The way debuffs apply is as you describe ddlooping2. What I was specifically talking about was where DarthZannah said a 15% base chance basically meant it was entirely RNG. That isn't how chance works and there is still a benefit to getting enough potency to nullify an opponents tenacity. Of course there is diminishing returns on investing in potency but if you need a debuff to stick to win the match then it is usually worth it to shoot for a bit of overkill to ensure that critical debuff does land 85% of the time.
"DarthZannaH;899912" wrote:
So explain how it works. @Darlex11
Regarding this, it is RNG only in the regards that short term measures of results create bias in your observed odds. But when you look over the long term at the results, you see that it does normalize to the 15% base it is supposed to. Implying that trying to improve your odds by bringing an opponents tenacity down to base is not useful, isn't productive. The only time I know of that potency isn't useful is when you have a huge over abundance (again the counts on the enemy not stacking tenacity at all) or when the enemy has Tenacity Up. Otherwise, for your essential debuffer/s (TFP/Boba/Palp/etc) you really should have a healthy amount of potency (understanding that TFP often AOE's at the start of the game to apply buff immunity to the enemy tank and ability block the opposing teams critical ability).