REVERSE ENGINEER
SUMMARY
Ground Reverse Engineering
This is a pseudo-profession made up of combining Weaponsmith, Tailor, and Armorsmith to make various skill enhancing attachments (SEA's for ground RE). Reverse Engineering Tools combine junk loot and stat loot through a series of processes to create Clothing, Weapon, or Armor attachments.
Space Reverse Engineering
The process to combined looted space components and make them into a new component that takes the best stats of all of the combined items. Master Shipwrights utilize a Component Analysis Tool to enable this process.
GROUND REVERSE ENGINEERING
GROUND REQUIREMENTS
Recommended to Master at least one of the following professions to gain the hidden +10 RE Chance bonus and then the other professions can be Novice only if you desire to make all three types of attachments.
- Novice Tailor can make Clothing Attachments
- Novice Armorsmith can make Armor Attachments
- Novice Weaponsmith can make Weapon Attachments
WHAT ARE SEAs
Skill Enhancing Attachments are items that are bound to clothing, armor, or weapons to boost your stats. There are a wide variety of stats to modify depending on what your are doing. For example, you could get a SEA that boosts your Opportune Chance, Artisan Experimentation, or Rifle Speed.
Socketable Items
Armor setup:
- Helmet (Armor)
- Left Bicep (Armor)
- Right Bicep (Armor)
- Left Bracer (Armor)
- Right Bracer (Armor)
- Gloves (Armor)
- Belt, PSG, or Bandolier (Clothing or Armor)
- Pants/Leg Armor (Armor)
- Boots (Armor)
- Weapon (Weapon, Exotic Slot)
- Breastplate (Armor, Exotic Slot)
- Shirt (Clothing, Exotic Slot)
Clothing setup:
- Hat
- Gloves
- Belt
- Pants
- Shoes
- Sash/Bandolier (if no backpack)
- Weapon (Weapon, Exotic Slot)
- Breastplate (Armor, Exotic Slot)
- Shirt (Clothing, Exotic Slot)
Core Stats & Exotics
Core Stats
- Melee General
- Ranged General
- Defense General
- Toughness
- Endurance
- Opportune Chance
- Camouflage
Exotics
- Any other stat (i.e. Weapon Speed, Experimentation, Assembly, Accuracy...)
Example Crafting Suit
- Exotics: Weapon Assembly, Weapon Experimentation, Opportune Chance
- Non-Exotics (Core Stats): Opportune Chance
Example Combat SEAs
- Exotics: Rifle Speed, Rifle Accuracy, Rifle Special Attack Cost (SAC)
- Non-Exotics (Core Stats): Toughness, Ranged General, Defense General
HOW IT WORKS - Ground
Reverse Engineering Tool
Grab a 10.0 and take a look at the options:
- Set Type - Change to a Armor, Clothing, or Weapon Attachment
- Reverse Engineer - Creates a Power Bit or a Modifier Bit based on what you have inside the tool
- Create Skill Enhancing Attachment - Used for the final product of a Power Bit + Modifier Bit
- Create Powerup - Used for the final product of a Power Bit + Modifier Bit
Junk Loot
- Any item that says "Can be Sold to a Junk Dealer
- *Exclusions: Clamps, Serum, Bundle of Tools, Attach Cases, Tool Kits, and items that do not stack
- Typical value to a RE: 1.0-1.5k per item
Stat Loot
- Single Stat Loot
- Typically valuable with stats of +21 to +23
- 2/3/4 Stat Loot
- Note that for multiple stat items, the RE process only takes into account the highest stat (i.e. 20 in example below)
- All valuable, used to convert Power Bits to 3rd Order (more below)
Skill Enhancing Attachment (SEA)
These Skill/Stat Enhancing Attachments are permanent fixtures to the clothing, armor, or weapon you attach them to.
Power Bits
- A Power Bit is created by Reverse Engineering a piece of Stat Loot
- A Power Bit has a Strength from +1 to +35. You raise the Strength by continually Reverse Engineering Stat Loot (see process below)
Modifier Bits
- A Modifier Bit is created by Reverse Engineering two pieces of junk loot together with specific combinations
- A Modifier Bit has a stat (i.e. Armor Experimentation) and a Ratio (i.e. 4, see list at bottom of page)
Skill Enhancing Atrachment
- When combining a Power Bit with a Modifier Bit, you take the Strength divided by the Ratio to calculate the final stat mod. (i.e. 35/4= +8 Armor Assembly)
- Clothing Attachments (CA)
- Armor Attachments (AA)
- Weapon Attachments (WA)
Basic SEA Process
- Process 1: Reverse Engineer a piece of Stat Loot to yield a Power Bit. Using an RE Enhance Module keeps the strength of the Power Bit high when RE'ing a piece of Stat Loot.
- Process 2: Reverse Engineer two pieces of Junk Loot to yield a Modifier Bit. Utilize SWGJunkyard.com to find proper combinations of junk loot for the stat you're looking for
- Process 3: Reverse Engineer a Power Bit and a Modifier Bit with 'Create Skill Enhancing Attachment' to yield an Attachment (select which type -weapon, armor, or clothing- on the tool)
Raise Power Bit Strength
The higher your RE Chance and Opportune Chance, the faster and more successful you will be at increasing the Strength of your Power Bits.
- Process 4: Attach your SEA to a socketed item (typically Weapon Decorative Knife, Armor Ubese Shirt, or Clothing Shirts) to create a new Statted item
- Process 5: Reverse Engineer your new Statted Item to yield a (hopefully) higher Power Bit strength
Multi-Stat SEA's
In order to create a SEA with multiple stats (35/35/35 for example), the SEA must undergo several levels of processing.
3rd Order Power Bit
- Combine SEA into Socket Item
- Grab a 2-Stat, 3-Stat, or 4-Stat Loot
- Stats do not matter so use lower stats like 10-20
- RE Process: Socketed SEA Item + 2/3/4 Stat Loot Item
- Output: 3rd Order Power Bit
Power Ups
These skill boosting Power Ups have a strength, quantity of uses, and a limited duration in which the stat modifier is applied for.
Basic Power Up Process:
- Process 1: Reverse Engineer a piece of Stat Loot to yield a Power Bit
- Process 2: Reverse Engineer two pieces of Junk Loot to yield a Modifier Bit
- Process 3: Reverse Engineer a Power Bit and a Modifier Bit with 'Create Powerup' to yield an Powerup (select which type on the tool)
Common Power Ups:
- Weapon or Armor Assembly for repairs
- RE Chance for leveling power bits
ADVANCED TECHNIQUES
RE Chance Cap (49)
RE Chance will have a significant effect on how many times it takes to increase a Power Bit to be +35.
- (5) RE Deconstruction Arm
- (11) Weapon power up- 10's are more common
- (11) Clothing power up - 10's are more common
- (11) Chest power up - 10's are more common
- (4) Weapon with built in (1) + RE chance SEA (3)
- (4) Chest with built in (1) + RE chance SEA (3)
- (3) Shirt with RE chance SEA
Crafting Suit
- (4*) Weapon with built in (1*) + RE chance SEA (3)
- *Built-in must be crafted with a Weapon Power Bit while building the weapon - must be CL6 or higher to use knife with Basic Weapon Core
- (4) Chest with built in (1) + RE chance SEA (3)
- Built-in must be crafted while constructing the breastplate itself
- (3) Shirt with RE chance SEA
RE Cybernetic Arm
This is a reward from completing the High Quality Resource Collection. When you receive a pop-up while surveying, you need to select "Search for a high
purity sample" 5 separate times for Mineral, Chemical, Gas, Organic, Water, and Geo-Thermal Energy.
Note: Cannot be done with the Complete Resource Surveying Tool!
https://swg.fandom.com/wiki/High_Quality_Resource_Collection
- +110 Opportune Chance
- +5 RE Chance
- Replaces Right Bracer & Right Bicep
Opportune Chance
In addition to RE Chance, Opportune Chance will help level the Power Bit faster. There are ways to get much more luck, but here are some basics to get around +550
- (420) Full +35 OC on 12 items
- (28) Dustcrepe foods
- (100) OC Entertainer Buff
Bake-in Stats
To bake-in a weapon or armor power bit, you need the equivalent power bit level to grant the final power.
For example, an RE armor bit with a ratio of 10 must have an associated power bit between 25-35 to yield RE +1.
Ratio | Power Bit | Power |
---|
1 (Core Stats) | 35 | 14 |
3 (Assembly) | 30-35 | 4 |
4 (Experimentation) | 30-35 | 3 |
5 | 25-35 | 2 |
6 | 30-35 | 2 |
7 | 35 | 2 |
8 | 20-35 | 1 |
10 (RE Chance) | 25-35 | 1 |
14 | 35 | 1 |
RE Enhance Modules
Enhance Modules are suggested for:
- Breaking down stat loot into a Power Bit
Less definitively so for:
- Creating Power Ups
- Converting to 3rd Order Power Bits
EXTERNAL RESOURCES
SWG JunkYard
List of Junk Loot combinations -
https://www.swgjunkyard.com/loot/combinations
List of Stat Modifiers -
https://www.swgjunkyard.com/modifiers
Ensure you select Restoration combinations!
Public Share of Resto Junk Combinations Flattened
Resto Specific Combination Changes
- Strikethrough Chance -> Medical Combat Speed
- Strikethrough Value -> Force Powers Critical Chance
- Combat Medicine Assembly -> Force Heal Cost Reduction
- Combat Medicine -> Force Powers Cost Reduction
- Droid Critical Chance -> One Handed Lightsaber Accuracy
- Humanoid Critical Chance -> Two Handed Lightsaber Accuracy
- Creature Critical Chance -> Double Bladed Lightsaber Accuracy
- Devastation -> One Handed Lightsaber Speed
- Parry Reduction -> Two Handed Lightsaber Speed
- Dodge Reduction -> Double Bladed Lightsaber Speed
- Force Power Regeneration -> Force Power Max
- Dance Knowledge -> Medical Heal Speed.
Deot Hafe YouTube
Although the videos are a decade old they are very handy in understanding the basics of RE in R3
R3 RE Quick Reference Guide
REVERSE ENGINEERING SPACE
REQUIREMENTS SPACE
In order to get the maximum RE enhancement including the +1% component bonus, you will need:
- Master Shipwright
- Reverse Engineering Chance +10
The additional +10 can most commonly come from the RE Cybernetic Arm (+5), SEAs (+9-11), or RE Chance Power Ups (~10).
HOW IT WORKS - Space
Tools
A Component Analysis Tool is crafted by a Novice Shipwright and is experimented on for number of charges
- Insert exactly the number of components equal to the RE Level of the component
- Radial and hit "Analyze Component" to complete the Reverse Engineering process
- The tool looks at all components and picks the best overall stat for each category applies the Bonus % (see below)
Component Bonuses
Numbers reflect +1% bonus with +10 RE Chance. Note: this % is a multiplicative increase % and not at all related to space evaluation %.
RE Level | Bonus % (with 1% RE Chance Bonus) | # of Parts Required |
---|
Level 10 | 7% | 10 |
Level 9 | 6% | 9 |
Level 8 | 6% | 8 |
Level 7 | 5% | 7 |
Level 6 | 5% | 6 |
Level 5 | 4% | 5 |
Level 4 | 4% | 4 |
Level 3 | 3% | 3 |
Level 2 | 3% | 2 |
Level 1 | 2% | 1 |
Component Attributes
All components have an armor attribute, but it is only listed on those that it is relevant on.
Armor
Booster
- Drain
- Mass
- Energy
- Recharge Rate
- Consumption
- Acceleration
- Booster Speed
Capacitor
- Reactor Drain
- Mass
- Energy
- Recharge Rate
Droid
- Reactor Drain
- Mass
- Droid Command Speed
Engine
- Reactor Drain
- Mass
- Engine Pitch
- Engine Yaw
- Engine Roll
- Engine Top Speed
Reactor
- Mass
- Reactor Generation Rate
Shields
- Reactor Drain
- Mass
- Front HP
- Back HP
- Recharge Rate
Weapon
- Reactor Drain
- Mass
- Minimum Damage
- Maximum Damage
- Versus Armor
- Versus Shields
- Energy per Shot
- Refire Rate
EXTERNAL RESOURCES
APPENDIX
Bit Ratio List (Ground)
Core Stats
Core Stats | Ratio |
---|
Skill Mod | |
Opportune Chance | 1 |
Ranged General | 1 |
Melee General | 1 |
Endurance (Action) | 1 |
Toughness (Health) | 1 |
Defense General | 1 |
Combat Exotics
Skill Mod | |
---|
Weapons | Ratio |
---|
1-H Melee Critical Chance | 10 |
1-H Melee Action Cost | 10 |
1-H Speed | 2 |
1-H Accuracy | 2 |
1-H Melee Damage | 14 |
2-H Melee Action Cost | 10 |
2-H Speed | 2 |
2-H Accuracy | 2 |
2-H Melee Critical Chance | 10 |
2-H Melee Damage | 14 |
Carbine Action Cost | 10 |
Carbine Speed | 2 |
Carbine Accuracy | 2 |
Carbine Critical Chance | 10 |
Carbine Damage | 14 |
Heavy Weapon Speed | 2 |
Heavy Weapon Accuracy | 2 |
Heavy Weapon Action Cost | 10 |
Heavy Weapon Critical Chance | 10 |
Heavy Weapon Damage | 14 |
Pistol Action Cost | 10 |
Pistol Speed | 2 |
Pistol Accuracy | 2 |
Pistol Critical Chance | 10 |
Pistol Damage | 14 |
Polearm Action Cost | 10 |
Polearm Speed | 2 |
Polearm Accuracy | 2 |
Polearm Critical Chance | 10 |
Polearm Damage | 14 |
Rifle Action Cost | 10 |
Rifle Speed | 2 |
Rifle Accuracy | 2 |
Rifle Critical Chance | 10 |
Rifle Damage | 14 |
Unarmed Action Cost | 10 |
Unarmed Speed | 2 |
Unarmed Accuracy | 2 |
Unarmed Critical Chance | 10 |
Unarmed Damage | 14 |
Crafting Exotics
Skill Mod | |
---|
Crafting | Ratio |
---|
Armor Assembly | 3 |
Armor Experimentation | 4 |
Artisan assembly | 3 |
Artisan experimentation | 4 |
Clothing Assembly | 3 |
Clothing Experimentation | 4 |
Droid assembly | 3 |
Droid experimentation | 4 |
Food Assembly | 3 |
Food Experimentation | 4 |
Medical Assembly (BE) | 3 |
Medical Experimentation (BE) | 4 |
Reverse Engineering Chance | 10 |
Structure Assembly | 3 |
Structure Experimentation | 4 |
Weapon Assembly | 3 |
Weapon Experimentation | 4 |
Advanced [Component] Assembly | 3 |
Advanced Component Experimentation | 4 |
Booster Assembly | 3 |
Booster Experimentation | 4 |
Chassis Assembly | 3 |
Chassis Experimentation | 4 |
Engine Assembly | 3 |
Engine Experimentation | 4 |
Power Systems [Assembly] | 3 |
Power Systems Experimentation | 4 |
Shield Experimentation | 4 |
Shields Assembly | 3 |
Weapon Systems [Assembly] | 3 |
Weapon Systems Experimentation | 4 |
Jedi Modifiers
Jedi | Ratio |
---|
Skill Mod | |
Two-Hand Lightsaber Accuracy | |
Two-Hand Lightsaber Damage | 14 |
Two-Hand Lightsaber Action Cost | 10 |
Two-Hand Lightsaber Speed | 6 (?) |
Double-Bladed Lightsaber Accuracy | |
Double-Bladed Lightsaber Damage | 14 |
Double-Bladed Lightsaber Action Cost | 10 |
Double-Bladed Lightsaber Speed | 8 (?) |
One-Handed Lightsaber Accuracy | |
One-Handed Lightsaber Damage | 14 |
One-Handed Lightsaber Action Cost | 10 |
One-Handed Lightsaber Speed | 15 (?) |
Lightsaber Experimentation | 5 |
Lightsaber Assembly | 3 |
Force Accuracy | 2 |
Force Power Max | 2 |
Force Heal Cost Reduction | 8 |
Force Powers Cost Reduction | 8 |
Force Powers Critical Chance | 4 |
Miscellaneous (incomplete)
Misc | Ratio |
---|
Skill Mod | |
Combat Medic Speed | 2 |
Creature Critical Chance | 10 |
Critical Chance Increase | 15 |
Critical Hit Reduction | 4 |
Cybernetic Assembly | 3 |
Cybernetic Experimentation | 4 |
Dance Knowledge | 3 |
Dance Prop Assembly | 3 |
Dancing Enhancement | 3 |
Droid Critical Chance | 10 |
Droid Speed | 3 |
Fervent Mutation | 10 |
Focused Enzyme Manipulation | 10 |
Foraging | 2 |
Heal Action Cost Reduction | 10 |
Healing Potency | 8 |
Incubation Time Reduction | 3 |
Instrument Assembly | 3 |
Music Knowledge | 3 |
Musical Enhancement | 3 |
PvP Critical Chance | 10 |
Surveying | 2 |
Terrain Negotiation | 2 |
Thrown Weapon Accuracy | 2 |
Thrown Weapon Speed | 2 |
Tracking Droids | 4 |
SoloWest, July 2022