He has the same potency he had before. It's just on a scale of 0-100 rather than 0-2xx (whatever the max potency in the game was). The mechanics didn't change. Just the way they're presented.
Well my guildie has a 125% teebo so there goes your 0-100 theory
Misc. Changes
Potency and Tenacity have been normalized to exist between 0% and 100% when obtained through Gear. This was done to provide both a more readable number for comparison’s sake and also for balance reasons associated with Mods. Both of these values may exceed 100% through the usage of Mods and the comparison itself remains unchanged at this time.
Not normalized, decimated. QGJ (gear x) had about 220% potency before, now it's about 72% (82% with scanner I guess). Why wasn't he normalized to 100%? And I shudder at some of the other characters who didn't start at 200%+.
GEAR VIII RESISTANCE TROOPER, WHO RELIES ON HIS EXPOSE, HAS 10% POTENCY. This is Tarkin territory.
The whole thing has been one poorly thought through experiment after another. And I feel like the white rat. Luckily, I've found the exit to the maze.
It came from their update note.
You misunderstand. It'd be fine if they took QGJ and normalized him to 100% potency. But why would someone with basically un-resistable become so far under 100% with the normalization?
And other toons, who were in a decent potency range, become incapable of landing a debuff.
This is not normalization. This is changing the underlying game mechanics to make their mods mandatory.
He has the same potency he had before. It's just on a scale of 0-100 rather than 0-2xx (whatever the max potency in the game was). The mechanics didn't change. Just the way they're presented.
Well my guildie has a 125% teebo so there goes your 0-100 theory
Stop. Just stop. You have no business using numbers. Now finish up your 15 minute break and go back to your patty flipping jobs.
Misc. Changes
Potency and Tenacity have been normalized to exist between 0% and 100% when obtained through Gear. This was done to provide both a more readable number for comparison’s sake and also for balance reasons associated with Mods. Both of these values may exceed 100% through the usage of Mods and the comparison itself remains unchanged at this time.
Not normalized, decimated. QGJ (gear x) had about 220% potency before, now it's about 72% (82% with scanner I guess). Why wasn't he normalized to 100%? And I shudder at some of the other characters who didn't start at 200%+.
GEAR VIII RESISTANCE TROOPER, WHO RELIES ON HIS EXPOSE, HAS 10% POTENCY. This is Tarkin territory.
The whole thing has been one poorly thought through experiment after another. And I feel like the white rat. Luckily, I've found the exit to the maze.
It came from their update note.
You misunderstand. It'd be fine if they took QGJ and normalized him to 100% potency. But why would someone with basically un-resistable become so far under 100% with the normalization?
And other toons, who were in a decent potency range, become incapable of landing a debuff.
This is not normalization. This is changing the underlying game mechanics to make their mods mandatory.
I don't think you understand what normalization means. They're referring to it in the statistical sense.
He has the same potency he had before. It's just on a scale of 0-100 rather than 0-2xx (whatever the max potency in the game was). The mechanics didn't change. Just the way they're presented.
This man understands. Sounds like HE paid attention in middle school.
NORMALIZATION just means they changed the variables used to DESCRIBE potency. For example, if potency had a minimum of 10, and a max of 100, and it always went up in multiples of 10, then instead of saying that potency is on a scale from 10-100, you could simplify things and say it's on a scale from 1-10. That's what happened here. Since no one knew what a 270% potency meant, they NORMALIZED it so that all geared toons fall within a 1-100 range instead. It's all still the same distribution, relative to other toons. As for your "magic" Teebo, they also clearly said that mods would be able to push toons PAST 100%. Admittedly not an ideal system, but they pretty much had to do it that way with the insane increases mods give. Stop assuming that people who try to rationally explain statistics to you are somehow **** who don't understand your very clearly made, but hopelessly incorrect, comments.
Either they nerfed potency or they significantly buffed the captain's tenacity in P1. The rules have changed, he resists like crazy now.
Something like that. Pretty sure they normalized the potency but forgot to normalize the pig captain's tenacity. My Rex, who used to proc tm reduction about 30-40% of the time didn't land a single one in about 20 shots. It's amateur hour at CG/EA.
so in addition to now only having a chance to drop mod instead of a guaranteed one, tier 3 of challenges can also give you rank 3 and 4 mods instead of only rank 5. Welp.
Wait, what? Are you F!$@$ng kidding? This is the first I'm hearing this. It's not bad enough to lower the drop rate but now it's only going to be a fraction of the drop rate to get level 5? I'm done....Pokemon go time!
so in addition to now only having a chance to drop mod instead of a guaranteed one, tier 3 of challenges can also give you rank 3 and 4 mods instead of only rank 5. Welp.
Wait, what? Are you F!$@$ng kidding? This is the first I'm hearing this. It's not bad enough to lower the drop rate but now it's only going to be a fraction of the drop rate to get level 5? I'm done....Pokemon go time!
Misc. Changes
Potency and Tenacity have been normalized to exist between 0% and 100% when obtained through Gear. This was done to provide both a more readable number for comparison’s sake and also for balance reasons associated with Mods. Both of these values may exceed 100% through the usage of Mods and the comparison itself remains unchanged at this time.
Not normalized, decimated. QGJ (gear x) had about 220% potency before, now it's about 72% (82% with scanner I guess). Why wasn't he normalized to 100%? And I shudder at some of the other characters who didn't start at 200%+.
GEAR VIII RESISTANCE TROOPER, WHO RELIES ON HIS EXPOSE, HAS 10% POTENCY. This is Tarkin territory.
The whole thing has been one poorly thought through experiment after another. And I feel like the white rat. Luckily, I've found the exit to the maze.
There are players with toons that had 300% potency before the update. Why would you think 220% would scale down to 100%?
Mods don't drop 100%...yea that solves all the problems now! Now the ones who have mods have an even bigger head stsrt then others who couldn't afford it. LOL
He has the same potency he had before. It's just on a scale of 0-100 rather than 0-2xx (whatever the max potency in the game was). The mechanics didn't change. Just the way they're presented.
Well my guildie has a 125% teebo so there goes your 0-100 theory
They said in the update over 100% was still attainable. Whatever they chose as their high end number to make 1.0 wasn't the global maximum potency number.
Still the same concept, statistically, though.
*EDIT: It's from mods, as people have noted above.
He has the same potency he had before. It's just on a scale of 0-100 rather than 0-2xx (whatever the max potency in the game was). The mechanics didn't change. Just the way they're presented.
Well my guildie has a 125% teebo so there goes your 0-100 theory
They said in the update over 100% was still attainable. Whatever they chose as their high end number to make 1.0 wasn't the global maximum potency number.
He has the same potency he had before. It's just on a scale of 0-100 rather than 0-2xx (whatever the max potency in the game was). The mechanics didn't change. Just the way they're presented.
Well my guildie has a 125% teebo so there goes your 0-100 theory
They said in the update over 100% was still attainable. Whatever they chose as their high end number to make 1.0 wasn't the global maximum potency number.
"Potency and Tenacity have been normalized to exist between 0% and 100% when obtained through Gear. This was done to provide both a more readable number for comparison’s sake and also for balance reasons associated with Mods. Both of these values may exceed 100% through the usage of Mods and the comparison itself remains unchanged at this time."
Replies
Mods can improve Potency as well.
Stop. Just stop. You have no business using numbers. Now finish up your 15 minute break and go back to your patty flipping jobs.
This man understands. Sounds like HE paid attention in middle school.
NORMALIZATION just means they changed the variables used to DESCRIBE potency. For example, if potency had a minimum of 10, and a max of 100, and it always went up in multiples of 10, then instead of saying that potency is on a scale from 10-100, you could simplify things and say it's on a scale from 1-10. That's what happened here. Since no one knew what a 270% potency meant, they NORMALIZED it so that all geared toons fall within a 1-100 range instead. It's all still the same distribution, relative to other toons. As for your "magic" Teebo, they also clearly said that mods would be able to push toons PAST 100%. Admittedly not an ideal system, but they pretty much had to do it that way with the insane increases mods give. Stop assuming that people who try to rationally explain statistics to you are somehow **** who don't understand your very clearly made, but hopelessly incorrect, comments.
They just made my Omegas dependent on modding. This is complete trash.
You need to wait for the next natural refresh (midnight etc), or pay xtal to refresh! Again, insult to injury!
Not even close. It's about 15% more.
Something like that. Pretty sure they normalized the potency but forgot to normalize the pig captain's tenacity. My Rex, who used to proc tm reduction about 30-40% of the time didn't land a single one in about 20 shots. It's amateur hour at CG/EA.
Wait, what? Are you F!$@$ng kidding? This is the first I'm hearing this. It's not bad enough to lower the drop rate but now it's only going to be a fraction of the drop rate to get level 5? I'm done....Pokemon go time!
This is absolutely true.
There are players with toons that had 300% potency before the update. Why would you think 220% would scale down to 100%?
Not true. I can purchase shards for the two new jaws right now. Why does EA roll out features that sometimes aren't available to everyone?
Wow that's insane!
They said in the update over 100% was still attainable. Whatever they chose as their high end number to make 1.0 wasn't the global maximum potency number.
Still the same concept, statistically, though.
*EDIT: It's from mods, as people have noted above.
Give me link. What update? I do not see anything!
How's that?
It was ~400k, and now it's ~570k
400*1.4 = 560
40% increase.
Math and this thread do not seem to agree.
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/53649/game-update-7-12-2016#latest
"Potency and Tenacity have been normalized to exist between 0% and 100% when obtained through Gear. This was done to provide both a more readable number for comparison’s sake and also for balance reasons associated with Mods. Both of these values may exceed 100% through the usage of Mods and the comparison itself remains unchanged at this time."