Forum Discussion
3 years ago
"Artumas;c-2316113" wrote:
The gist of it is read protection up percentages as a percentage of max health - The only notable exception that comes to mind immediately being Rey's Lifeblood, which is a percentage of REY'S max health specifically - This is why she's so powerful when using undergeared characters, because she can give a level 1 gear 1 LS char like 200k protection.
The other notable generally unstated mechanics that I can think of off the top of my head would be...
Tenacity and Potency: There's always a minimum 5% (think it's 5%?) chance of success or failure, regardless of stat difference.
Characters like GAS that can't have their health drop below a certain percentage are not immune to instant-death effects such as Nihilus or Mando.
Similarly, Damage Immunity doesn't prevent instant-death - This comes into play a lot nowadays with CAT being on most JMK and Rey arena teams.
Buffs (and Debuffs?) almost always stack with themselves even if the icon doesn't represent it, it just might not actually do anything unless interacting with an ability that specifically calls for number of buffs/debuffs, such as Geo Spy.
Feats that call for a specific ship to be available just requires that ship to be in the fleet, not actually see battle, which means you can set them to, say, the last reinforcement slot and just never call them as a reinforcement and it still counts.
Vader's unique counts characters that have multiple relevant tags for each tag, so for example, himself and palpatine are counted twice for it. - This leads to an absolutely insane speed boost against Phoenix.
Tenacity Down can't be resisted. (Pretty sure this is still the case?)
Certain values from various leader skills, debuffs and uniques apply additively as a total rather than individually, such as Traya and Gideon. This leads to some weird synergy where certain characters work absurdly well together because of this.
Automatic resist chance is 15%, not 5%.
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