There is a great post in the Uprising Subreddit that gives you all the info you need to know about gear types and stats. It has since been added to the game guides section so you can find it along with other great tools to help you in Star Wars: Uprising.
Here is an overview:
All the gear in the game has 3 primary stats, and 0 to 3 secondary stats. All of those stats can belong to one of 3 main categories: Offensive, Defensive and Utility. Please note that only Offensive and Defensive stats matter for PR, while Utility has more intangible advantages.
At the moment precise correlation between the stats in the PR formula is unknown; it is clear that there’s no simple arithmetic addition or even multiplication, there’s more behind the curtain, but at least it’s clear that the addition of more stat usually gives more PR than comparison tooltips suggest and dependant on your other gear or stats (+Melee Damage gives much more PR if you’re wielding a melee weapon than when you have a rifle).
Note: for the purposes of this guide, only the category of the gear is taken, even if it’s called differently. As such, a Vibro-Ax is the same as Assault Blade (has the same stats), and a Bowcaster is the same as Assault Rifle, even though there are no “Blade” or “Rifle” in the names.
OVERVIEW
All the gear in the game has 3 primary stats, and 0 to 3 secondary stats. All of those stats can belong to one of 3 main categories: Offensive, Defensive and Utility. Please note that only Offensive and Defensive stats matter for PR, while Utility has more intangible advantages.
At the moment precise correlation between the stats in the PR formula is unknown; it is clear that there’s no simple arithmetic addition or even multiplication, there’s more behind the curtain, but at least it’s clear that the addition of more stat usually gives more PR than comparison tooltips suggest and dependant on your other gear or stats (+Melee Damage gives much more PR if you’re wielding a melee weapon than when you have a rifle).
Note: for the purposes of this guide, only the category of the gear is taken, even if it’s called differently. As such, a Vibro-Ax is the same as Assault Blade (has the same stats), and a Bowcaster is the same as Assault Rifle, even though there are no “Blade” or “Rifle” in the names.
PRIMARY STATS
Two of the primary stats – Base Damage and Base Health – are simply a function of your character level and cannot be improved by gear, only by temporary effects (buffs & debuffs).
There are 3 primary stats that can be found on gear – Attack Rating, Armor Rating and Utility Rating. Attack Rating increases your damage, Armor Rating decreases damage received, Utility Rating increases energy regeneration and may influence Move speed (and probably Healing received, in the future, when healing skills are introduced).
All the gear in the game has all 3 of them, but in different proportion. For a given level, all the items have the same total primary stats, but spread out between the 3 types differently. For example, maxed out 4★ Items all have a total of 2000 in primary stats, but the distribution between stats depends on the type, which influences PR differently (Utility is ignored for PR). You can see the total of Primary Stats on maxed-out gear per star level in this table:
PRIMARY STATS | 1★ | 2★ | 3★ | 4★ | 5★ | 6★ | 7★ |
---|---|---|---|---|---|---|---|
Weapon Stats Total | 550 | 900 | 1,430 | 2,120 | 3,733 | 7,880 | 12,312 |
Armor Stats Total | 500 | 850 | 1,400 | 2,000 | 3,660 | 8,000 | 12,500 |
Unlike in other games, the stat total is independent of the slot – a backpack has the same stat total as the chest, all other being equal. Update 1.1: Most weapons received an overhaul and are now different from armor pieces. For 1-5★ the totals for weapons are a bit higher, for 6-7★ they are a little lower. This is a part of initiative to change the Utility in the formula. |
All the gear of the same type has the same primary stat proportion, leveling up and upgrading just increases the total by a percentage (~1.8%-2.0% per upgrade level), keeping the proportion.
Below is the table of the Primary Stat distribution, split by the source planet. The percentages are “Attack% Armor% Utility%”:
WEAPONS | Blade | Pistol/Rifle |
---|---|---|
Burnin Konn | Parry | Repeating |
Defensive | 44% 38% 18% | 45% 33% 22% |
Mataou | Assault | Assault |
Offensive | 59% 22% 20% | 61% 15% 24% |
Hoth/Bespin | Retraction/Survival | Carbine/Scout |
Utility | 47% 24% 29% | 48% 18% 33% |
Anoat | Duelist | Target |
Balanced | 49% 27% 24% | 51% 21% 28% |
Update 1.1: Now all Ranged weapons follow approximately the same stat distribution. |
The type of weapon also follows the pattern of the armor associated with the planet: Parry/Repeating weapons from Burnin Konn have more Armor, as does the Bodyguard set from same planet. Update 1.1: Rifles were brought in line with pistols. Assault weapons are still the weapon of choice for maximum Attack, but their absolute superiority in PR is gone.
ARMOR | Planet | Head | Chest | Legs | Hands | Back |
---|---|---|---|---|---|---|
Bodyguard | Burnin Konn | 25% 39% 37% | 25% 53% 23% | 25% 46% 30% | 39% 35% 27% | 32% 18% 51% |
Enforcer | Mataou | 29% 39% 33% | 29% 53% 19% | 29% 46% 26% | 43% 35% 22% | 36% 18% 47% |
Smuggler | Hoth | 23% 34% 43% | 23% 48% 29% | 23% 41% 36% | 37% 31% 32% | 30% 13% 57% |
Guerilla | Anoat | 26% 34% 40% | 26% 48% 26% | 26% 41% 33% | 40% 31% 29% | 33% 13% 54% |
Trooper | – | 28% 42% 31% | 28% 56% 17% | 28% 48% 24% | 42% 38% 20% | 35% 20% 45% |
With armor there is difference in the stat distribution between the different slots, with Backpacks being more Utility-heavy, and Hands with more Attack. Use this when choosing which item to upgrade first. |
SECONDARY STATS
While there are only 3 primary stats that are present on all gear, there’s a lot of secondary stats, but there are still only maximum of 3 available on a piece of gear. The types of secondary stats depend on gear type.
OFFENSE | Description | DEFENSE | Description | UTILITY | Description |
---|---|---|---|---|---|
Crit Chance | increases the chances of landing especially powerful attacks (Critical Hit) | Dodge Chance | chance to dodge an attack and avoid the damage | Move Speed | increasing this stat will allow you to move faster |
Crit Damage | increases the amount of damage dealt with a Critical Hit | Block Chance | increases the chance to reduce incoming damage by a large amount (Block Amount) | Resistance | reduces the duration of crowd control Abilities that affect you |
Attack Speed | speeds up auto attacks, charge up Abilities, and channeled Abilities | Block Amount | damage reduced on a successful block | Control | increases the duration of your crowd control Abilities |
Armor Penetration | negates a portion of the enemy Armor | Melee Protection | reduces melee damage taken by a percentage | ||
Accuracy | increases the chance to hit an enemy | Ranged Protection | reduces ranged damage taken by a percentage | ||
Melee Damage | increases the effect of your melee Abilities | Chemical/Disruption/Explosive/Toxic Protection | reduces element damage taken by a percentage | ||
Ranged Damage | increases the effect of your ranged Abilities |
Unlike Primary Stats, leveling up (and maxing) a gear piece doesn’t improve secondary stats, they are fixed for the Star level. So, for instance, level 1/60 4★ Parry Blade will have the same amount of secondary stat as level 60/60 (maxed) 4★ Parry Blade. Upgrading the gear, however, does improve the secondary stats.
Presence of the Secondary Stats depends on gear star level, too. Lower level items do not have as many secondary stats. Each of the secondary stats can be Strong and Normal, i.e. higher and lower percentage. They follow the pattern like this (note that Movement Speed only adds 1/10 of the stat, i.e. 0.2% instead of 2.0%):
STAT | 1★ | 2★ | 3★ | 4★ | 5★ | 6★ | 7★ |
---|---|---|---|---|---|---|---|
Number of Stats | None | One | Two | Three | Three | Three | Three |
Strong | – | 2.0% | 3.0% | 4.0% | 5.0% | 6.0% | 8.0% |
Normal | – | 1.5% | 2.0% | 2.5% | 3.0% | 3.5% | 4.0% |
The stat distribution is not dependant on gear slot, only on its type. In the next table the Strong stats will be noted by a ★ sign, to signify the higher percentage:
WEAPON | Type | Stat 1 | Stat 2 | Stat 3 |
---|---|---|---|---|
Parry Blade | Melee | ★Melee Prot. | Block Chance | Crit Chance |
Assault Blade | Melee | ★Melee Damage | Block Chance | Crit Chance |
Retraction Blade | Melee | ★Resistance | Block Chance | Crit Chance |
Duelist Blade | Melee | ★Move Speed | Block Chance | Crit Chance |
Repeating Pistol | Pistol | ★Range Prot. | Dodge Chance | Attack Speed |
Assault Pistol | Pistol | ★Ranged Damage | Dodge Chance | Attack Speed |
Carbine Pistol | Pistol | ★Resistance | Dodge Chance | Attack Speed |
Target Pistol | Pistol | ★Move Speed | Dodge Chance | Attack Speed |
Repeating Rifle | Rifle | ★Range Prot. | Dodge Chance | Armor Pen. |
Assault Rifle | Rifle | ★Ranged Damage | Dodge Chance | Armor Pen. |
Carbine Rifle | Rifle | ★Resistance | Dodge Chance | Armor Pen. |
Target Rifle | Rifle | ★Move Speed | Dodge Chance | Armor Pen. |
As you can see, with weapons there’s a clear pattern: all melee weapons have Block, all ranged weapons have Dodge as Stat 2; all blades have Crit Chance, all pistols have Attack Speed, all rifles have Armor Penetration, etc. This can be summarized like this:
Prefix | Stat 1 | Type | Stat 2 & 3 |
---|---|---|---|
Parry/Repeating | Melee/Ranged Protection | Melee | Block & Crit Chance |
Assault | Melee/Ranged Damage | Pistol | Dodge & Attack Speed |
Retraction/Carbine | Resistance | Rifle | Dodge & Armor Penetration |
Duelist/Target | Move Speed |
For Armor, the stats are more straightforward. They don’t depend on the gear slot, unlike primary stats, and are the same across the whole set. So it makes sense stacking them if you pursue some stat in particular:
ARMOR SET | Stat 1 | Stat 2 | Stat 3 |
---|---|---|---|
Street Punk | Crit Chance | ★Block | – |
Hutt Guard | Block | ★Melee Protection | – |
Survivalist | ★Control | Resistance | – |
Scavenger | Attack Speed | ★Move Speed | – |
Bodyguard | Dodge | Block | ★Resistance |
Enforcer | ★Melee Damage | Block | ★Resistance |
Smuggler | Attack Speed | Crit Chance | ★Crit Damage |
Guerilla | Accuracy | Armor Pen. | ★Range Prot |
Trooper | ★Ranged Damage | Armor Pen. | ★Resistance |
Bounty Hunter | ★Control | Attack Speed | Accuracy |
Beginner armor sets can only have 2 stats if upgraded to 3★, which is only possible if it starts at white quality (2★).
TIERS Work in Progress
New Tier weapons have new names, but their stats (both the distribution of primary and the choice of secondary) is completely in line with Tier I items. Scout Rifle is just a slightly upgraded version of Carbine Rifle.
Melee Tier I | Melee Tier II | Ranged Tier I | Ranged Tier II | |
---|---|---|---|---|
Parry | – | Repeating | – | |
Assault | – | Assault | – | |
Retraction | Survival | Carbine | Scout | |
Duelist | – | Target | – |
It also seems that Tier II items have slightly higher total of Primary Stats (approx. +5%)
PRIMARY STATS
Two of the primary stats – Base Damage and Base Health – are simply a function of your character level and cannot be improved by gear, only by temporary effects (buffs & debuffs).
There are 3 primary stats that can be found on gear – Attack Rating, Armor Rating and Utility Rating. Attack Rating increases your damage, Armor Ratingdecreases damage received, Utility Rating increases energy regeneration and may influence Move speed (and probably Healing received, in the future, when healing skills are introduced).