In my arena shard most of the players I must fight field rebel teams with CLS and R2D2. I use sith Zmaul team. Not very successfully, but at least I stay in top-100. Could someone please explain or give a link to clarify these mechanics:
1. R2D2 gives 10% accuracy to his team. Zmaul - 20% evasion. Is it 20-10=10% dodge chance left? If so, why the hell team with r2d2 always hits even without "burning" applied? I'm serious, dodges can happen, but at the same rate as enemies dodge, so it seems only base 2% is active. I made a previous post about my "luck", but ****, it should be mathmatics, not karma.
2. CLS gives +50% defence, how it affects the tenacity? And how tenacity affects potency? My team depends on status effects somethat. CLS in CLS lead teams can't be affected by anything but Nihilus health down, ok, he has +100% tenacity. But why all other memebers resist like crazy too, even if they have less tenacity than my attackers have potency?
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I appreciate your posting in a subforum, but in this particular case, it’s more strategy/help than feedback.
I admire your ability to give such useful and witty comments. You shouldn't spend your time on such a insignificant post as mine, tv shows scenarios should be your vocation.
I hope you do agree, that if we take a large enough number of events, of attacks in my case, the persentage shown in the game should be valid. The number of arena battles over a last month should give enough statistics I think, but that's not the current question. I do not understand how the things work, maybe I'm wrong to assume myself unlucky because I have a wrong understanding of all the chances and percents.
For your second question, defense does not affect tenacity or debuffs. Potency and tenacity work similarly, where they cancel each other out, but if I remember right, a character ALWAYS has a base chance to resist a debuff even with 0% tenacity against 100% potency. Generally, if you don't have Potency of at least 60%+ you won't reliably land debuffs.
Hope this helps.
Someone said each character has 15% innate chance to resist a debuff. Then tenacity is added and potency is subtracted, but 15% is a minimum, is it correct?
If defence is out of the formula, I still wonder why I reliably stun/daze/shock, for example, first order squads, but fail against CLS rebels. FO chars have higher innate tenacity.
If you have 30% potency and get a 50% potency buff, does that give you a total of 80% potency(30% base+50% buff)?
Or does it give you a total of 45% potency(30% base * 1.50)?
And how do they calculate that vs the tenacity of your target? Is it a simple subtraction as in 30% potency from my dude minus 30% tenacity on the target = 0% bonus.
Or is it calculated like 30% potency vs 30% tenacity resulting in base 100+30=130 potency * 0.7(to symbolize the tenacity of the opponent) resulting in 91? As in a 9% lower then base chance?
Any threads that explain the actual math of it and base values etc, or are we just guessing and hoping?
Pretty unclear descriptions overall in all games nowadays.
Well, at least I have enough intelligence to understand game mechanics, and have actual wit. Because, you know it is hard to use the search function to get the answer to a question that has been asked 200 times.
And if we are talking about which vocation is best for each other than may I suggest sewage pipe cleaner for you??
Most of the bonus is additive so 30 base Potency with 50% buff is 80% Potency.
Resist chance = (Tenacity - Potency) to a minimum of 15%.
I think this is correct. The stats that are listed as "%" in the stat sheet are additive, the ones listed as integers are multiplicative.
Additive: critical damage, potency, tenacity, health steal, crit chance, accuracy, and evasion (20% + 20% = 40%)
Multiplicative: health, protection, speed, offense, etc. (20,000 + 20% = 24,000)
Defense and armor are weird ones
Thanks again Huatimus and Gryff.