work:
It should be first stated that not all items have mod slots and cannot be upgraded in any way.

The mod system is like socketting gems in WoW, but they give more stats and generally drop into items that, on their own, have absolutely no stats; not even armor. Armor values are determined by the type of armor (light/med/heavy), and the armor rating stat listed on mods. Damage is the same thing, but with damage modifiers and weapon types (assault cannons do more than blasters, for example.) Your level 10 armor can be your level 50 armor if you can mod it enough to keep it relevant.

Almost all mods have variable quality (not rarity.) They will have minor variations in their name, and will provide different statistical bonuses even though they will have the same level requirements and rarity.

Example: Patron MZ-40y Power Cell.

Patron is a prefix that always gives +CUN +END. y can be a number between 1 and 4 and is the indicator of quality, 4 being the best (having the highest stats.) The range from 1-4 can be fairly significant. This will drive min/maxers completely insane as you cannot craft them (currently.)

Patron MZ-401 might be [+10cun +8end] and Patron MZ-404 might be [+13cun +10end]. You have 21 mod slots that can have this variable quality “feature”, which can result in the difference of hundreds of stat points on high level mods.

Modulators:
Modulators are the only common mod shared between weapons and armor pieces. Modulator slots are found on critical crafted items, and are effectively a “free” slot. Crafted items with static stats can have modulator slots. Modulators are obtained through Underworld Trading crew missions and can have any stat, making critical crafted epics potentially the best items in the game unless high-level epic items spawn with more mod slots or static stats (both of which are expected.)

Armor:
The 6 types of Armor mods: Harness, Underlay, Overlay, Support, Circuitry, and Modulators.

Items are composed of: Harness or Underlay + 1-2 of Overlay/Support/Circuitry + Modulator (crit craft only)

Harnesses (head/leg/chest) and Underlays (everything else) always have armor rating and core stats, and no items have both Harness and Underlay slots. Overlays have core stats, support/circuitry do not.

Optimal armor items are always Harness/Underlay + Overlay (+ Support/Circuitry if 3 mods.) It is actually not worth upgrading if you lose an overlay slot because of how much better core stats are than secondary stats.

Weapons:
Weapons have the potential, unlike armor, to have 5 mod slots and have more mod types.

  • Ranged: Barrel + Power Cell + (Trigger or Scope) + Color Crystal + Modulator (crit craft only)
  • Melee: Power Crystal + Hilt + (Focus Lens or Matrix Emitter) + Color Crystal1 + Modulator (crit craft2 only.)

1 – Vibro weapons do not have color crystals. 2 – you cannot currently craft full lightsabers.

Barrels and Power Crystals control damage rating, Power Cells and Hilts have core stats while Triggers, Scopes, Lenses and Emitters do not. Color Crystals can have core stats (but usually just have endurance), so using vibro weapons is inadvisable.

Crafting Basics:
The general crafting system in TOR is nearly identical to WoW, except to make items you simply open a menu and send a companion to do it instead of running to the required apparatus and crafting it yourself. This is actually really convenient, especially since some crafted items take upwards of 20 minutes to craft, and your idle companions aren’t doing anything anyway. You can generally send all but 1 companion to craft, or on missions, but it’s based on your level, not how many companions you actually have. This means you can only send 4 at level 49 even though you’ll have 6 companions, whereas you can send 5/6 at level 50.

All companions, except for the ship droid who’s sole purpose is a profession bot, have bonuses to 2 professions. +Efficiency reduces the time it takes to complete missions by a percentage and +Critical increases the likelihood of getting a critical craft or acquiring epic gems, metals, fabrics, and polymers from mission-based professions. All bonuses cap out around 5-10, and some are lower (+critical to missions are +2 while crafting is +5, because missions have a 20% crit chance already, and crafting is 5% base.)

Critical crafts do 3 things:

  • Armor/Weapons: Adds a modulator slot
  • Mods: Makes 2
  • Missions: Gives epic quality crafting materials

Reverse Engineering:
RE is TOR’s version of disenchanting. You are only able to RE items similar to ones you can craft, and the item’s overall quality determines what kind of goodies you get from it (you always get crafting materials.) Generally speaking, you should never RE anything you cannot craft as it is unprofitable.

You currently cannot RE mods. I don’t know if you ever will be able to, but I feel it has to be added in order make crafting viable endgame.

The main reason RE exists is to learn how to make better craftable items. When you RE an item that you can craft (which you learn off of trainers or schematics) there is a chance you will learn to make a better version of the same item, both in rarity and power. This is done through a prefix system, that will determine a static property being added to whatever item you RE’d.

Lets say you RE’d a Space Blaster (uncommon) and learned how to make a Commander’s Space Blaster (rare).

“Commander” is a prefix (like WoW’s “of the _____” suffixes) that adds +Presence to the item. If you don’t like the prefix you got, you just RE more Space Blasters until you get something you do want, like “Overloaded” (+power) or “Critical” (+crit rating). I do not have a full list of these, but as far as I can tell, you cannot get a prefix from crafting that gives core stats.

Now that you can make Commander’s Space Blaster, you can now RE that to learn an epic version. This epic version will retain the prefix of the first, but since it’s an epic, will have increased stats by having better base mods.

To summarize:

  • Step 1: Uncommon version. Learned from trainers.
  • Step 2: Rare version. Has improved stats in addition to a prefix for more stats.
  • Step 3: Epic version. Has improved stats in addition to the rare prefix. They will also add another prefix “Advanced”.

You can also crit all of these crafts which will add a Modulator slot (as mentioned earlier.) Critical crafts also have a higher probability, when RE’d, of learning better patterns. Unless you fill the Modulator slot, critical crafts do nothing on their own.

Critting an epic craft leads to an obnoxiously long item name, such as: [Exceptional Advanced Commander’s Space Blaster]

Specific Crafting Information:

All players can have 1 Production, and 2 other crew skills.

Sending your companions on missions is expensive and time consuming, but the only way to actually level the mission-based professions. You can level a tradeskill from 1-400 without using any mission professions as they only exist to facilitate the crafting of rare and epic items. All Mission professions provide companion gifts, and have 1 other unique feature to them in addition to resource gathering.

Production:

  • Force user crew skills: Artifice and Synthweaving – Lightsabers, offhands, STR and WILL armor of all types.
  • Non-Force user skills: Armormech and Armstech – Ranged weapons, AIM and CUN medium and heavy armor.
  • Good for both: Biochem and Cybertech – Consumables, implant and ear slot items, droid parts.

Gathering:

World nodes are the main way of leveling these, but they do have missions which are useful for getting rarer components such as artifact fragments or color crystals for Archaeology. Droid parts are also quite rare from gathering for Slicing.

  • Archaeology – Synthweaving and Artifice
  • Slicing – Cybertech, makes tons of money and gets lots of free items (always take this until 50.)
  • Scavenging – Armstech and Armormech
  • Bioanalysis – Biochem

Missions:

  • Treasure Hunting – Gemstones are used to make Weapons and typeless gear (Armstech, Artifice*, Cybertech)
  • Diplomacy – Fabrics make “Light” armor (Artifice, Synthweaving)
  • Investigation – Research Compounds make “Medium” armor (Synthweaving, Artifice, Armormech)
  • Underworld Trading – Metals make “Heavy” armor (Armormech, Artifice, Synthweaving) Chemicals currently unused, but are for Biochem. Only source of Modulators

* – you cannot currently make full lightsabers, but this should be changed before launch.

All the professions are in a bit of a weird unfinished state right now and needs some TLC before launch, but the overall premise to them is good. Artifice makes a lot of armor items it probably shouldn’t, and Cybertech doesn’t make items it probably should (vibroswords/knives and electrostaves.) Slicing is basically a money fountain. All of these things would be reasonably simple to improve before launch.

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