BioWare Responds to Questions on the latest Developer Blog

A few days ago, BioWare posted a blog update by Senior Designer on Star Wars: The Old Republic Austin Peckenpaugh. The blog post was mainly about class changes and balance in the comming major update: patch 1.4. With that, the forums went crazy with questions for BioWare and so far the mods have been good with a few examples on how the new system will work in the future.

Read our copy/paste below, or check out the full thread on the official forum.

Allison Berryman

Consider the following examples under the new system:

ex. A: Player A stuns the target for 4 seconds. 1 second after the stun is applied, player B stuns the same target for 4 seconds. The target is controlled for a total duration of 5 seconds.
  • Player A stuns the enemy for 4 seconds | effective control duration = 4 seconds | enemy gains 800 Resolve
  • 1 second later, player B stuns the same enemy for 4 seconds | effective control duration = existing 4s + new 1s = 5 seconds | enemy gains 200 Resolve
  • Enemy gains a total of 1000 Resolve for being controlled for 5 seconds
  • Resolve gain rate = 200 per second of stun

ex B: Player A stuns the target for 4 seconds. 4 seconds after the stun is applied, player B stuns the same target for 4 seconds. The target is controlled for a total duration of 8 seconds.
  • Player A stuns the enemy for 4 seconds | effective control duration = 4 seconds | enemy gains 800 Resolve
  • 4 seconds later, player B stuns the same enemy for 4 seconds | effective control duration = existing 4s + new 4s = 8 seconds | enemy gains 800 Resolve
  • Enemy gains a total of 1600 Resolve for being controlled for 8 seconds
  • Resolve gain rate = 200 per second of stun


Consider those same examples under the old system:

ex A: Player A stuns the target for 4 seconds. 1 second after the stun is applied, player B stuns the same target for 4 seconds. The target is controlled for a total duration of 5 seconds.
  • Player A stuns the enemy for 4 seconds | effective control duration = 4 seconds | enemy gains 800 Resolve
  • 1 second later, player B stuns the same enemy for 4 seconds | effective control duration = existing 4s + new 1s = 5 seconds | enemy gains 800 Resolve
  • Enemy gains a total of 1600 Resolve for being controlled for 5 seconds
  • Resolve gain rate = 320 per second of stun

ex. B: Player A stuns the target for 4 seconds. 4 seconds after the stun is applied, player B stuns the same target for 4 seconds. The target is controlled for a total duration of 8 seconds.
  • Player A stuns the enemy for 4 seconds | effective control duration = 4 seconds | enemy gains 800 Resolve
  • 4 seconds later, player B stuns the same enemy for 4 seconds | effective control duration = existing 4s + new 4s = 8 seconds | enemy gains 800 Resolve
  • Enemy gains a total of 1600 Resolve for being controlled for 8 seconds
  • Resolve gain rate = 200 per second of stun


The only difference here is that the enemy is never treated to undue Resolve gains. Resolve gain always matches the amount of absolute control time. Two coordinated players can control a target as long as ever, but no longer than ever before.