Forum Discussion
- It was a rhetorical question, I was typing out loud.
"Dreislao;1014376" wrote:
It was a rhetorical question, I was typing out loud.
Fair enough. I hope you find the mod reviews, articles and interviews with Jesse informative and helpful.- Post deleted since question was answered. :smile:
"ljcool110;c-1008293" wrote:
"Winter;1007714" wrote:
I have my Palp modded for potency and speed. He has about 92% pot now. I am mainly running him just for tank raid. Do I not need that much pot?
How well are you scoring? Heroic I assume?
Honestly, not doing so great. Palp is doing about 500 to 700k on the chirpatine team"TheDude420;c-1009010" wrote:
So formula to resist a negative status effect is: Enemy Tenacity - Your Potency = Chance to Resist (but cannot be less than 15%).
That being said, what is the optimal potency for Palp (or anyone, really) in arena?
The best tenacity I've seen usually runs in the 65% range, so am I correct in thinking anything over ~50% potency would be a waste? This is especially applicable under an Palp lead, with an extra 32% potency baked in.
Sorry I never responded. I wanted to verify the answer with my Guildmate who is our resident expert and forgot to respond. HMU via PM anytime I ignore you in the future lol.
Anything over ~50% will be a waste. As soon as you hit 15% failure chance, you can't lower it anymore, and ~65% tenacity is the most you see. I should mention that tenacity up/down is +-99900%, so you will always resist with tenacity up, and have the base 15% chance with tenacity down.- Good to know, thanks man!
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Share guides, tips, and tricks for Star Wars: Galaxy of Heroes, discuss Arena strats, and help new players get started.
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