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lurker extra damage testing

Blogs > StaticNine
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StaticNine
Profile Blog Joined March 2017
47 Posts
Last Edited: 2026-04-27 03:20:07
April 12 2026 18:08 GMT
#1
I was testing the lurker extra damage bug and the following images show how much damage a marine would take based on their distance. To make sure there wasn't error introduced by my methodology I will describe it in full. I set up the lurker and marines in the following position with a guardian nearby. I altered the damage of the guardian and the HP of the marine to be able to see a triple damage spine. I set the guardian to attack the lurker and saved the game before it attacked. I manually timed the lurker attack for each friendly marine and recorded the damage. For most marines, especially the closest ones to the lurker, I did multiple attempts to ensure I was getting the bug. For marines right on top of the lurker it's possible that I mistimed the lurker shot despite multiple attempts because I had very little time to get the lurker attack off before it touched the marine. I did multiple attempts on the 1x results since a 2x or greater tells me I definitely got the bug. The 1x results were the only ones where there was a possibility of mistiming the attack.

EDIT: I'm trying to upload the images to imgur but I can't seem to get them to show right now. (thx lucky_noob)

[image loading]


[image loading]



[image loading]




EDIT: Here is a video of a test as well



Peeano
Profile Blog Joined March 2009
Netherlands5619 Posts
April 13 2026 09:46 GMT
#2
[image loading]

[image loading]

[image loading]
FBH #1!
Peeano
Profile Blog Joined March 2009
Netherlands5619 Posts
April 13 2026 09:57 GMT
#3
Do I understand correctly that the 1x 2x 3x mean all marines in the line took that amount of damage and that you're saying targeting matters?

Would be interesting to do this test again with marines all around the lurker and create a heat map of which marines should be targeted if so.
FBH #1!
StaticNine
Profile Blog Joined March 2017
47 Posts
Last Edited: 2026-04-13 20:24:33
April 13 2026 19:37 GMT
#4
On April 13 2026 18:57 Peeano wrote:
Do I understand correctly that the 1x 2x 3x mean all marines in the line took that amount of damage and that you're saying targeting matters?

Would be interesting to do this test again with marines all around the lurker and create a heat map of which marines should be targeted if so.


1x means it did normal damage and only refers to that 1 marine. I did this all with 1 race so there wasn't lurker splash.I did consider trying to do it "properly" to see the splash, but that would have been much more difficult to set up, to have all the marines in the proper spot, not move, and not kill the lurker prematurely. I just thought of a set up so I can test the splash and confirm it works the way I had assumed, I'm in the process of doing that now.

Thanks for showing the pic, I'm not sure why I couldn't get it to show, I know I've shown pictures in blogs in the past.

EDIT: I tested the splash and it behaved like I assumed. I included a video link to the test I just did in the original post. It doesn't matter which marine you target, what matters is the distance. I didn't target different marines in the first video but I made another one where I did target different marines.

Kraekkling
Profile Blog Joined June 2007
698 Posts
Last Edited: 2026-04-14 13:54:32
April 14 2026 13:45 GMT
#5
this is interesting - so what exactly are the requirements to trigger this?

does the lurker have to die while the spines are propagating? or does it have to die at the very instant the spines start?

does it somehow depend on the type of projectile that killed the lurker, e.g. guardian attack vs instant marine dps?

does it matter which of the marines is targeted by the lurker?
(*^^)(^*)
Kraekkling
Profile Blog Joined June 2007
698 Posts
April 14 2026 13:52 GMT
#6
now that I think about it - in situations when marines attack into lurkers, it sometimes seems like surprisingly many marines die at the moment when lurkers die. not sure if real or I'm just pattern matching... I wonder if this is the reason?
(*^^)(^*)
StaticNine
Profile Blog Joined March 2017
47 Posts
April 14 2026 20:17 GMT
#7
On April 14 2026 22:45 Kraekkling wrote:
this is interesting - so what exactly are the requirements to trigger this?

does the lurker have to die while the spines are propagating? or does it have to die at the very instant the spines start?

does it somehow depend on the type of projectile that killed the lurker, e.g. guardian attack vs instant marine dps?

does it matter which of the marines is targeted by the lurker?


It doesn't matter which marine is targeted. It doesn't matter what projectile killed the lurker. As soon as the lurker dies the remainder of the spine is transformed into the potential extra damage spine. I didn't go in depth with the general explanation because I figured everyone already knew about it since it's so common and Terran players complain about it a lot.
Excalibur_Z
Profile Joined October 2002
United States12248 Posts
April 15 2026 20:47 GMT
#8
On April 14 2026 22:52 Kraekkling wrote:
now that I think about it - in situations when marines attack into lurkers, it sometimes seems like surprisingly many marines die at the moment when lurkers die. not sure if real or I'm just pattern matching... I wonder if this is the reason?


Yeah that's right. Terran players in particular have been aware of this bug (Lurker spines deal double damage if the Lurker dies) for a very long time. However, what's more interesting to me, and something I didn't know, is that apparently that damage is inconsistent -- and can somehow hit for normal or even triple damage?!

Thanks for the test on this, very puzzling behavior.
Moderator
StaticNine
Profile Blog Joined March 2017
47 Posts
April 15 2026 21:37 GMT
#9
On April 16 2026 05:47 Excalibur_Z wrote:
Show nested quote +
On April 14 2026 22:52 Kraekkling wrote:
now that I think about it - in situations when marines attack into lurkers, it sometimes seems like surprisingly many marines die at the moment when lurkers die. not sure if real or I'm just pattern matching... I wonder if this is the reason?


Yeah that's right. Terran players in particular have been aware of this bug (Lurker spines deal double damage if the Lurker dies) for a very long time. However, what's more interesting to me, and something I didn't know, is that apparently that damage is inconsistent -- and can somehow hit for normal or even triple damage?!

Thanks for the test on this, very puzzling behavior.


It's based only on the distance from what I can tell. Something funny I just discovered was that the goliath's attack range puts itself exactly in the triple damage zone. I had a goliath attack a lurker from multiple angles and when triggering the bug it always took triple, 57 damage with no upgrades.

Peeano
Profile Blog Joined March 2009
Netherlands5619 Posts
April 15 2026 22:40 GMT
#10
A heat map would still be nice, just for a simple overview in one picture. (I won't make it myself cuz I refuse to install BW.)

Like BR said, I think everyone in the community just assumed its double dmg upon hitting during death animation.
FBH #1!
StaticNine
Profile Blog Joined March 2017
47 Posts
Last Edited: 2026-04-15 23:06:03
April 15 2026 22:57 GMT
#11
On April 16 2026 07:40 Peeano wrote:
A heat map would still be nice, just for a simple overview in one picture. (I won't make it myself cuz I refuse to install BW.)

Like BR said, I think everyone in the community just assumed its double dmg upon hitting during death animation.


The problem with a heat map is that it would take an enormous amount of testing to make an accurate one and would require testing all the diagonals. The most I can say with confidence is stated in the pictures, that given that particular lurker and marine position that is how much damage each marine will take from the bug.

I knew it could do triple damage, but I assumed that it would apply to the entire spine. It's counterintuitive to think that different parts of the attack could do a different amount of damage. It's just rarely relevant since a 2x will 1 shot a marine and a medic will still survive a 3x hit.
Peeano
Profile Blog Joined March 2009
Netherlands5619 Posts
Last Edited: 2026-04-15 23:05:06
April 15 2026 23:04 GMT
#12
Yeah, I can see that being a 3-4(+) hour project
FBH #1!
Kraekkling
Profile Blog Joined June 2007
698 Posts
April 16 2026 02:12 GMT
#13
is x3 the highest possible damage?

or could a unit with a bigger hitbox get hit more often?
(*^^)(^*)
Kraekkling
Profile Blog Joined June 2007
698 Posts
April 16 2026 02:29 GMT
#14
also, are there any real situations where this bug could be used intentionally? maybe even reduce lurker hp as a setup? idk

very situational one -

in ZvP when dropping a single lurker on a mineral line, and there's a cannon shooting, such that the lurker will get off only a single shot, one might stop it from shooting until the very last moment to trigger the bug
(*^^)(^*)
Darkwhite
Profile Joined June 2007
Norway353 Posts
Last Edited: 2026-04-16 13:14:59
April 16 2026 12:58 GMT
#15
I thought I understand how this bug works, but I would have thought triple damage would be impossible. I thought the bug was that damage from <spine from living lurker A> isn't recognized to have the same source as <spine from dead lurker A>. I also thought that it was precise timing that caused double damage, with a unit having to be hit by the spine in the exact window that the Lurker dies.

But from what you are showing here, and from Liquidpedia, it's a bit different. Lurker spines deal damage in a bunch of partially overlapping regions. Some kind of flagging is supposed to make a unit that takes damage from any particular spine region not take further damage from other regions of the same spine. But this behavior just doesn't work with a spine belonging to a dead lurker. So multidamage is always on with a dead Lurker's spine, and doesn't depend on the exact timing, but rather the exact spacing and overlapping of the damage regions.

Addendum: if everything works nicely, you would expect the bug to only depend on radial distance, but there could easily be weirdness related to angles or rounding or whatever.

Addaddendum: the video from Liquipedia is excellent. However, it also seems like the Liquipedia explanation must be wrong. Marines die at very precise timings. I don't think just three regions are enough to produce the behavior. But it is probably true that triple overlap is the maximum possible.

Darker than the sun's light; much stiller than the storm - slower than the lightning; just like the winter warm.
Excalibur_Z
Profile Joined October 2002
United States12248 Posts
April 20 2026 14:31 GMT
#16
I did a little more testing on this and discovered that it is indeed each individual spine dealing damage if the Lurker is dead. Seems like in most situations, the spine areas overlap a little, resulting in the double damage we're familiar with. But if we apply it to a very large target, such as this Xel'Naga Temple, we see that up to 6 instances of damage are taken.
[image loading]


Now, the Xel'Naga Temple is a 6x4 building. But for standard 4x3 buildings like a Barracks or Nexus, I could see 4 instances of damage happening.
Moderator
StaticNine
Profile Blog Joined March 2017
47 Posts
Last Edited: 2026-04-21 02:40:27
April 21 2026 02:35 GMT
#17
I couldn't get it to do more than 3x the damage on stationary units, but I could easily get it to do 4x damage on moving factory units.



It 1 shots a vulture lol.



LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1544 Posts
April 25 2026 08:34 GMT
#18
Not a bug. But cheers for the tests.

Also skill issue in real games "Units traveling perpendicular to the Lurker are apt to take no damage at all".

Did you factor in the different damage dealt to smol, med and large units?

Btw https://imgbb.com/ use this and try the different links to display images.. Use BB Code fully linked or thumbnail:

[image loading]
ko-fi.com/luckynoob
StaticNine
Profile Blog Joined March 2017
47 Posts
Last Edited: 2026-04-25 11:16:26
April 25 2026 11:15 GMT
#19
On April 25 2026 17:34 LUCKY_NOOB wrote:

Did you factor in the different damage dealt to smol, med and large units?


lurkers do the same damage regardless of unit size
Excalibur_Z
Profile Joined October 2002
United States12248 Posts
Last Edited: 2026-04-25 16:24:16
April 25 2026 16:23 GMT
#20
On April 25 2026 17:34 LUCKY_NOOB wrote:
Not a bug. But cheers for the tests.


It's unquestionably a bug. Lurkers can't deal more than one instance of damage per unit when they are alive. I'm pretty confident the way that it functions is via set flags.

For example, I create Unit 46, which is a Lurker. Unit 46 sends out an attack which connects with Unit 20 (a Barracks) such that 4 spines hit it. The first time Unit 20 is damaged, the game sets a flag that says "Already Been Damaged By Unit 46 This Attack", and this is what prevents multiple spines from damaging a target. But if Unit 46 no longer exists because it died, then the flag becomes "Already Been Damaged By [null] This Attack", which doesn't resolve, and therefore that limit doesn't apply. So now, Unit 20 takes 4 instances of damage instead of 1 because the spines have no owner.
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