Forum Discussion

squirrelspearls's avatar
8 years ago

Tenacity issues

I've been gearing and modding K-2SO to be on my area defense team, HK lead BB R2 and chopper, and I can't keep it from getting debuffed. I have his tenacity to almost 80% but resists no better then any of the others.

I want K-2 for when I get my second zeta on R2 but the cleanse is no good if it is stunned all the time.

Do I sacrifice prot and health for more tenacity? I guess I can start farming B-2 but with the half dozen other toons I need for TB it won't happen anytime soon.

What's your opinion?
  • "Kyno;c-1352336" wrote:
    "Hekalatos;c-1352318" wrote:
    My sith trooper is nodded completely for defense and tenacity.

    It just requires knowledge of kits and building on strengths. So in k2's case, modding for tenacity is fine since you sacrifice 0 protection to get it. There are no protection sets and tenacity primaries only share cross mods so he can still get a prot circle, triangle and arrow. All while building tenacity sets.

    Not counting secondaries, k2 can get upwards of +54% tenacity and +90.5% protection. He doesn't need to hit hard, he just needs to be able to counter and regen prot.


    If you mod completely for tenacity you would also focus on primaries which would cost you a cross protection mod.

    When you look at the math, to farm mods from scratch is a waste to focus on tenacity mods as they are the least useful across your whole roster. And building a " perfect set" will take a lot of time and produce a stock of mods that are not what any other toon " should have".

    Modding a toon a certain way is more then just how that toon will come out if you don't go in with a most bang for your buck mentality you are going to suffer.

    Tenacity starts at a disadvantage, but that's IMO.

    Both k2 and STroop, could benefit more from potency due to the importance of daze and the effect of stacking debuffs bt STrooper. But to each his/her own.

    When looking at the pure math of it defensive modding just doesn't reduce damage enough to warrant being a focus, even on tanks, but again to each his/her own.


    So first you are mixing two different arguments here, one of which is purely subjective and truly is, to each their own. The other is based on math which i think actually points to an answer other than what you claim.

    Is modding for tenacity or defense actually worth it mathematically speaking? Ultimately is does come down to what that particular characters kit is and how they are used in the game. I am using these two websites as data sources for how much stats you get and to calculate defense I am using reality skewed gamers calculater. As a point of reference I will use my sith trooper, who is completely maxed out.

    First, is it worth it to mod for defense?

    Using a baseline attack of 10k, which seems pretty typical, an unmodded Sith trooper has 71,923 health plus protection and 644 defense or 50.25% damage reduction which means he will take 15 shots to die. 4975 dmage per shot x 15 shots = 74625 damage. This is with 0 mods or buffs

    If you mod solely for protection, because this is way more effective than just health, you can get +94% protection from primaries and, if all mods were gold and rolled %protection every time you will have roughly +60% there so 154% protection total from mods or 60,672.252 or 13 more hits.

    If you mod solely for defense you recieve a total of +47% defense from primaries + 30% from set bonuses and +246 defense from secondaries for a grand total of 493.94 defense to add onto the original 644. this gives us a total of of 1137 or 64.07% damage reduction. so if you just stand there and take it you will be able to take an additional 5 hits or an additional 20k effective health.so at first glance yes, protection is better but as we all know, nobody ever just sits there and takes damage so you can't do a straight comparison like this.

    Protection is protection and for the majority of people cannot be regained so once it's gone it's gone. However, defense continues to work once you lose that protection so instead it becomes a question of how many times do you need to get hit before defense becomes more useful than protection. So instead, its better to compare how much damage reduction you get from that defense. In this particular case, it is 1.4k PER HIT. so how many hits do I need to take before defense becomes more useful than protection? 43 times. For this case,

    Obviously you won't have a perfect mod to start with or perfect rolls, but let's have a gander at MY sith trooper and look at the budget and see where the breakpoint is. I have a total of +32.62% and +1120 protection for 86,341 health +protection and +24.93% and +57 defense from mods. This means I have a grand total of 55.06% damage reduction.

    For arguement's sake let's just switch my defense primary for a protection on the triangle. so 11.75% defense for 23.5% protection. A drop to 53.82% defense or an additional 1,240 damage reduced EVERY HIT. that 23.5 protection means an additional 9,252 protection. What this means is every hit taken after the 8th is actually making my defense more and moreuseful. For my sith trooper, who will take on average 19 hits, defense is actually twice as effective as protection. This doesn't take into account any buffs or additional effects that happen in the fight. So it is perfectly understandable that defense >protection or health for a given character.

    Tenacity is an entirely different beast and becomes more of a judgement call. In the case of the OP he was asking about K2SO who HAS to counter in order to continue taunting and be effective. So the opponent lands a daze or buff imunity or stun can he taunt past one hit? No he can't.

    TL;DR, Mathematically speaking, defense CAN be more effective than protection or health. Tenacity is a total judgement call
  • Also, tenacity and Potency are OBVIOUSLY bugged for the player, but buffed for AI

    I have a 90% potency Zidious, he NEVER lands all 3 DoTs from his special (2 base +1 on crit), but enemy sidious never fails to land all 3 when they crit.
  • I got sunfac up to 86% tenacity it was still pants. Now I've gone health and it works much better.
    The thing I found was it just wasn't stopping much, plus there are alot of toons now that inflict unavoidable debuffs.
    Id recommend concentrating on health and protection.
  • "Hekalatos;c-1353587" wrote:
    "Kyno;c-1352336" wrote:
    "Hekalatos;c-1352318" wrote:
    My sith trooper is nodded completely for defense and tenacity.

    It just requires knowledge of kits and building on strengths. So in k2's case, modding for tenacity is fine since you sacrifice 0 protection to get it. There are no protection sets and tenacity primaries only share cross mods so he can still get a prot circle, triangle and arrow. All while building tenacity sets.

    Not counting secondaries, k2 can get upwards of +54% tenacity and +90.5% protection. He doesn't need to hit hard, he just needs to be able to counter and regen prot.


    If you mod completely for tenacity you would also focus on primaries which would cost you a cross protection mod.

    When you look at the math, to farm mods from scratch is a waste to focus on tenacity mods as they are the least useful across your whole roster. And building a " perfect set" will take a lot of time and produce a stock of mods that are not what any other toon " should have".

    Modding a toon a certain way is more then just how that toon will come out if you don't go in with a most bang for your buck mentality you are going to suffer.

    Tenacity starts at a disadvantage, but that's IMO.

    Both k2 and STroop, could benefit more from potency due to the importance of daze and the effect of stacking debuffs bt STrooper. But to each his/her own.

    When looking at the pure math of it defensive modding just doesn't reduce damage enough to warrant being a focus, even on tanks, but again to each his/her own.


    So first you are mixing two different arguments here, one of which is purely subjective and truly is, to each their own. The other is based on math which i think actually points to an answer other than what you claim.

    Is modding for tenacity or defense actually worth it mathematically speaking? Ultimately is does come down to what that particular characters kit is and how they are used in the game. I am using these two websites as data sources for how much stats you get and to calculate defense I am using reality skewed gamers calculater. As a point of reference I will use my sith trooper, who is completely maxed out.

    First, is it worth it to mod for defense?

    Using a baseline attack of 10k, which seems pretty typical, an unmodded Sith trooper has 71,923 health plus protection and 644 defense or 50.25% damage reduction which means he will take 15 shots to die. 4975 dmage per shot x 15 shots = 74625 damage. This is with 0 mods or buffs

    If you mod solely for protection, because this is way more effective than just health, you can get +94% protection from primaries and, if all mods were gold and rolled %protection every time you will have roughly +60% there so 154% protection total from mods or 60,672.252 or 13 more hits.

    If you mod solely for defense you recieve a total of +47% defense from primaries + 30% from set bonuses and +246 defense from secondaries for a grand total of 493.94 defense to add onto the original 644. this gives us a total of of 1137 or 64.07% damage reduction. so if you just stand there and take it you will be able to take an additional 5 hits or an additional 20k effective health.so at first glance yes, protection is better but as we all know, nobody ever just sits there and takes damage so you can't do a straight comparison like this.

    Protection is protection and for the majority of people cannot be regained so once it's gone it's gone. However, defense continues to work once you lose that protection so instead it becomes a question of how many times do you need to get hit before defense becomes more useful than protection. So instead, its better to compare how much damage reduction you get from that defense. In this particular case, it is 1.4k PER HIT. so how many hits do I need to take before defense becomes more useful than protection? 43 times. For this case,

    Obviously you won't have a perfect mod to start with or perfect rolls, but let's have a gander at MY sith trooper and look at the budget and see where the breakpoint is. I have a total of +32.62% and +1120 protection for 86,341 health +protection and +24.93% and +57 defense from mods. This means I have a grand total of 55.06% damage reduction.

    For arguement's sake let's just switch my defense primary for a protection on the triangle. so 11.75% defense for 23.5% protection. A drop to 53.82% defense or an additional 1,240 damage reduced EVERY HIT. that 23.5 protection means an additional 9,252 protection. What this means is every hit taken after the 8th is actually making my defense more and moreuseful. For my sith trooper, who will take on average 19 hits, defense is actually twice as effective as protection. This doesn't take into account any buffs or additional effects that happen in the fight. So it is perfectly understandable that defense >protection or health for a given character.

    Tenacity is an entirely different beast and becomes more of a judgement call. In the case of the OP he was asking about K2SO who HAS to counter in order to continue taunting and be effective. So the opponent lands a daze or buff imunity or stun can he taunt past one hit? No he can't.

    TL;DR, Mathematically speaking, defense CAN be more effective than protection or health. Tenacity is a total judgement call


    Firstly, Sith Trooper has a Unique Ability which amplifies the effect of defense. Not many if any other characters have such interactions with Defense stat.
    Secondly, we are discussing K2SO, not Sith Trooper. If you really want to do the maths for it, please use K2 base stats instead.
    Lastly, 10k base hit is very very low damage. I’m easily seeing 10k damage numbers which is after damage mitigation.
  • "Kyno;c-1352199" wrote:
    "squirrelspearls;c-1351709" wrote:
    I see, thanks for the link.
    Off to farm tenacity mods!


    Probably the worst idea ever. IMO.

    Tenacity is at a disadvantage and health and protection are worth way more then tenacity, especially on a tank. He also has a debuff, so potency would also be more beneficial. You will never be able to mod him to fully resist.

    All my opinion but never gear for defense or tenacity it's a waste.


    It all depends on which tank you're talking about. A permanently stunned Shoretrooper is totally useless for example since he won't be of any use (even tanking). Sun Fac or K2SO are also wasting their respective counter-attacks, the first can't dispell/heal while the second can't taunt again (which is a real waste as a tank).

    So no, all tanks aren't that effective if they can't resist a single debuff.
  • I got K2S0 G11 with mostly concentrating on crit chance and prot/health.
    By adding Cassian to my team (Ten Up) K2S0 is saved from debuffing the first couple of rounds.

About SWGOH Strategy & Tips

Share guides, tips, and tricks for Star Wars: Galaxy of Heroes, discuss Arena strats, and help new players get started.

22,752 PostsLatest Activity: 2 hours ago