Ok, i'm a bit confused about tenacity/potency interaction. 3 days ago CG_Kozispoon (dev team) wrote this:
"Defender's chance to resist = Defender's Tenacity.
Attacker's Potency, minimum 15%.
If you have 30% tenacity and somebody hits you with 15% potency, you have a 15% chance to resist. You'd also have a 15% chance to resist if they had 50% potency, or 50000%."
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/57672/clarification-on-tenacity-potency
Probably my IQ is too low, but if this is true, potency doesn't matter but only tenacity.
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Enuff said.
So if someone hit you with 40%potency and you have mod, which makes your tenacity 42%, the chance to resist is 17%? If that's what you're saying, tenacity mods are useless - you'll have 15% chance even without this mod.
100% potency attacking a 30% tenacity = 15% chance to resist.
That leads me to conclude that you need atleast a difference of 15% in order to have a higher chance to resist than without tenacity (0%)
But doesnt it seem odd that a debuff has 85% chance to land even if the defending toon has 15% more tenacity than the attacker has potency ?
So if your potency is 21% their tenacity is 20%, your stuff still has an 85% chance of not being resisted? From being over just 1%? And if it were flipped, them over by 1%, you'd drop to a 15% of working?
I'm gonna have to reread...
And if by chance it's 90% more, you're wasting 5%.
Okay, I get it.
doesnt it seem very odd to you ?
The rate listed in the ability, 80% stun, is before looking at tenacity and potency
If RNG roll processes the stun. Than potency and tenacity is compared and in some magical formula with rng it is determined if it is applied or resisted.
More potency better chance of applying
I have Teebo Potency at 86% and Rancor resists less but still resists.
More tenacity better chance of resisting
I have my Sun Fac Tenacity at 82% and RG stun is resisted more than it is applied.
Potency and Tenacity is not really "wasted" the higher the number the better chance to apply or resist.
Yeah, but we need the exact formula of scaling tenacity vs potency. We need to know is it worth to go after tenacity sets for example. Because if huge tenacity numbers increase only abit chances for resist, slots can be used for better mods.
i guess that all depends on how tenacity/potency is calculated. From what i can see tenacity is just very very weak. You need tons of tenacity to actually have a higher chance to resist than the base 15%. That is assuming players properly mod potency, wich looks like people are doing.
i'm still holding off on a final verdict, because i am not sure it actually works in the way i think it works. I hope a dev can shine some light on this issue.
I agree we should have that information, I don't see it being shared though.
Old Ben potency = .4
Admiral Ackbar tenacity = .9
Stormtrooper Han Tenacity = .6
Admiral Ackbar resists (.9-.4) of the time, max .85, min .15 = .5
So 50% of the time AA will resist OB's negative effects.
Stormtrooper Han resists (.6-.4) of the time, max .85, min .15 = .2
So 20% of the time STH will resist OB's negative effects.
These are the resists, not the procs, so if the effect triggers only 65% of the time, like OB's turn meter reduction, then the likelihood of STH suffering the turn redux is (.65*(1-.2)) = .52.
Now if by chance my tenacity on any of my characters is greater than 125%, then I will still only be resisting this Old Ben in the example 85% of the time. And if I have no tenacity at all, up to 55% tenacity, I will still be resisting 15% of the time, again using this OB example.
Tenacity is only really "wasted" if you are .85+ above the highest potency character on your leaderboard. Then there is no reason to be more tenacious. Increasing potency will only be beneficial until you already have .85+ more potency than the highest tenacity character on your leaderboard. So, however small a chance it is, there is potential for waste in these stats.
I feel like this would help the player base make more informed decisions on what to do.
Line: xSNAKEMAN
In my experience I use Daka, with 70% potency. Yes, Daka only has a 60% chance of applying stun, and when she does, you better believe I pay attention to when she gets resisted.
According to the calculations in this thread and by what @CG_Kozispoon wrote, you would need 86% tenacity in order for Daka's potency to be fully nullified. Yet multiple times against toons with 30-35% tenacity my Daka gets resisted at least 50% of the time. Yes, that lowers potency to 40%, but POTENCY being 40% should not mean it gets resisted that much, otherwise the lower potency someone has they would NEVER get a debuff off. (Characters start at 0 potency anyway.)
I do agree if you are going to add tenacity you need to add a lot, or it is a waste.
Defender has 50 tenacity. You have 5 potency = Defender has 45% chance to resist.
You have 10 potency, defender has 40% chance to resist etc.
until you get to 35 potency, when the defender has a 15% chance to resist any more potency past that is useless against THAT target, because they can't have a lower resist chance than 15%
So if you have 50% potency, they still have a 15% chance to resist. Or if you have 100% potency, or 100000% (Mind you, this has NOTHING to do with the trigger chance on effects, either)
Line: xSNAKEMAN
May the Force be with you.
Problem is, characters are poorly balanced regarding tenacity/potency. You have characters with 60% + potency from gear alone, while the top tenacity character has only 39% and the average is 25%.
In PVP, anything above 24% potency is a waste. If they mod for tenacity (lets say +24%), then you would need 48% potency right?
Then you stop and remember that any character that needs potency for PVE content, is already modded for potency. They are above that threshold already.
Its not that Tenacity is too low.. its that Potency is waaaay high for most characters.
Only way of fixing it is by stripping a lot of potency from characters, while keeping tenacity current values and then re-balancing Tenacity/Potency mods.
BUT, that won't happen.