Forum Discussion

Dretzle's avatar
8 years ago

Defeat Zader Easily (Video)

I realize things might go a little differently on defense, but Shoretrooper's auto taunt is no longer a problem, and Zeta Vader even less so, as shown in the following video.

https://www.youtube.com/watch?v=crPachI5iYE

Keys to this squad: Rex modded for speed, typical Wiggs (210% crit damage, 3000+ offense), Palp modded for 94% potency for the stuns (and his offense up move, which I didn't use here, is also nice in other scenarios). Han Solo provide some extra damage, but is really intended for use against droids or non-auto-taunt teams. Another character, such as the blue chick, would do better here, but I don't have blue chick to max yet.

What the other team needs to do to beat this squad? Take out a character, perhaps Palp, and put in Royal Guard or B2. The double tank is too much to get through with Royal Guard before TFP and friends start taking out team members. Or B2's buff cleanser counteracts the tenacity up so Vader and Boba can get their debuffs in.
  • Palpatine also has a 30% chance to not even apply stun to a character in the first place as well lol. The ability has a margin of failure before tenacity/potency is even a thing xD
  • Some caveats before saying that Zander can be easily defeated as you may insinuate.

    - Opponent Bobba isn't speedy?
    - B2 in your opponent squad will just dispell the tenacity up easily.
    Yes, b2 may give your squad some tm. But no more tenacity up for your squad means Vader and Bobba can paint your squad with debuffs.
  • "Darlex11;898946" wrote:
    "DarthZannaH;897793" wrote:
    15% min resist (tenacity) is still huge man, pure RNG. You can put your Palpa at 100% potency... 15% is 5 out of 10 or 1 out of 5. And it's totally random. You will stun 1 of 5 or 4 of 5.


    Nope, that isn't how it works. 15% chance is 15% chance. You just have to realize that your sample size affects your bias. Otherwise, each time you role for that stun on Palps aoe, each character is rolling 15% independently of what the character before or after happened to role. So 15% does not equal 100% ever. Also 15% does not equal 1 of 5 OR 4 of 5. It doesn't work that way.


    So explain how it works. @Darlex11
  • "DarthZannaH;899912" wrote:
    So explain how it works. @Darlex11

    I'd be also grateful if somebody could explain clearly how the potency vs tenacity work.
    Is potency only needed to cancel tenacity?
    i.e, if an enemy has 30% tenacity, only 30% potency is needed to cancel his/her resistance to a debuff (as long as it has a 100% chance of being applied in the first place).
    I'm aware of the hard-coded 15% chance of resisting a debuff too.

  • 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).