An idea to resolve the uselessness of potency and tenacity
As it stands, as the moderators have explained it in previous posts, the chance to resist an effect = tenacity- potency with a minimum cap of 15. Considering that most modded and geared characters will have far more potency than tenacity, it makes the stats completely useless unless you push it past 100%, and will generally always end with the tenacity cap of 15% resist chance.
So here's an idea.. take the tenacity stat in game.. and move your decimal over one! now rather than having 32 tenacity when facing a 130% potency palpatine, it will be 320-130=190. then you simply move that decimal back. 19% chance to resist. may have to tweak the original gear upgrades for tenacity, but it would make potency and tenacity actually play a role in how the game is played.
So test it out, run some numbers.. and you'll see how much more effectively that would play out.
THANKS!