Potency : Increases the chance to apply detrimental effects to opponents.
Stun = Detrimental effect.
100% means that it will always apply it. Dooku's stat is 220%, which means that enemy needs to have over 120% tenacity, to have even a minor chance, to resist stun. But obviously that's not the case. Heroes with high tenacity often resist stun. Luminara with under 50% tenacity has resisted Dooku's stun many times.
For 90% chance to stun with 220% potency it sure get resisted a lot.
Can we get an answer by some dev please?
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no hero can have less than 15% natural tenacity.
there are 2 checks to determine if a debuff occurs:
activation and application.
activation is the % chance that the debuff will even activate. by that it means that if a skill has a listed 90% chance to stun, there's a 90% chance that the stun will try to land.
application is the chance that a debuff will be applied after successfully passing activation. this is based on the relationship between potency and tenacity. if dooku has 220% potency and your target has 50% tenacity, once the stun successfully passes activation, it has a 220% - 50% = 170% chance to apply or stun your target. in dooku's unique case, any stuns that pass activation will have over 100% chance to apply, unless the target has over 205% tenacity (taking into account the natural 15% tenacity even if potency is over 100%)
example1:
- dooku tries to stun
- it fails the 90% check
- dooku does not stun
example2:- dooku tries to stun
- it passes the 90% check
- 220% potency - 50% tenacity = 170% chance to stun (and bypasses 15% natural tenacity)
- dooku stuns
example3:i hope that my math is correct and that my understanding of the debuff system is correct
edited for formatting
I was going to make the viagra joke, but too late
70% is about the right answer. There is a minimum of 15% tenacity. No matter how high potency is, you always have a 15% chance to resist (or more).
So as Dooku Potency makes all non-Yoda tenacity useless, all tsrgets fall back yo the 15% minimum. 0.90x0.85=0.765 or 76.5% chance to stun
Yes this is what I thought. The 15% natural resist chance is included at the end no matter what. So even if the ability says 100% to land and you have higher potency than they have tenacity, there's a decent chance to resist.
--- THE FOLLOWING IS NOT FACT, JUST PERSONAL SPECULATION ---
Having 100% potency does not guarantee an effect will happen. I think it's more like a +100% bonus to whatever the built-in effect chance is, before actual skills' bonusses. Let's say the game's general chance for a detrimental effect to land is 40% base. A character having 100% potency would therefore have 80% chance to land an effect, since it's an extra 100% to the potency skill.
I'm not sure though, would like a dev to finalize
If it fails the 90% check it will simply not stun.
If the spell is deflected it will not stun.
But when the 90% check passes and it will not stun, it will have "Resisted" written. That is when Potency vs Tenacity calculation happen. And with that high potency it should almost never say that. That's the problem that needs to be cleared out.
If that's the case, then base effect must be lower than 30% because Lightning stun gets resisted often. So when we see a character with healing debuff and tenacity 80% will it mean that the healing debuff has 50% chance to avoid getting resisted only? Then the 80% tenacity is bogus.
@EA_Jesse any clarification about this topic?
My chances against Jedi seem ok. Probably in the range of 70%. Against non Jedi the Lightning stun drops to maybe 1:5 on a good day. For example, all 5 arena fights and all 12 I tried for a force lightning stun. It was a bad day for lightning as QGJ got stunned 1:3, Sid never took one stun and Lumi flat out dodged the attack each time. Dodge is the clincher here and really lowers the effectiveness.
So, while the numbers do seem off it is probably due to some other detail in the calculation.
The problem is that Dooku stun resisted with 220% potency. We need to know why that happens. I'm not going to invest on any hero with detrimental effects because potency appears to be broken. I'll focus on high damage chars until this is fixed.
This is true on all skills that don't explicitly indicate that the potential debuff aspect cannot be resisted or evaded. In these cases, that's the only exception (minus Vader's basic, which is still bugged to both be getting evaded and/or its debuff being resisted by Jedi, contrary to its skill description). Cad Bane's stun glove was reported to not be working as intended as well (over a month ago), but I haven't tested it recently.
A devs explained it in reddit. Chsnce to resist is 15%+( Tenacity-potency), but tenacity-potency can't be lower than 0%. So you have a minimum of 15% chance to resist regsrdless of potency
So if i understand well, Ashoka tano with 16% tenacity has the same chance to resist Dooku's stun with Poe Dameron? Wow...Tenacity and potency numbers in this game are really misleading then.
Also, most of Dooku's gear then is obsolete, since none other hero has that much tenacity. I see...
Thx for the response people.
Poe Dameron with Luke Lead has 107% Tenacity, which is 122% with the free 15%. Vs Dooku, it means 0 difference with Ashoka, both use the 15% base. Vs Sid, who has 0% potency, there is a big difference
Now that Poe Dameron got mentioned, i have to say that there is still something that bothers me.
I remember pre-Poe nerf, my strategy was to stun Poe with Dooku before he taunts. But that was impossible. According to your calculations there should be 15% chance for Poe to resist stun, but anyone who tried to stun Poe with Dooku knew that it was almost impossible. Poe was resisting 9/10 times pre nerf.
This game is known to have a lot of bugs to add to it's bad RNG mechanic, so everything suspicious should be double checked before left alone.