Level 85, March 2016 shard... been around.
Why hasn't this been corrected? Speed is definite. If you are faster, you are faster.
There is no reason why we are still battling based on RNG for Potency and Tenacity. In Arena, if a toon has a higher % for Tenacity, then you either need to bump your Potency or just live with the fact that you will be unable to apply debuffs. This % should be an absolute win or lose and cause everyone to have to rethink mods. You can't apply everything, and this would dramatically improve the overall strategy of the game.
Had my GK with 90% Tenacity get stunned on the very first hit from Palp with a lower Potency %. Just shouldn't happen.
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So you should have atleast 15% more tenacity before it has any effect on your chance to resist. It would be pretty strange if you have a 70% chance to stun a character, but because he has a bit more tenacity you have a 0% chance of stunning said character, think about it.
The OP suggestion is poor, but the issue is legitimate. Adding offense is always useful. Same with defense, speed, health, protection, etc, etc. adding more potency or tenacity is often useless. They need to adjust the formula. A non-linear formula would be great, so adding potency/tenacity is always beneficial, but you also can't just stack 200 tenacity and be invulnerable to debuffs either.
Plus Light Side characters are faster, hit harder, and have access to some pretty amazing buffs. It balances itself out in the end. Unless you'd want GK's full team retribution to have a percent chance of landing.
Very interested in the true mechanics of this, as I am running some triple Tenacity sets.... I do notice a difference, but could just be biased due to the investment.
Then there is this making the opponents Royal Guard with 80% Tenacity looking like he had none at all... https://www.youtube.com/watch?v=MCiqxJyjjhg
December 2016 Arena Shard
To assure that a character would resist, he/she would need a Tenacity superior to his/her attacker's Potency + 85%.
December 2016 Arena Shard
And if there is a 15% chance of a negative status effect to stick no matter what your Tenacity is, then you only have to evenly match your opponents Potency...
December 2016 Arena Shard
Keep in mind that as far as I know this formula has never been confirmed. I think it's the opposite, there's always a 15% chance to resist a negative status effect, which is all you get if you match your opponent's Potency.
Or in other words, anything above your opponent's Potency is added to the base 15% chance to resist.
You did say you got it though.
yes, you can stack over 100%.
There is no indication that there is a 15% minimum chance of applying a debuff.
matching potency won't do much good since it's tenacity - potency = chance to resist. 50 - 50 = 0 chance to resist (thus 15% chance because of the minimum chance to resist)
It's done like that for a reason though. Look at the Executrix vs Endurance or Home One. Mace's Damage Immunity and Ackbar's Master Plan can't fail, so you want to pop them right away. Tarkin's ultimate can miss quite easily, so you actually have consider using it over one of his "lesser" abilities. As a result Home One and Endurance are arguably better ships, especially on defense.
If squad arena was like this; you wouldn't dare run characters like EP on defense since you'd know the defense AI prioritizes his AoE Stun, and in this hypothetical arena of Tenacity being equal to Potency, it's more likely to not Stun anyone. Tenacity Up is the bane of the remaining EP leads on defense since Yoda will easily go before EP pop Tenacity Up, and defense AI EP does his his AoE anyway.
The most efficient you can get with Tenacity is 15% LOWER then the opponent's potency.
So your equation should look like:
Potency - Tenacity = 15%
This would be the exact perfect amount of tenacity you would want against any individual character.
that makes no sense.
First it is a min chance to resist not stick.
Increasing tenacity increases the chance to resist a negative effect.
The best you can get with tenacity is tenacity up which adds 999900% Tenacity.
using mods to prevent sticking a debuff you would want you tenacity to be 100% above the attackers potency (this assumes there is not a max chance to resist which has never been confirmed)
so assuming max chance to resist optimal tenacity would be:
Attacker potency + 100%
you will never get a 100% chance for every debuff to stick
optimal potency would be
opponents tenacity - 15%
I was sooo backwards... Was thinking negate potency.
We only have 6 mods that we can apply. Make it so people would actually have to chose Tenacity mods or Potency mods over Speed. Make having a high Tenacity team it's own strength regardless of speed.
Would create a completely different dynamic!
When you have to choose secondaries, instead of applying a set of mods with the highest speeds, the game would become much more difficult and enjoyable