Patch 5.5.0

Highlights

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

General
The Stronghold completion bonus for Conquests is now totaled from all active Strongholds. The bonus cap remains 150%.
 * 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.
 * 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 mirrored base they have in their Legacy at Command Rank 300. This buff stacks up to 100%. Example: A Sith Warrior and a Jedi Knight that are both at Command Rank 300 only count once.

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.”

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

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%

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.

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%

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.

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%

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%

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%

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.

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%

Crisis on Umbara

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

General

 * Master Mode Operation bosses now drop Unassembled Components in addition to their existing drops.

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.

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:
 * 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%)

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%)

Systems

 * EMP Field:
 * ow 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

General

 * Bolster in Warzones now raises a character’s item rating to 242, up from 238.