Bluff - Han has a 25% chance to remove 30% Turn Meter from each enemy at the start of each of his turns. In addition, Han has a 25% chance to remove 10% Turn Meter from each enemy when he is damaged.
I tried using St-Han vs Zmaul lead teams a month ago... Thinking that if I he removed TM on their area attacks it might stop them so that my Toons could move. So at least I would not see 4 sith attacks before my first move.
It almost NEVER worked.... In most cases The SA feed tm to the Sith, and they all moved, without any TM reduction.
I belive it is a 25% chance to remove 10% Turn Meter rolled for each enemy. Not one 25% chance roll to affect all. Reguardless of implementation the chance of 3 attacks triggering the affect on a specfic enemy should be 58%. My success rate was far lower.
I resently came up with a theory explaining my poor result. Is the TM reduction affect considered a Counter? I.E. does not work if STHan is Dazed or Stunned?
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I had 100 potency on Sthan... Or high anyway.... Don't know if I saw resists... My point is that my success rate was very low, far lower then it should be. This low success rate could be explained if stun/daze from EP/maul was stopping the counter
@Omeah
Yes Sthan was attacked via area attacks.. DN, maul, EP, Vader, Sid.... Most sith have an area attack they open with....
Perhaps I should have posted this on the bugs board....
If you want to post the speeds of both team comps, we could do the actual math, but my guess is it would show it's impossible to not have them all go first only relying on STHan.
@crzydroid I tried this tactic with zQGJ lead. So 4 Jedi + STHan. I had BM zeta on Yoda, with 295 Speed after QGJ's speed boost... So with 10% tm reduction my Yoda would move next. Even with a 270 speed SA, if the 10% tm reduction was applied, the other Sith would need 240 speed to move before Yoda.
I guess I will wait for a GW opponent that is using ST_Han... Should be easy to create a test to prove myself wrong.
-Give my Squad Tenacity UP.
-Stun or Daze StHan
-Keep hitting StHan, and watch for resists.
If any resists are seen I am wrong.... Hard to prove I am right however...
They would need 240 speed to beat Yoda IF the reduction is applied. But it's like a 25% chance for each character. If it succeeds on SA or the person doing the damage, no effect. I went and calculated the combined probability of STHan removing tm from AT LEAST one of the three others (ie, total probability of removing from 1, 2, or 3) and I came up with 8.4%. Will outline my work if required.
Your math seems off, or we differ in our understanding of the mechanics... I really did not want to make a big math post here BUT....
If it 25% chance to apply tm reduction on each target: Then After SA moves and say EP does an AOE Stun, my StHan has a 25% chance to remove tm from each of the remaining three sith with full TM.
Then 1st hit, 3 sith left with 100tm... 42% chance not to hit any with tm reduction.
Then second hit, 2 sith left with 100tm... 56% chance not to hit any with tm reduction.
Then third hit, 1 sith left with 100tm... 75% chance not to hit any with tm reduction.
So the odds of non of them getting hit with TM reduction(all 4 sith moving before my yoda) should be 17.6%
Yes, The chance to remove TM from the all 3 sith on 1st (non SA) attack would be 6.25%...
I do not know where your numbers come from... Unless your saying it will only remove tm affect one target max. In which case the desc needs a rewrite.
So this time I got 57.8%, and estimates at mitigating for resisting and dodge brought it down to 48-49% chance that AT LEAST one should have 10% removed and go after Yoda, assuming he wasn't stunned by Palp.
So maybe a littlee fishy if he NEVER went before anyone else.
So your first value (42%) seems to be (.75)^3, which would be three rolls all missing. But we're really doing five rolls with three missing, and a specific three at that, or five rolls with four missing, or five with five missing. So for example, in the case of three of the rolls failing, you have ((.75^3)*(.25^2)), and then only 1 out of the 10 ways that can happen will result in our specific three failing, so you multiply that by 0.9 to get the rate of at least one success. Likewise, three out of the five ways of rolling one success out of five (.25*(.75^4)) will result in a success on at least one of our three of interest, so you multiply that by 0.6.
So again, doing this yields a 57.8% chance of success, which is close to your 58% (100-42).
However, this value reduces to about 49% if you take into account resisting.
I haven't calculated anything for any turns after the first, but you would adjust the calculations for the probability of a specific two, a specific one, etc.
Will try to get some shots vs Daze after guild reset