Can anyone explain how it works? If I am correct it is luke tenacity + 100%. In my case it os around 140% so how come he is getting debufed so easily. And no I don't apply CTA...
((tenacity + leveldelta - 15) - potency)+15 = chance to resist a debuff.
The leveldelta is 5% tenacity per level the person attempting to be debuffed is over the person attempting to debuff capping at 30% tenacity. Now usually characters in arena are all max level so this can safely be ignored there. Now in raids, it means those level 90 bosses get an extra 25% tenacity.
So let's say you have 140% tenacity and your opponent has 50% potency.
((140-15) - 50)+15 = 90%
So you have a 90% chance to resist that debuff, but he'll still debuff you 1 out of 10 times.
To be immune to debuffs, you need to have 100 more tenacity than your opponent has potency, and even then some abilities are irresistible so you will be debuffed anyway (Vader's ability block on basic is one).
Clearly, tenacity at 100% is different to tenacity up. Vader apply a total of 25 debuff with his ability. With tenacity up, never a debuff apply. Compare to the 100% tenacity of CLS, tenacity up is a way more better.
Tell that to the Rancor when my Tarkin (50% potency) takes 6 turns in a row, has potency up from Intimidation Tactics with a bonus of 300% potency from his basic (stacked) and then Ultimate Firepower is resisted
Oh wait, I forgot the 15% base resist chance!
There isn't no 200% of a pizza Wood, it don't even make sense. If you have 2 pizza "s", then you can have a total of 200%, but 1 pizza is still 100% and there isn't no changing it higher
If you have one guy working and then hire 5 more, you've increased your production by roughly 500%.
Only when something is examined in a vacuum is 100% the limitation.
100% should mean 100%! Anything over should not even count since 100% is a whole
That is because you assume tenacity is the entire part of the equation. It is not it simply one variable in the equation. The equation has been previously provided for you. Chance to resist does not equal tenacity
You can accept it or keep complaining about something that had been explained multiple times over and over by the dev team.
As far as nothing should be over 100% I give you 1. advantage sets crit chance to 200%
2. Burning sets evasion to -50000%
3. Daze sets counter rating to - 999900%
4. Tenacity up sets tenacity to 999900 %
5. Tenacity down sets tenacity to - 999900 %
6. Base crit damage is 150%
7. Most abilities do over 100% if the characters physical/special damage.
And I didn't complain about it, back scroll and look. I don't even think I mentioned tenacity 1 time. Only thing I said is nothing should count over 100%, since there isn't a such thing as over 100% on a single thing
Fair enough. This game uses many things over 100%. If you don't like the idea of things being over 100% think of them as numbers and divide by 100. They are all just modifers in equations.
((tenacity + leveldelta - 15) - potency)+15 = chance to resist a debuff.
The leveldelta is 5% tenacity per level the person attempting to be debuffed is over the person attempting to debuff capping at 30% tenacity. Now usually characters in arena are all max level so this can safely be ignored there. Now in raids, it means those level 90 bosses get an extra 25% tenacity.
So let's say you have 140% tenacity and your opponent has 50% potency.
((140-15) - 50)+15 = 90%
So you have a 90% chance to resist that debuff, but he'll still debuff you 1 out of 10 times.
To be immune to debuffs, you need to have 100 more tenacity than your opponent has potency, and even then some abilities are irresistible so you will be debuffed anyway (Vader's ability block on basic is one).
A lot of the Bethesda games do (or used to) work with a 100% cap. You'd bring up your lockpicking skill in Fallout to 100% and then that was it. It was consistent, but they were boxed games.
With the power creep inherent in games like this, it's easier to just sling around % increases. It's hard to bring in the next best toon and get $ if you're working with a ceiling you can't go over.
There isn't no 200% of a pizza Wood, it don't even make sense. If you have 2 pizza "s", then you can have a total of 200%, but 1 pizza is still 100% and there isn't no changing it higher
If you have one guy working and then hire 5 more, you've increased your production by roughly 500%.
Only when something is examined in a vacuum is 100% the limitation.
Replies
((tenacity + leveldelta - 15) - potency)+15 = chance to resist a debuff.
The leveldelta is 5% tenacity per level the person attempting to be debuffed is over the person attempting to debuff capping at 30% tenacity. Now usually characters in arena are all max level so this can safely be ignored there. Now in raids, it means those level 90 bosses get an extra 25% tenacity.
So let's say you have 140% tenacity and your opponent has 50% potency.
((140-15) - 50)+15 = 90%
So you have a 90% chance to resist that debuff, but he'll still debuff you 1 out of 10 times.
To be immune to debuffs, you need to have 100 more tenacity than your opponent has potency, and even then some abilities are irresistible so you will be debuffed anyway (Vader's ability block on basic is one).
Then tarkin's kit wouldn't work
if you have 200% of a pizza, you have 2 pizzas. You could eat 100% of a pizza and still have 100% of a pizza left for your kids when you got home.
Tell that to the Rancor when my Tarkin (50% potency) takes 6 turns in a row, has potency up from Intimidation Tactics with a bonus of 300% potency from his basic (stacked) and then Ultimate Firepower is resisted
Oh wait, I forgot the 15% base resist chance!
If you have one guy working and then hire 5 more, you've increased your production by roughly 500%.
Only when something is examined in a vacuum is 100% the limitation.
To respond to that. If it's the only pizza in the world, then it's limited to 100%, but if there are others that exist...
That is because you assume tenacity is the entire part of the equation. It is not it simply one variable in the equation. The equation has been previously provided for you.
Chance to resist does not equal tenacity
You can accept it or keep complaining about something that had been explained multiple times over and over by the dev team.
As far as nothing should be over 100% I give you 1. advantage sets crit chance to 200%
2. Burning sets evasion to -50000%
3. Daze sets counter rating to - 999900%
4. Tenacity up sets tenacity to 999900 %
5. Tenacity down sets tenacity to - 999900 %
6. Base crit damage is 150%
7. Most abilities do over 100% if the characters physical/special damage.
The % are all modifers used in equations.
Fair enough. This game uses many things over 100%. If you don't like the idea of things being over 100% think of them as numbers and divide by 100. They are all just modifers in equations.
Only for jedi and cls is only rebel
EDIT: I get it. Yes that's true. Vader's ability block is only irresistible by Jedi.
With the power creep inherent in games like this, it's easier to just sling around % increases. It's hard to bring in the next best toon and get $ if you're working with a ceiling you can't go over.
I love vacuum