SWTOR: Patch Notes 5.5

Highlights

  • Double Rewards is back! Receive double experience, Command experience, and more from October 10th – October 17th.

Cartel Market

  • The Cartel Market has had its User Interface improved. In addition to a new look, there is also expanded functionality including filters and search.

General

  • In preparation for United Forces, the server select interface has been updated to only show five servers at a time. If a player needs to access a server which is not displayed, the scroll wheel will move through the list. Servers are displayed by last used, number of characters, and server name.
  • In preparation for United Forces, the maximum Stronghold cap has been increased to 10.
  • The Stronghold completion bonus for Conquests is now totaled from all active Strongholds. The bonus cap remains 150%.
  • A change has been made to the introduction cinematics for all Strongholds to make them consistent. All Strongholds will play the cinematic the first time the player zones into them on a character. A terminal has been added to all Strongholds so that a player can re-watch the intro. These changes do not affect Guild Strongholds.
  • Taxi points have been added to the Yavin 4 and Tatooine Strongholds to make traveling across them easier.
  • Addressed an issue where some players Conquest objectives would not reset properly.
  • Completing a Daily Bonus Activity now grants 200% bonus alignment (up from 150%).
  • The Dark vs Light pop-up which indicates the status of the war now appears every 90 minutes (up from 30).
  • When one side wins the Dark vs Light war, the victory state now lasts 18 hours (up from 1 hour).
  • New Achievements have been added for gaining Command Rank 300 with each Class.
  • New Achievements have been added for killing other players on Iokath while in other forms, such as piloting a Walker.
  • The “Commanding Legacy” perk has been modified to allow a player to get a 25% CXP bonus for each character they have in their Legacy at Command Rank 300. This buff stacks up to 100%.

Classes +Combat

  • Utility points will no longer reset upon logging in to certain Classes.
  • Creature Companions that use the ability “Power Swipe” will no longer interrupt enemies that have Boss Immunity.
  • Corrected a Combat Log issue for when someone died, it would sometimes display as “revived.”

Jedi Knight

Sentinel

Watchman

  • Reduced Overload Saber’s damage by 6%
  • Juyo Mastery now gives burn effects an additional 1% critical hit chance per stack of Juyo Form, down from 2%,
  • The temporary burn damage bonus applied by Merciless Slash due to the Smoldering Burns passive has been reduced from 5% to 3%

Guardian

  • The damage done by Freezing Force due to the Persistent Chill utility has been reduced by 60%

Focus

Vigilance

  • Increased the burn damage bonus given by Burnmaster per burning effect from 3% to 5%, now stacking up to 15%
  • Increased the melee bonus damage given by Master Focus from 3% to 5%
  • Burning Blade now deals 45% more damage

Sith Warrior

Marauder

Annihilation

  • Reduced Deadly Saber’s damage by 6%
  • Juyo Mastery now gives bleed effects an additional 1% critical hit chance per stack of Juyo Form, down from 2%,
  • The temporary bleed damage bonus applied by Annihilate due to the Devious Wounds passive has been reduced from 5% to 3%

Juggernaut

  • The damage done by Chilling Scream due to the Piercing Chill utility has been reduced by 60%

Vengeance

  • Increased the bleed damage bonus given by Bloodmaster per bleeding effect from 3% to 5%, now stacking up to 15%
  • Increased the melee bonus damage given by Ravager from 3% to 5%
  • Draining Scream now deals 45% more damage

Rage

Jedi Consular

Sage

Telekinetics

  • Fixed a bug where Mental Momentum and Telekinetic Momentum’s secondary attacks weren’t doing 25% of the original ability’s damage
  • Reduced Reverberation’s critical damage bonus from 10% to 5%
  • Magnifying Vibrations now gives Project a 35% damage increase when the enemy is affected by Mind Crush, up from 20%
  • It is no longer possible to have the Tidal Force proc remain active indefinitely for Tidal Wave.

Shadow

Infiltration

  • Reduced the damage done by Psychokinetic Blast by 5.15%
  • Fracturing Force no longer increases the damage of Force Breach, but retains the rest of its effects
  • Prevailing Strikes no longer increases the damage of Spinning Strike and the damage bonus it gives to Whirling Blow and Clairvoyant Strike has been reduced from 10% to 5%
  • Reduced the critical damage bonus given to Force Breach and Psychokinetic Blast by Deep Impact from 10% to 5%
  • Reduced the low-health damage bonus given by Judgement from 5% to 3%

Sith Inquisitor

Sorcerer

Lightning

Assassin

Deception

  • Reduced the damage done by Ball Lightning by 5.15%
  • Amped Voltage no longer increases the damage of Discharge, but retains the rest of its effects
  • Dominating Slashes no longer increases the damage of Assassinate and the damage bonus it gives to Lacerate and Voltaic Slash has been reduced from 10% to 5%
  • Reduced the critical damage bonus given to Discharge and Ball Lightning by Crackling Blasts from 10% to 5%
  • Reduced the low-health damage bonus given by Sith Executioner from 5% to 3%

Smuggler

Gunslinger

Sharpshooter

  • Honed Shots now grants a 3% bonus to critical hit chance and damage done by Charged Burst per stack, down from 5%

Scoundrel

Sawbones

  • Each tick of Kolto Cloud now heals for 12% less
  • The critical chance bonus given to Diagnostic Scan by Prognosis: Critical is now 10%
  • Accomplished Sawbones no longer affects Emergency Medpac, and the critical healing bonus it grants to Underworld Medicine and Kolto Pack is now 10%, while its other effect remains unchanged
  • Homegrown Pharmacology no longer increases the healing done by periodic effects, but its other effects remain unchanged
  • Puissant Poultices no longer increases the healing done by each tick of Kolto Cloud, but still increases its duration
  • Emergent Emergencies no longer increases the healing done by Emergency Medpac, but its other effects remain unchanged
  • The chance of getting an Upper Hand from a Kolto Waves, Slow-release Medpac, or Kolto Cloud tick granted by Medpac Mastery is now 10%

Imperial Agent

Sniper

Marksmanship

  • Honed Shots now grants a 3% bonus to critical hit chance and damage done by Snipe per stack, down from 5%

Operative

  • Kolto Infusion no longer applies a heal over time; instead, the initial heal now heals for 44.51% more
  • Curative Agent now changes Kolto Infusion back to its heal over time version, and the rest of Curative Agent’s effects are unchanged

Medicine

  • Each tick of Recuperative Nanotech now heals for 12% less
  • The critical chance bonus given to Diagnostic Scan by Prognosis: Critical is now 10%
  • Accomplished Doctor no longer affects Surgical Probe, and the critical healing bonus it grants to Kolto Injection and Kolto Infusion is now 10%, while its other effect remains unchanged
  • Medical Therapy no longer increases the healing done by periodic effects, but its other effects remain unchanged
  • Durable Meds no longer increases the healing done by each tick of Recuperative Nanotech, but still increases its duration
  • Surgical Precision no longer increases the healing done by Surgical Probe, but its other effects remain unchanged
  • The chance of getting a Tactical Advantage from a Kolto Waves, Kolto Probe, or Recuperative Nanotech tick granted by Medical Engineering is now 10%

Bounty Hunter

Mercenary

Bodyguard

  • Healing Scan now heals for 6.45% less
  • Progressive Scan now heals for 7% less
  • The heal-over-time provided by Proactive Medicine is now 50% less effective, but its armor-increasing effect remains unchanged
  • The healing bonus given to Emergency Scan and Rapid Scan by Empowered Scans is now 3%
  • The healing bonus given to Kolto Missile, Kolto Pods, and Progressive Scan by Peacekeeper is now 3%
  • The critical healing bonus given by Warden is now 5%
  • Bodyguard (the passive skill) now increases the healing each charge of Kolto shell does by 3%

 

Powertech

Trooper

Commando

Combat Medic

  • Advanced Medical Probe now heals for 6.45% less
  • Successive Treatment now heals for 7% less
  • The heal-over-time provided by Preventative Medicine is now 50% less effective, but its armor-increasing effect remains unchanged
  • The healing bonus given to Bacta Infusion and Medical Probe by Field Medicine is now 3%
  • The healing bonus given to Kolto Bomb, Kolto Pods, and Successive Treatment by Frontline Medic is now 3%
  • The critical healing bonus given by Potent Medicine is now 5%
  • Probe Medic now increases the healing each charge of Trauma Probe does by 3%

Flashpoints + Operations + Uprisings

Flashpoints

Crisis on Umbara

  • Falling off the train will now kill the player, always.

Operations

General

Scum and Villainy

  • The Cartel Warlords encounter will no longer reset while Sunder is being moved around the room.

Explosive Conflict

  • During the Toth and Zorn encounter, players can no longer right click to remove the stun effect.

Galactic Starfighter

Ships

General

  • Decimus and Sledgehammer now have the “EMP Field”
  • Rycer, Quell, Star Guard, and Pike now all have Feedback Shield as a shield type
  • Rycer, Quell, Star Guard, and Pike now all have “Efficient Targeting” as a magazine minor component. This minor component reduces the Lock-On time for missiles

Strike Fighter

  • Power Pools Adjustments:
    • 25% more engine power
    • 18% more shield power
    • 10% more blaster power
    • 5% blaster power regeneration rate
    • 10% shield regeneration rate
  • Hull Adjustment:
    • 5% hull increase
  • Base Evasion Increased:
    • 5% evasion increase
  • Blaster Adjustment:
  • Blaster Power Management:
    • 25% bonus when active (up from 10%)
    • -10% when other systems are active (up from -5%)
  • Shield Power Management:
    • 30% bonus when active (up from 20%)
    • -15% when other systems are active (up from -10%)
  • Engine Power Management:
    • 30% bonus when active (up from 20%)
    • -15% when other systems are active (up from -10%)

Gunships

  • 20% range increase on missiles and torpedoes

Scouts:

  • Engine Power Management:
    • 30% bonus when active (up from 20%)

Components

Engines

  • Power Dive:
  • Tier 2 Upgrade:  Ability cooldown time reduced by 3 seconds (down from 5 seconds)
  • Shield Power Converter:
  • Active ability now also increases the shield power pool regeneration rate by 10% for 8 seconds.
    • Tier 3:  Shield power pool increased by 8% and Engine power pool increased by 8%. (down from 15% shield power increase)
    • Tier 3: Shield power disables missile lock of enemies currently targeting you and the cooldown is adjusted to 15 seconds (previously 15% engine power increase).
  • Weapon Power Converter:
  • Active ability now also increases the primary weapon damage increased by 6% for 6 seconds.
    • Tier 3:  Blaster power pool increased by 8% and engine power pool increased by 8%. (down from 15% blaster power increase)
    • Tier 3: Weapon power converter disables missile lock of enemies currently targeting you and the cooldown is adjusted to 15 seconds. (previously 15% engine power increase)
  • Koiogran Turn:
  • Active ability now also increases accuracy by 50% for the duration of the effect after the maneuver is complete.
  • Effect duration increased to 4 seconds (up from 3).

Weapons

  • Ion Cannon:
    • Base range increased by 1000 meters (max range from 4000m to 5000m. +15% Range increase for Strike Fighters to make it a total of 5750m max range).
  • Rapid Fire:
    • Damage increased to 236 (up from 215)
    • Damage at mid-range increased to 86% of damage (up from 84%)
    • Accuracy at mid-range increased to 93% (up from 85%)
    • 40 degree firing arc (up from 32 degree)
    • Tracking penalty reduced to -0.7 per degree (down from 0.8 per degree)
    • Tier 3 upgrade now “Ignore Armor” (previously “Increased Rate of Fire”)
  • Light Laser:
    • Weapon power draw 19 (down from 21)
    • 5% better baseline accuracy and an additional 7.5% better accuracy at medium range.  (Now: 115.0-102.5-95.0)
    • Tracking penalty reduced to -.65% per degree (down from -1.0 per degree)
  • Laser Cannon:
    • +5% damage against shields (previously damage had been the same against hull and shield)
  • Heavy Laser:
    • Max range increased by 500m (max range from 6000m to 6500m. +15% range increase for Strike Fighters to make it a total of 7475m max range)
    • Damage increased to 350 (up from 300)
  • Quad Laser Cannon:
    • Damage on critical hits increased to 55% (up from 50%)
    • +2% efficiency against hull (previously damage had been the same against hull and shield).
    • +5% shield piercing (up from 0%)
    • Tier 4 – Increased critical hit damage to 70% (previously critical hit chance increased by 8%)
    • Tier 5 – Critical hit chance increased by 10% (previously blaster damage to enemy ship shields increased by 18%)
  • Burst Laser Cannon
    • -9% damage at mid-range 420 (down from 650)
    • -12% damage at long range 280 (down from 495)
    • Close range extended to 750m (up from 500m)
    • Upgrade “Ignore Armor” is now tier 3
    • Upgrade “Improved Firing Arc and Tracking” is now tier 4
  • EMP Missile:
    • Effect radius increased to 4000m (up from 3000m)
    • Lock-on time reduced to 2s (down from 3)
    • Reload time reduced to 8 seconds (down from 12)
    • Duration based effects reduced to 10s (down from 15) This includes:
      • Disabled mines/drones
      • Disabled systems
      • Tier 5 disable engine
      • Tier 5 disable shield
    • 10% Damage increase
      • Tier 3: Critical damage chance increased by 8% (previously 8% damage increase)
      • Tier 4: Missile damage increased by 8% (previously ammo increased by 3)
    • Concussion Missile:
      • Lock on time reduced to 2.5 seconds (down from 3)
      • Firing arc increased to 24 degrees (up from 20 degrees).
    • Proton Torpedoes:
      • Lock on time reduced to 2.75 seconds (down from 4)
      • Reload time reduced to 8 seconds (down from 12)
      • Damage is now: 800 damage to hull with 200 more damage applied over 4 seconds (previously 830 with no damage over time)
    • Thermite Torpedoes:
      • Lock on time reduced to 2.75 seconds (down from 4)
      • Reload time reduced to 8 seconds (down from 12)
    • Interdiction Missile:
      • Reload time reduced to 10 seconds (down from 12)
    • Ion Missile:
      • Lock on time reduced to 2.5 seconds (down from 3)
      • Firing arc increased to 24 degrees (up from 20 degrees)
      • Reload time reduced to 8 seconds (down from 12)
      • Max range increased by 1000m to 8000m (up from 7000m)
      • Deals 1738 shield damage or 434 hull damage to the target (up from 1580 shield or 197 hull)
    • Sabotage Probe:
      • Damage increased to 336 (up from 280)
    • Ion Railgun:
      • Tooltip bug fixed on AoE effect fixing range to its correct 5000m (previously showed 3000m for the effect)
      • Tier 4: Railgun hits arc to hit up to 4 enemies within 6000m, doing 55% damage. (previously 8% critical hit chance)
      • Tier 5: Railgun hits slow target’s speed by 40% for 8 seconds. (was previously showed inconsistent value between the tooltip and the effect)
      • Tier 5: Railgun reduced energy regeneration to 65% (down from 100%)
      • Reload/Cooldown time increased to 2 seconds (up from 1)
    • Slug Railgun:
      • Tier 4: Railgun deals 6% more damage to hull (previously railgun accuracy increased by 3% and tracking increased by 5%)
      • Base accuracy increased by 5% at medium and long range to 110.0-105.0-100.0 (up from 110.0-100.0-95.0)
    • Plasma Railgun:
      • Base effect now does 1080 damage upon hit with 720 damage over time
      • Tier 5: Shield piercing increased by 12% (previously 1 additional tick on the damage over time effect)
      • Tier 5: Intense plasma damage increased to 19% to accommodate for the lower damage over time effect
      • Tier 4: Railgun accuracy increased by 3% and tracking increased by 5% (previously -20% to damage reduction)
      • +5% base accuracy to 115.0-105.0-100.0 (up from 110.0-100.0-95.0)
      • Reload/Cooldown time increased to 2 seconds (up from 1)
    • Ion Mine:
      • Deals 900 shield damage or 225 hull damage to all enemy ships within 2000m (up from 112 hull damage)
    • Missile Sentry Drone:
      • Range increased by 500m (500m-3000m-5500m up from 500m-3000m-5000m)
      • Rate of fire increased to 162 (up from 135)
    • Seeker Mine:
      • Damage reduced by to 756 (down from 840)

Shields

  • Distortion Field:
    • Tier 3 Upgrade:
      • Distortion field now only breaks missile lock-ons currently in process (previously evaded missiles already launched)
    • Quick Charge Shields:
      • Shield power regeneration rate increased to 55% (up from 45%)
      • Engine power recently consumed regeneration rate increased to 55% (up from 45%)
      • Shield power recently consumed regeneration rate increased to 75%
      • Shield regeneration delay reduced by 15%
        • Tier 2 Upgrade: Shield power pool increased by 10%. (previously 15% shield regeneration rate)
        • Tier 3 Upgrade: Shield regeneration rate increased to 100% of normal while taking damage (up from 60%)
      • Active ability now also does the following for 4 seconds upon activation:
        • 100% max shields
        • 200% Shield regeneration rate recently consumed
        • 200% Shield regeneration rate
      • Charged Plating:
        • Shield bleed through is now 33% (up from 30%)
      • Engine Power Converter:
      • Shield Projector:
        • Shield power regeneration rate is now 35% (up from 30%)
        • Shield power recently consumed regeneration rate is now 35% (up from 30%)
        • Area of effect radius increased by 2500m to 5500m (up from 3000m)
        • Duration based movement or power regeneration effects from ion weapons are dispelled on all allied ships effected throughout the duration of the effect
      • Fortress Shield:
        • Active ability now additionally dampens sensors by 1500m
        • Base shield value increased by 20% max capacity to 120% (Previously 100%)
      • Feedback Shield:
        • Damaging effect now:
          • +10% shield piercing (up from 0%)
          • +110% hull efficiency (up from 100%)
          • Critical hits do 157.5% damage (up from 150%)
          • 100% armor penetration (up from 0%)
        • Directional Shields:
          • Base shield value increased to 120% (up from 100)
        • Overcharge Shield:
          • 50% max shield capacity (up from 40%)

Systems

  • EMP Field:
    • Now correctly has a 4500 range
    • Now grants a 10% evasion buff for 4 seconds
    • Cooldown reduced to 40s (down from 60)
    • Damage increased to 200 (up from 150) on non-player entities, also applies 100 damage to player targets
    • Duration based effects that previously lasted 15 seconds are now 10 seconds
  • Sensor Beacon:
    • Increases missile lock times by 25%
    • Evasion debuff now 12.5% (up from 10%)
    • Beacon health increased to 650 (up from 350)
    • Allies in range have their lock time reduced by .25 seconds
  • Repair Probes:
    • Repair up to 100 hull every tick (up from 75)
    • Radius increased to 5500m (up from 4500m)
    • Cooldown reduced to 75 seconds (down from 90)
    • Duration based movement or power regeneration effects from ion weapons are dispelled on all allied ships effected when this ability is fired
  • Combat Command:
    • Radius increased to 5500m (up from 4500m)
    • Cooldown reduced to 75 seconds (down from 90)
    • Decreases power draw from primary weapons by 10% of all targets for the duration
    • Duration based movement or power regeneration effects from ion weapons are dispelled on all allied ships effected when this ability is fired
  • Remote Slicing:
    • Cooldown reduced to 45 seconds (down from 60)
    • Now also drains 60 points of engine power upon activation of the ability
  • Tensor Field:
    • Base effect now will restore an additional 1 engine power per second to all allies in the radius

Crew

  • Hydro Spanner: Now repairs 308 hull (up from 245)
  • Slicers Loop: Duration now 8 seconds (up from 6)
  • Lockdown: Cooldown reduced to 45 seconds (down from 60)
  • Lingering Effect: Now does 200 damage over 10 seconds (up from 114 over 6 seconds)
  • Bypass: Shield piercing increased to 18% (up from 16%)
  • Concentrated Fire: Secondary weapons now have a 16% increased chance to critical hit
  • Servo Jammer: Now additionally reduces targets speed by 20%
  • Power to Engines: Power pool increased by 15% (up from 10%)
  • Power to Blaster: Power pool increased by 15% (up from 10%)
  • Spare Ammo: Ammo capacity increased by 30%. (up from 25%)
  • Rapid Reload: Secondary weapon reload and cooldown times reduced by 12% (up from 8%)
  • Quick Recharge: Now additionally reduces the shield generation delay by 15%

Items + Economy

Missions + NPCs

  • It is no longer possible to kill the bridge crew before the appropriate Mission step on the Jedi Knight Mission “Uphrades.”
  • The “Fair Play Enforcer” Mission is now only accessible during the Nar Shaddaa Nightlife Event.
  • The Mouse Droid now does more damage during the Mission “The Meek and the Mighty.”
  • Lowered the respawn time for the Black Sun Forces needed for The Face Merchants Heroic Mission on Coruscant.
  • The Command XP Mission rewards for the following areas have been corrected:
    • Czerka
    • Oricon
    • Black Hole
    • Yavin 4
    • Section X
    • Ziost

Warzones

General