Here are the patch notes for Game Update 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
- Force Lash now deals 100% more damage
 - The bonus critical chance given by Swift Slash to Dispatch and Concentrated Slice has been increased from 5% to 10%
 
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
- Force Lash now deals 100% more damage
 - The bonus critical chance given by Brutality to Vicious Throw and Furious Strike has been increased from 5% to 10%
 
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
- Fixed a bug where Forked Darkness and Forked Lightning’s secondary attacks weren’t doing 25% of the original ability’s damage
 - Reduced Reverberating Force’s critical damage bonus from 10% to 5%
 - Convulsing Currents now gives Shock a 35% damage increase when the enemy is affected by Crushing Darkness, up from 20%
 - It is no longer possible to have the Lightning Storm proc remain active indefinitely for Chain 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
- Kolto Pack no longer applies a heal over time; instead, the initial heal now heals for 44.51% more
 - Sly Surrender now changes Kolto Pack back to its heal over time version, and the rest of Sly Surrender’s effects are unchanged
 
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
- Corrected an issue where the sound effect for Incendiary Missile wasn’t playing.
 
Trooper
Commando
- 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
- Falling off the train will now kill the player, always.
 
Operations
General
- Master Mode Operation bosses now drop Unassembled Components in addition to their existing drops.
 
- The Cartel Warlords encounter will no longer reset while Sunder is being moved around the room.
 
- 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
 
- 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:
- 15% primary laser range increase (on Strike Fighters only)
 
 - 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:
- Active ability now also boosts ship speed by 10% for 6 seconds
 
 - 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%)
 
 
 - Damaging effect now:
 
 
 - Tier 3 Upgrade:
 
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
- The Lieutenant Iresso Customization 9 will now appear under the Companion Customization sub-category of the GTN as intended.
 - Corrected an issue where the Manta Landspeeder (Red) was not unlocking its Stronghold decoration when the vehicle was unlocked.
 - The Manta Landspeeder (Red) and Manta Landspeeder (Blue) are now affected by the Improved Speeder Piloting perks as intended.
 - A Companion Customization vendor has been added to the Cartel Bazaar on both fleets. This vendor sells opposing Faction Companion Customizations. Ex: The Republic vendor will sell Customizations for Vette.
 - The Command Crate slot which previously had a chance to only roll Schematics has been changed. That slot now has a chance to rewards Schematics, Command XP boosts, Command XP consumables, Grand Chance Cubes, and item modifications from Galactic Command gear. The chance of this slot appearing in a Command Crate has been greatly improved.
 - The price for purchasing temporary abilities (such as the Portable Stealth Generator) and vehicle controls (such as the Walker) on Iokath have been reduced.
 - The amount of Iokath Shards a player receives for exchanging crafting materials has been increased.
 - New Stronghold Decorations have been added for purchase on the Iokath Reputation vendors.
 - Two new Arcann Companion customizations have been added to the Dark vs Light vendors. One each for Dark and Light respectively.
 
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
- Bolster in Warzones now raises a character’s item rating to 242, up from 238.