Profession Balances

Revelation contains thousands of profession balances, ranging from small quality of life changes, to fixes of things that never worked and major overhauls.

## Base Professions

### Profession General

* 50% reduced credit cost for Base Profession skill training.
* Reduced Skill Point cost for Base Professions from 15 to 10.

### Artisan

* Lowered the needed skills for repairs
* Reduced Base rate for sampling

### Brawler

* Decreased XP requirement of the Tier 3 and Tier 4 skills reduced 50% [Notes]

### Entertainer

* Player Cantina & Theater Buff Bonus raised from 130 to 150
* Entertainer bonus in NPC Cities (Naboo/Corellia/Tatooine) from 140 to 160
* Entertainer Range from 10 to 15 (people can watch and listen now in theaters too)
* Hard cap for buffs raised from 125 to 160

### Marksman

* Point Black Area 1: Increased cone range from 15 to 30 [Notes]
* +4 Melee/ +4 Ranged Defence to Carbines 4
* Decreased XP requirement of the Tier 3 and Tier 4 skills reduced 50% [Notes]

### Medic

* Skill Mods
	+ Pharm T1-T4 [Notes]
		- Melee Defense +1
		- Ranged Defense +1
	+ Master [Notes]
		- Melee Defense +4
		- Ranged Defense +4
* Abilities [Notes]
	+ Tend wounds and Tend damage are less effective
	+ Quick Heal - causing more BF but heals a lot more / additional mind too [Notes]
* Stimpacks [Notes]
	+ Stimpacks and Ranged Stim packs small amount of mind and BF
	+ BF = heal power/ 75
	+ Mind = heal power / 10 [Notes]
	+ Range on stim packs in increased from 5m to 15m [Notes]
	+ If the Medic is Overt Stimpacks heal more Mind (raised from power / 10 to power / 8)

### Politician

* Mayors can place Jedi Trainer [Notes]
* Cities Requirements set to 3, 5, 10,15, 20 [Notes]
* Buff bonus in Cantinas / Hospitals
* City Halls can hold 500 Items
* Add 2 new City Specs: Both are available on Master Politician
	+ The Health Resort (250k) Combines Entertainer District and Medical Center
	+ Science Center (500k). Combines Sample Rich, Manufacturer and Research Center.
* Add improved Job Market to Stronghold Spec
* Add Cloning Center to Stronghold spec
* Lowered Xp Costs:
	+ Entertainer District
	+ Improve Job Market
	+ Research Center
	+ Clone Lab
	+ Sample Rich
* Raised Decorations Per Rank from 10 to 15
* Player City Guards

### Scout

* Reduced Skillpoints Trapping (1,2,3,4) [Notes]
* Reduced Skillpoints Camping (1,2,3,4) [Notes]
	+ Raise Trap Damage, depending on the Trapping Skill
	+ Add Trapping CA

## Crafting

### Merchant

* Merchant shops in major cities (Coronet / Theed / Mos Eisley)
* Must have "Place Merchant Tent" skill in order to claim a house.
* Reduced Skill point costs

## Melee

### Pikeman

* Polearm Stun 2 does now additional posture change.
* Polearm Hit 3: Removed posture change but increased damage
* Polearm Hit 2: does now an additional blind
* Added polearm toughness 5 to master
* Raised Bleeding damage from Action Hit 1 and 2
* Raised Damage for Leg Hit 3 and Spin Attack 2 Skills
* Polearm area attacks have increased damage

### Teras Kasi Artist

* Advanced Balance 2: Unarmed Toughness reduced from 15 to 9 points

## Ranged

### Bounty Hunter

* Abilities
	+ sprayshot: Raise state effect chance dizzy:60->75 stun: 30->70, accuracy bonus +15 [Notes]
	+ Fast Blast hits all Pools,DMG Multiplier is reduced from 4.15 to 3.65 [Notes]
* Skill Mods
	+ Lightning Canon 1-4: +5 Melee Defense [Notes]
	+ BH Pistols 1-4: +5 Ranged Defense
	+ Master: Melee Defense +15, Ranged Defense +10, LLC Acc +20, Rifle Acc +15, Pistol Acc +15, Carbine Acc +15, Melee Dmg Mitigation 2
	+ Novice: Melee Dmg Mitigation 1
	+ GCW Skill Block Break
		- Add blockBreak to BH: Master Box 2 points, Support 2-4 each 1 Point

### Carbineer

* Misc
	+ Carbine Skills have now a better Damage, Cone Area and Stats [Notes]
* Skills
	+ fullAutoArea1: Raise stateEffectChance 30->45 , dmgMultiplier raised from 1.5 to 1.75, raised coneAngle from 30 to 40 [Notes]
	+ fullAutoArea2: Raise stateEffectChance 30->50/55 , dmgMultiplier raised from 2.0 to 2.5, raised coneAngle from 30 to 40
	+ fullAutoSingle1: Raise stateEffectChance 30->50 , dmgMultiplier raised from 2.0 to 2.75
	+ fullAutoSingle2: Raise stateEffectChance 30->60/75 , dmgMultiplier raised from 3.5 to 3.75
	+ LegShot 1: dmgMultiplier raised from 1 to 1.75
	+ LegShot 2: dmgMultiplier raised from 2 to 2.5
	+ LegShot 3: dmgMultiplier raised from 2 to 3.0
	+ wildshot 1: dmgMultiplier raised from 2.25 to 2.5, add coneattack, raised coneAngle from 0 to 20, Raise stateEffectChance 50->65
	+ wildshot 2: Raise stateEffectChance 50->75
* Skill Mods
	+ Added+14 Melee / +10 Ranged defence to Master
	+ Added Melee Damage Mitigation 1 to Master
	+ Added +20 Blind/Dizzy/Stun/Knock down defence to Master
	+ Added +10 Melee defence to Special Abilities 4
	+ Added +6 Melee defence to Special Abilities 3
	+ Added +6 Melee defence to Special Abilities 2
	+ Added +4 Ranged defence to Marksmanship 2
	+ Added +6 Ranged defence to Marksmanship 3
	+ Added +8 Ranged defence to Marksmanship 4
	+ Added +10 Blind Defence to Tactics 1
	+ Added +10 Stun Defence to Tactics 2
	+ Added +10 Knock-down Defence Tactics 3
	+ Added +10 Dizzy Defence to Tactics 4
	+ scatter shot 1 pve Bonus \* 1,25 [Notes]
	+ scatter shot 2 pve Bonus \* 1,5

### Commando

* Weapons
	+ Lootable Heavy Weapons Speed & Accuracy CA/AAs [Notes]
	+ Increase damage on Flamethrower, Rocket Launcher, Heavy Acid Beam, Heavy Particle Beam, Heavy Lightning Beam, Grenades & Mines.
	+ Heavy Weapon Range raised from 16 to 24 m [Notes]
	+ All Grenades PVE Bonus \*1.5 [Notes]
* Skill Mods
	+ Added Melee Damage Mitigation 2 to Master Box [Notes]
	+ Added Melee Damage Mitigation 1 to Field Tactics 1
	+ Added Melee Defense + 5 to Field Tactics 3
	+ Added Melee Defense + 5 to Field Tactics 3
	+ Added Knockdown Defense + 5 to Field Tactics 2
	+ Added Knockdown Defense + 5 to Master Box
	+ Added Throw Weapon Accuracy +10 to Master Box
	+ Added Acid Rifle Speed +5 to Master Box
	+ Added Flamethrower Speed +5 to Master Box
	+ Heavy rocket launcher speed +20 and Heavy particle beam accuracy +10, in Tier 1
* Block break against Special Heavy Weapons (Flamethrower) is now random (15) +5 [Notes]

### Pistoleer

* Raised Bleeding damage from Health Shot 1 and 2
* All Pistol Skills have +30 % PVE Damage [Notes]

### Smuggler

* Skill Mods
	+ Misc
		- Added 10 Points Creature Knowledge total to various skills. [Notes]
		- Additional Thrown Weapon Accuracy / Speed
	+ Novice
		- Tame Level +2
		- Unarmed damage 5, Unarmed Accuracy 5, Unarmed Center of Being 5 [Notes]
	+ Connections 1: defense vs Dizzy 15
	+ Connections 2: defense vs Blind 15
	+ Connections 3: defense vs knockdown 15
	+ Connections 4: defense vs Stun 15
	+ Slicing 1:Pistol Accuracy 5
	+ Slicing 2: Pistol Accuracy 5
	+ Slicing 3: Pistol Accuracy 5
	+ Slicing 4: Pistol Accuracy 5
	+ Dirty Fighting 1: melee defense 3, ranged defense 3
	+ Dirty Fighting 2: melee defense 4, ranged defense 4
	+ Dirty Fighting 3: melee defense 5, ranged defense 5
	+ Dirty Fighting 4: melee defense 8, ranged defense 8
	+ Spice 1: Max pet level 2
	+ Spice 2: Tame Level +2 [Notes]
	+ Spice 3: Max pet level 2
	+ Spice 4: Tame Level +2 [Notes]
	+ Master
		- Unarmed speed 5
		- Unarmed damage 5
		- Unarmed Accuracy 5
		- Unarmed Center of Being 5
		- Ranged Damage mitigation 2
		- Melee Damage mitigation 2
		- Pistol Accuracy 5
		- Pistol Aiming 5
		- Pistol Speed 5
		- Dodge 2
		- Max level pets 4
* Abilities
	+ Master Smuggler
		- Drag Incap
* Certifications
	+ Cryban Grenades
	+ Glob Grenades
* Spices Revamped *(D = Duration, H = Health S = Strength, St = Stamina, A = Action etc.)*
	+ Sweetblossum - H:750, S:450, C:450, D:200
	+ Yarrock - M:300, F:300, W:300, D:1200
	+ Pyrepenol - A:750, St:450, Q:450, D:300
	+ Sedative h4B - H:1250, A:1250, M:1250 D:180
	+ Zyopolene Droid - W:1250, D:180
	+ Crash and Burn - A:300, St:300, Q:300, D:1200
	+ Gunjack - H:300, S:300, C:300, D:1200
	+ Thrusterhead - M:750, F:450, W:450, D:300
	+ Booster Blue - H:200, S:200, C:200, A:200, St:200, Q:200, D:600

## Scout

### Bio-Engineer

* Crafting Changes
* Reduced Skillpoints Novice / 6 , Tier 1/ 4, Tier 2/ 3, Tier 3/ 2, Tier 4 /1, Master / 1
* DNA Changes
	+ Raised Min Values on DNA Templates [Notes]
	+ Generic DNA can now be experimented to higher values

### Creature Handler

* Pet Stimpacks heal for more damage. [Notes]
* Pet Stimpacks heal some battle fatigue
* Skill Mods:
	+ Creature Healing 1-4 +4 ranged defense [Notes]
	+ Creature Management 1-4: +4 melee defense [Notes]
	+ Master: Stored Pets +2, Melee Damage Mitigation 1, Ranged Damage Mitigation 1, Melee Defense +5, Ranged Defense +10, Tame Level Raised from 10 to 15 [Notes]
	+ Added total of 40 Points Creature Knowledge total to various skills [Notes]
* Pets
	+ Banthas have now a more HAM and 15% Armor
	+ Razor Cats have 20% Armor and higher Damage
	+ Rancors have higher Stats
* Abilities
	+ Embolden Pet
		- Raise duration to 4 min
		- Raise Buff from 15% to 50%
	+ Enrage pets
		- Raise duration from 1 min to 2 min
		- Dmg Bonus Raised from 15% to 30%

### Ranger

* Reduced Skill point costs
* Camps: [Notes]
	+ Require More Resources
	+ Additional Crafting Stations
	+ Additional Mission Terminals
	+ Larger Camp Radius
	+ Higher buff values for Scout/Ranger Camps: (Note: a hospital/cantina has 150 points) [Notes]
		- scout\_camp\_s0: private\_medical\_rating 60 => 70
		- scout\_camp\_s1: private\_medical\_rating 65 => 80
		- scout\_camp\_s2: private\_medical\_rating 70 => 90
		- scout\_camp\_s3: private\_medical\_rating 80 => 110, private\_buff\_mind 100 => 110
		- scout\_camp\_s4: private\_medical\_rating 90 => 135, private\_buff\_mind 100 => 135
		- scout\_camp\_s5: private\_medical\_rating 90 => 145, private\_buff\_mind 100 => 145
* Harvesting
	+ Creatures give more resources from harvesting [Notes]
	+ Endor:
		- Lantern Birds on Endor drop avian meat
	+ Lok:
		- Kreetles spawn on Lok and drop Insect Meat
		- All monsters on Lok drop more milk, hide, meat and bones
* Fishing
	+ Increased fish from filet and fish sizes. [Notes]
* Traps: [Notes]
	+ Do more damage
	+ Crafting requires more resources
	+ Range increased
* Skill Mods
	+ Camping 1-4: Tame Level +2 [Notes]
	+ Master: Tame Level +4 [Notes]
	+ Tracking 1-4 raised melee defense from 2 to 4, add knockdown\_defense=4 [Notes]
	+ Trapping 1-4: +2 melee defense per skill
	+ Exploration T1-T4: added ranged defense 4
	+ Master added: Knockdown Defense +5, Dizzy Defense +15, Melee Damage Mitigation +1 and Ranged Damage Mitigation 1
* Abilities:
	+ Conceal duration is now much longer

### Squad Leader

* Tactics 1-4: +5 Ranged Defense [Notes]
* Mobility 1-4: +5 Melee Defense
* Master: Melee Defense, Ranged DMG Mitigation 2, Defense Dizzy +15, Defense Knockdown +15
* Formup Timers reduced
* Boostmorale heals additional 75 force and 200 mind

## Medic

### Combat Medic

* Abilities
	+ Mind Heal BF and Wounds reduced
	+ MindHeal - Increased amount of mind healed [Notes]
* Skill Mods
	+ Support T1-T4:
		- Knockdown Defense +4
		- Dizzy Defense +4
		- Melee Defense +2
		- Ranged Defense +2
	+ Master:
		- Knockdown Defense +5
		- Dizzy Defense +5
		- Melee Defense +5
		- Ranged Defense +5
* Diseases
	+ You can no longer apply Disease on Creatures if they already have 20% wounds of their max ham [Notes]
* Crafting
	+ Action and Health Poison Packs require more resources
	+ Health and Action Poison can receive more experimentation

### Doctor

* Raised buff values for Player guild halls: [Notes]
	+ private\_medical\_rating 100 => 125
* Reduced time to apply Buffs [Notes]
* Melee Mitigation 1 at Master Doctor
* Disease Enhancement are raised in the duration (crafting) [Notes]
* Poison Enhancement are raised in the duration (crafting)
* Doctor Buffs can be applied at any location. Droids, Houses, Cities gives Bonus. [Notes]
* Reduced Doctor Buffs for Secondary Stats Str, Con, Stam, Qui

## Entertainer

### General

* Player have same buff values as cantinas [Notes]
* Raised buff values for Player guild halls:
	+ private\_buff\_mind 100 => 125
* Buff Duration raised to 2:50 [Notes]

## Jedi

### Jedi General

* Unlockable via Czerka Outpost questline.
* Lootable Jedi CA's [Notes]
* New Visibility Calculations [Notes]
* All Jedi skills require a Lightsaber to be equipped.
* Jedi Robes Decay [Notes]
* Saber Block / Dodge:
	+ On a successful block, Jedi may take up to 10% of blocked damage. [Notes]
	+ Damage received after a successful block is reduced 10% *(Patch notes are slightly cryptic, not sure if previous change was removed or not?)*
* Holocrons Restore Force (2 hour cooldown) [Notes]
* Decreased Novice XP Requirements from 20k to 15k [Notes]
* Decreased T1 XP Requirements for T1 Skills from 200k to 100k
* Lightsaber & Force attacks do 7% extra PvP damage [Notes]

### Force Defense

* Master Defender Box now has a taunt skill
* Skill Mods
	+ Force Melee Defense 1-4: +1 Jedi Toughness [Notes]
	+ 4xxx: +Melee Mitigation 1 [Notes]
	+ x4xx: +Ranged Mitigation 1
	+ Force Defense 2-4: +1 Jedi Toughness
	+ xxx2: Jedi State Defence from 5 to 6 points
	+ xxx3: Jedi State Defence from 10 to 12 points
	+ xxx4: Jedi State Defence from 15 to 17 points.
	+ Master:
		- Ranged & Melee Mitigation 2
		- Jedi Toughness from 8 to 12 points
		- Melee Defence from 25 to 30
		- Jedi State Defence from 15 to 20
* FC of Avoid Incap are dependent on BF [Notes]
* Avoid Incap gives 100 BF

### Force Enhancement

* Added new skill mod Enhancer Knowledge [Notes]
* Force Resist {Disease, Poison, Bleeding, States} will now be increased by enhancer knowledge. Modifier calculations: 1.0 + (enhancer\_knowledge / 150)
* Increase Force Meditate effectiveness based on enhancer knowledge: Modifier calculations: 1.0 + (enhancer\_knowledge / 100)
* Reduce Force Armor {1, 2} costs based on enhancer knowledge: Modifier calculations: 1.0 - (enhancer\_knowledge / 150)
* Raised value for Transfer Force to 300 [Notes]
* Changed force meditate modifier from 3 to 5
* Lowered cost of Force Armor [Notes]

### Force Healing

* Added new skill mod Skill Healer Knowledge [Notes]
* Jedi heals will be faster depending on amount of boxes spent in healing trees based on the Healing Knowledge skill: Speed modifier calculation: 1.0 - ( jedi\_healing\_knowledge / 115)
* Jedi Stop Bleeding value raised from 90 to 150
* Jedi Stop Bleeding can be used on self
* Heal BF can be used on targets
* Moved wound heals before damage heals
* Jedi Heals depend on target's Battle Fatigue [Notes]
* +4 Jedi Toughness to Healer Master
* +2 Ranged & Melee defense for each box in debuff tier

### Force Powers

* Force Powers on Non Players: Dmg \* 2.5
* Force Lightning
	+ Force Lightning1Cone : swgemu: dmg 400, fc 125, speed 4 -> rev mindmg 700 max - dmg 1000, fc 100, speed 3.5
	+ Force Lightning2Cone : swgemu: dmg 800, fc 250, speed 4 -> rev mindmg 1000 max - dmg 1800, fc 175, speed 4.0
	+ ForceLigthningSingle1: swgemu: dmg 750, fc 75, speed 4.0 -> rev mindmg 800 maxdmg 1250, speed 3.5, fc 75
	+ ForceLigthningSingle2: swgemu: dmg 1500, fc 150, speed 4.0 -> rev mindmg 1500 maxdmg 2000, speed 3.5, fc 125
* Force Choke raised Damage min 400, max 600, lower fc to 300
* Force intimidate1: FC from 300 -> 200
* Force intimidate2: FC from 500 -> 350
* Force Weaken1: Debuffs Enemy for -600 instead of -300
* Force Weaken2: Debuffs Enemy for -1000 instead of -600
* Force Weaken vs NonPlayer Debuffs \* 3.0 higher
* +4 Jedi Toughness to Powers Master [Notes]
* +2 Ranged & Melee defense for each box in debuff tier
* Force Throw applies Blind
* Mind Blast time reduced to 2.5 from 3.5 seconds

### Lightsaber

* Master: Melee Dmg Mitigation 1 [Notes]
* Master: Ranged Dmg Mitigation 1
* Block Break: All Attacks have now a additional chance to ignore the Block common weapons 0-7%, heavy weapons/Mines 0-10%, Flamethrower 0-14% (it is every hit a random roll how high the chance is and a second roll checks if the chance is hit.
* Saber Throw:
	+ Saber Throw 1 pve Bonus \* 1,20
	+ Saber Throw 2 pve Bonus \* 1,30
	+ Saber Throw 3 pve Bonus \* 1,50
* Saber2h Sweep is an Area Attack with small range [Notes]