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9 years ago
"Take_a_Bite;901457" wrote:
The percentages do not stack unlike counter chance.
Let's assume for the sake of my laziness of doing the calculation in my head that tfp has 33% chance to gain foresight per enemy.
First chance would be 33%, if that fails then we have another 33% to gain foresight so 33% of 66% is 22%. So 2 debuffed enemies is 55% = 33% + 22%. Another fail leads to 33% of 44% is about 15%. Thus we have about 70% for 3 enemies. Again I made simplifications in the decimal places, but the calculation method is correct
Yes, but it's way easier to do the inverse, and subtracting from 1. He has 1 - .65^X chance of gaining foresight, with X being the number of debuffed enemies.
However, this is how it logically should work. It's entirely possible that the way it is implemented is that it is a single dice roll (and not X), for the chance min(1, .35*X). Doesn't make much sense to do it this way, but it's programattically easier, and their code monkeys might not understand statistics either ;)
I personally haven't tested enough to know either way. If you ALWAYS get foresight with 3+ enemies being debuffed, it works in the latter way. If you sometimes don't get foresight despite 5 enemies being debuffed, it works in the former way.
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