Let's look at the Improved Reflect talent for a moment. Few things are as iconic as the Jedi using his/her lightsaber to reflect blasters fire back at the enemy
(especially for folks who grew up in the Phantom Menace era).
Unfortunately, without additional talents and gear it is an ability you will never use.
Consider an attack at medium range (2 purple difficulty) by a moderately skilled attacker (1 yellow proficiency and 2 green ability). The attacker will hit 65% of the time, but improved reflect will only
be triggerable (via 3 threat) 3% of the time. So only one out of 30 hits or so will be reflectable. Practically worthless.
But what about defense? Well, let us add some Setback dice (S) and see:
-- S SS SSS SSSS
Hit 65.1% 56.7% 48.6% 41.2% 34.5%
Hit+ImpReflect 2.1% 4.6% 7.6% 10.5% 12.8%
% of Hits Reflected 3.2% 8.1% 15.6% 25.4% 37.1%
That start to look a bit more attractive. You get to use Improved Reflect about one in eight times or so you get shot at if your defense is maxed. As a Jedi, however, you have more options than just maxing out your defense dice. You can upgrade your defense (via Sense, say) and be able to trigger reflect via a Despair. Or you can drop failure/threat on someone (like via Ebb).
Let's consider the above again with double upgraded sense defense (2 red challenge) rather than (2 purple difficulty):
-- S SS SSS SSSS
Hit 51.8% 43.8% 36.6% 30.3% 24.9%
Hit+ImpReflect 9.5% 10.2% 11.2% 12.1% 12.4%
% of Hits Reflected 18.3% 23.3% 30.6% 40.0% 49.8%
I would note that with four Setback dice you are marginally *less* likely to be able to use Improved Reflect than if you didn't have Sense Defense, mostly because you're getting
hit less often to begin.
However, against a more serious opponent, it becomes rather unlikely that you'll trigger improved reflect via 3 Threat. You' re basically down tothe chance of rolling a Despair and having the opponent still succeed. That caps at 16% with double upgraded sense defense. The moral of the story is the Improved Reflect is unlikely to trigger unless you purposely spend points / cash on ways of being harder to hit as well. Against a serious opponent you cap about at about one in six incoming shots and only if you have Sense Defence. It can, however, be modestly useful against Minions and other underpowered support characters.