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Star Wars Knights of the Old Republic II: The Sith Lords - Walkthrough
System: Xbox
Shop: Rent This Game · Trade For It · Buy It Cheap · Get The Guide

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    ... Leveling Up                                   :DLVLD:
-------------------------------------------------------------------------------

  Skills......................................................................

    If you can take a large amount of skills, take them all. Here's how I
    prioritize what is important.

      Persuade
      Repair
      Demolitions (stop taking at 10 ranks)
      Security (stop taking at 15 ranks)
      Awareness (used to find mines and in dialogues, stop taking at 15 ranks)
      Computer Use
      Treat Injury
      Stealth (Only take if you're going to be a Sith Assassin later)

      Note: I stop taking Demolitions, etc., because the difficulties of the
            tasks assigned to those skills don't go that high. Because of that
            I find that you can stop taking skill ranks there at these points
            and still recover all mines out there (or opening all Locked
            doors). There will still be the occasional thing that requires
            a higher Security, such as a metal box in the Onderon Vault, so you
            can either go to 20 ranks there, or keep someone else working on
            it.

            This way, when I play Jedi Sentinal, my favorite class, I have to
            take the Class Skill feats to get Repair and Demolitions. Then I
            follow the priority list to put points in that order. However,
            despite being a lower priority, both Computer Use and Treat Injury
            will end out higher than Demolitions/Security/Awareness because
            those stop.

            Also note, if you keep up on all your skills (really only possible
            with an 18 INT) the only particular benefit is when Creating Items,
            but you can do that with anyone. Repair is needed for breaking down
            items, as has been noted before, only the Exile's skill is used
            when breaking down items, regardless of who uses the workbench.

    Skills on your other characters, I almost always just give them their
    class skills. There's no need for all of them to be able to do everything.
    (Except Bao-Dur who can do everything if you get his INT up to 16)

  Feats.......................................................................

    Here's the priority I take on Feats:

    Class Skill (Repair, Demolitions or Security)
    Two Weapon Fighting (and its upgrades)
    Flurry (and its upgrades)
    Toughness (and its upgrades)
    Weapon Feats (Lightsaber)
    Regenerate Force Points (only helps at low levels)

      Note: Even though various characters can become Jedi, it is sometimes
            better to keep them as Ranged weapon specialists. There are some
            really good blasters out there, and the Precise Shot feat tree
            gives good damage bonuses.

    Feats to Skip:

    Armor Feats (the best Force Powers can't be used in armor)
    Weapon Feats (Melee, Ranged)
    Dueling (the bonus isn't that useful, unless you are fighting Unarmed)
    Dual Strike (again, not that useful)
    Regenerate Vitality Points (you regenerate out of combat anyway)

    Combat Feats:

    On the three major combat feat front (Power Attack, Critical Strike, and
    Flurry), the absolute best of these is Flurry. (Replace with the Ranged
    versions if you are using blasters) Why? Because an extra attack is always
    more valuable than some minor extra damage to your existing attacks. This
    is more apparent at the higher levels when a fully upgraded lightsaber gets
    close to doing 100 damage per attack. Let's just say that you do 50 damage,
    however, and have both Master Power Attack and Master Flurry.

      Note: You can get "up to" 50 damage by upgrading fully just after
            Dantooine. That's one of the reasons I go there first, to get
            Lightsaber Crystals.

    This is an abstraction, not an actual damage comparison. This is just to
    demonstrate the differences between Flurry and Power Attack.

                            Flurry vs. Power Attack

      Master Flurry: (1 Lightsaber)      Master Power Attack: (1 Lightsaber)
      =============================      ===================================
      50 damage, hit one                 62 damage, hit one
      50 damage, flurry
      =============================      ===================================
      100 total damage                   62 total damage

      Master Flurry: (2 or Double)       Master Power Attack: (2 or Double)
      =============================      ===================================
      50 damage, hit one                 62 damage, hit one
      50 damage, offhand                 62 damage, offhand
      50 damage, flurry
      =============================      ===================================
      150 total damage                   124 total damage

      Master Flurry, 2 Weapons,          Master Power Attack, 2 Weapons,
      Master Speed                       Master Speed
      =============================      ===================================
      50 damage, hit one                 62 damage, hit one
      50 damage, offhand                 62 damage, offhand
      50 damage, flurry                  62 damage, speed one
      50 damage, speed one               62 damage, speed two
      50 damage, speed two
      =============================      ===================================
      250 total damage                   248 total damage

    You can see that in every situation, Flurry is better than Power Attack,
    even at the Master Level. Master Flurry has an unnamed -1 penalty to hit,
    and Master Power Attack gives you a -3 penalty to hit. So, Flurry is
    better.

      Note: Master Flurry claims in the game to have no penalty, but it still
            has a -1 to attack penalty.

    Critical Strike (and its upgrades) doesn't really strike me as worth it.
    It will increase the "threat range" and give a chance to stun enemies.
    First the stun is only useful at low levels. At high levels, my Master
    Flurry/2 Weapons/Master Speed setup kills almost all enemies in a single
    shot. As for the extra "threat range" it takes your weapon from getting a
    critical hit 10% the time (which is what the 19-20 means in the "Critical
    Threat" line), to 40% (or 50% with a "keen" weapon, upgrade).

    A normal "keen" weapon criticals 20% of the time. In a normal attacking
    situation, with two weapons, using Critical Strike, you will get one 
    critical. If everything hits, you get, essentially a free extra attack from
    the doubled damage. Now, with Master Speed you get 4 attacks, 2 of which 
    should be criticals, giving you 6 "effective hits." Our Master Flurry setup 
    gives you 5 attacks, and with the 20% critical chance, one of these is
    likely to be a critical for, yes, 6 "effective hits." Thus, they are fairly 
    similar in power, but Flurry is guaranteed damage. Critical Strike 
    sometimes does more damage, sometimes does less damage.

      Note: When you use Critical Strike + Keen, you do NOT get 80% criticals.
            When you put them together, their increased threat ranges are
            essentially added together, not multiplied.

            If you double a threat range, you take it from 19-20 to 17-20, if
            you triple it you take it to 15-20, and if you quadruple it you
            take it to 13-20. Remember that you have to count where you start.
            Keen can then take it to 11-20.

            You can check this yourself by going to the Journal screen, press
            (X), then (Y) over to Combat. Scroll up to your last critical to
            see your threat range.

    Critical hits typically do double damage, which is nothing to sneeze at,
    however, "double damage" is actually the same thing as an extra hit. With
    the maximum of four attacks you can get (2 weapons + Master Speed), and the
    maximum of 25% critical hit chance, you will critical hit once in there,
    for exactly the same damage you would have gotten with Flurry. And you take
    a -5 DEF penalty to do that.

    The Shien Lightsaber Style will increase criticals to x3, at which point
    Critical Strike becomes much more worth it.

    Here's how: the following chart is similar to the one above, assume that
    "Master Critical Strike" is using normal lightsabers, as Doublebladed
    doesn't work. Normal Lightsabers have a threat range of 19-20, while
    Doublebladed has 20-20. Then, keen both lightsabers with a Crystal or Lens.
    All of this together gets you a Critical rate of a 11-20, or 50%. Also,
    unlike before since criticals count, they count for both sides. The flurry
    side is also give a Keen weapon(s) and uses Shien at x3 as well, giving
    them a 20% critical rate.

                          Flurry vs. Critical Strike

      Master Flurry: 1 Lightsaber        Master Critical Strike: 1 Lightsaber
      =============================      ======================================
      50 damage, hit one                 50 damage
      50 damage, flurry                   (+50% at x3)
       (+20% at x3)
      =============================      ======================================
      110 average damage                 75 average damage

      Master Flurry: 2 Lightsabers       Master Critical Strike: 2 Lightsabers
      =============================      ======================================
      50 damage, hit one                 50 damage
      50 damage, offhand                 150 damage (at 50%, we get one here)
      50 damage, flurry
       (+20% at x3)
      =============================      ======================================
      190 average damage                 200 average damage

      Master Flurry, 2 Weapons,          Master Critical Strike, 2 Weapons,
      Master Speed                       Master Speed
      =============================      ======================================
      50 damage, hit one                 50 damage, hit one
      50 damage, offhand                 50 damage, offhand
      50 damage, flurry                  150 damage, speed one
      50 damage, speed one               150 damage, speed two
      150 damage, speed two
       (flurry gets one critical)        (at 50% we can assume 2 critical hits)
      =============================      ======================================
      450 average damage                 400 average damage

    All things being equal, Flurry still wins in the end. But as the middle
    chart shows, they are very, very close. It's still just random chance, in
    the end. And remember that if you will never, ever see an all critical
    hit sequence (4 or 5 critical hits in a row), as whatever you're fighting
    will be long dead before that. Even with a 50% chance of criticals, you'll
    still see many times when you don't critical at all in a round.
 
 




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