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Devourer with the purple thing - Page 3

Forum Index > BW General
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Night[Mare
Profile Blog Joined December 2004
Mexico4793 Posts
June 06 2007 12:55 GMT
#41
you dont need the bloody 10 devourers, just plague then and hit them with mutas haha
Teamliquidian townie
Not_Computer
Profile Blog Joined January 2007
Canada2277 Posts
June 06 2007 13:37 GMT
#42
I thought everyone knew about this already.

Just like how yamato does 260 explosive damage or a battlecruiser can withstand a nuke, for example.

Whenever I use devourers, most of the time my air army doesn't survive long enough to fully utilize the effect of acid spores. =T

Plague + EMP ftw?

"Jaedong hyung better be ready. I'm going to order the most expensive dinner in Korea."
Sadir
Profile Blog Joined December 2005
Vatican City State1176 Posts
June 06 2007 15:52 GMT
#43
are Carriers Interceptors affected by devourer spores, if you hit solely the carrier?
or are they only affected when atteced directly
CubEdIn
Profile Blog Joined April 2006
Romania5359 Posts
June 06 2007 15:54 GMT
#44
No, interceptors have to be spored for them to hit slower. Hitting carriers will only reduce carrier armor.
Im not a n00b, I just play like one.
aokces
Profile Joined October 2006
United States309 Posts
June 06 2007 15:54 GMT
#45
Carrier spores wouldn't affect interceptors at all, and of course u wouldnt attack intereceptors. Still the +9 damage to carriers would be worth it even w/out cooldown. If an interceptor did get hit by a spore it would proably be affected though
niteReloaded
Profile Blog Joined February 2007
Croatia5281 Posts
June 06 2007 18:02 GMT
#46
On June 06 2007 17:05 Hawk wrote:
It's just there to remind you when you're flying around that you got wtfpwned

LOL
Brutalisk
Profile Joined February 2007
794 Posts
June 06 2007 18:24 GMT
#47
Dev + Muta + Ensnare = Death to all air units.
Vs. large amounts of corsairs you shouldn't attack with mutalisks, because they die in seconds. Attack them with a good bunch of devourers. Problem is that devs shoot slow, so a sair/dev battle takes quite some time. Sairs have no chance, but it's annoying because it takes so long. That's also the reason why sair/carrier is still strong vs. Zerg: Z needs mutas to do the "real" damage, but they'll die fast to the sairs. And the devourers need a long time to kill enough sairs, and during that time they are decimated by the carriers. Best solution to this is to bring some hydras and/or use Ensnare.
lololol
Profile Joined February 2006
5198 Posts
June 06 2007 18:45 GMT
#48
It slows the attack cooldown of the affected unit.
It increases the damage taken, by 1 for each spore, from each source of attack and some spells... each tick of Psi Storm and Irradiate, as well as Yamato Gun.
It does NOT hit cloacked units if they are not detected, no matter how close to the current target they are, but once affected by spores the units become visible.
I'll call Nada.
Pads
Profile Blog Joined January 2007
England3228 Posts
June 06 2007 19:23 GMT
#49
Corrosive acid it's called, I think.
#1 Kwanro[saM] fan!
CubEdIn
Profile Blog Joined April 2006
Romania5359 Posts
June 06 2007 20:08 GMT
#50
On June 07 2007 03:45 lololol wrote:
It slows the attack cooldown of the affected unit.
It increases the damage taken, by 1 for each spore, from each source of attack and some spells... each tick of Psi Storm and Irradiate, as well as Yamato Gun.
It does NOT hit cloacked units if they are not detected, no matter how close to the current target they are, but once affected by spores the units become visible.


Errr... listen, it does NOT increase the damage taken. It REDUCES THE ARMOR/SHIELD. This DOES matter because:
1. If you acid-spore mutas, and you're attacking them with hydras (that only deal 50%) then you will need TWO spores to do ONE extra damage.
2. Likewise, when you're attacking spored Carrierrs with scouts, they will do TWO extra damage per hit, because they fire 2x14 damage.
Therefore, it does not increase damage by 1 spore. It lowers armor/shield by 1.

And as far as I know, psi storm doesn't take armor into consideration, so I really doubt it will deal more damage. But I'll try this and get back to you.
Im not a n00b, I just play like one.
Texas
Profile Blog Joined March 2006
Germany2388 Posts
June 06 2007 20:34 GMT
#51
http://www.battle.net/scc/zerg/units/devourer.shtml
KizZBG
Profile Blog Joined November 2006
u gotta skate8152 Posts
June 06 2007 20:37 GMT
#52
Thread title of the fucking year?
eSTRO for life | #2 Sea.Really fan! | #1 GosI[Flying] fan! | Clide - best SC2 terran!
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
June 06 2007 21:31 GMT
#53
On June 07 2007 05:37 KizZBG wrote:
Thread title of the fucking year?


WERD UP
^-^
Haemonculus
Profile Blog Joined November 2004
United States6980 Posts
June 06 2007 23:40 GMT
#54
Hahaha, in a 2v2 game one time me and my friend were more or less just fooling around with our opponents, and we got devourers and valkyries working together. This poor guy's overlord swarm seriously went down in less than 1 volley. We let the other guy get a few carriers, but with -5 armor they don't hold up too well, even to valks.
I admire your commitment to being *very* oily
wXs.Havok
Profile Joined October 2006
Argentina529 Posts
Last Edited: 2007-06-07 01:06:22
June 07 2007 01:04 GMT
#55
Increased the unit cooldown AND decreased armor by 1 each time a spore hits. If your unit has 2 armor and has 9 spores, that means his actual armor is -7 (yes, its a 7 added to the damage)

Btw, interceptors have a very tiny cooldown (I used to customize sc some years ago). So the spores dont really help much against them, since they will always fire when "flying over" his victim
Read this and you`re gay
Liquid`Drone
Profile Joined September 2002
Norway28647 Posts
June 07 2007 01:25 GMT
#56
On June 06 2007 20:13 MoNKeYSpanKeR wrote:
vs mass sair mass devouer is bette rhtne muta devouer, vs carrier sair deovuer muta is better. Me and some friends were broed and we each picked one race on ZC and massed differnt are combos from the races adn fought, pure sair rips thorugh 24 devouer + rest muta, but mass devouer kills all sair.


this is only true if zerg lacks air armour upgrades. with air armour, muta+dev is much better than pure dev.
Moderator
CubEdIn
Profile Blog Joined April 2006
Romania5359 Posts
June 07 2007 02:53 GMT
#57
It does take more damage from storm when heavily spored (just tested). So this means it's not armor-related? Now I got to go test the -1 armor or +1 damage factor.
Im not a n00b, I just play like one.
CubEdIn
Profile Blog Joined April 2006
Romania5359 Posts
Last Edited: 2007-06-07 02:59:40
June 07 2007 02:59 GMT
#58
Monkeyspanker, it also depends on how you fight.

First of all, if you have like 70 sairs, then yes, probably 24 devourers won't do. But let's take this to regular proportions:

If you have 24 sair, and I have 24 muta, I can morph 12 mutas into devourers. Then when combat time comes, I send in the devourers for a few shots, until the sairs get spores on them. Then, after the devourers have fired twice or so, I send in my 12 mutas. Your sairs will not only have 9 spores on them, but they're also fire slow as hell. All I have to do is spread out my mutas and you're toast.

Not to mention that with the money I saved from NOT making devourers I can get another 12 muta, easy choise.

Edit: sorry for double post, I forgot I just posted... tired.
Im not a n00b, I just play like one.
lololol
Profile Joined February 2006
5198 Posts
June 07 2007 03:01 GMT
#59
On June 07 2007 05:08 CubEdIn wrote:
Show nested quote +
On June 07 2007 03:45 lololol wrote:
It slows the attack cooldown of the affected unit.
It increases the damage taken, by 1 for each spore, from each source of attack and some spells... each tick of Psi Storm and Irradiate, as well as Yamato Gun.
It does NOT hit cloacked units if they are not detected, no matter how close to the current target they are, but once affected by spores the units become visible.


Errr... listen, it does NOT increase the damage taken. It REDUCES THE ARMOR/SHIELD. This DOES matter because:
1. If you acid-spore mutas, and you're attacking them with hydras (that only deal 50%) then you will need TWO spores to do ONE extra damage.
2. Likewise, when you're attacking spored Carrierrs with scouts, they will do TWO extra damage per hit, because they fire 2x14 damage.
Therefore, it does not increase damage by 1 spore. It lowers armor/shield by 1.

And as far as I know, psi storm doesn't take armor into consideration, so I really doubt it will deal more damage. But I'll try this and get back to you.


It is very much equal to a +1 damage upgrade with attacks and it affects some spells.
1. 10 damage hydras + 1 bonus damage deal 5.5 to mutas, wow, completely the same.
2. There are 2 sources of attack and in the game data files the damage is recorded as 14 by factor of 2, so a +1 damage upgrade is the same, this is also the reason that units with 2 attacks upgrade by 2 or 4 damage, because it's actually +1 or +2.
3. Spells are not affected by armor, which is the obvious reason to present spores as damage increase, because it does increase their damage.
Go correct someone that's wrong next time.
I'll call Nada.
CubEdIn
Profile Blog Joined April 2006
Romania5359 Posts
June 07 2007 03:24 GMT
#60
Heh, well, let's take example 1.

10 damage hydras do 5 damage to mutas. If spore is +1 damage they would do 6 damage to muta. If spore would be -1 armour they would do 4 damage to mutas. Why are you adding it before the damage is actually done?
Example:
When a small unit has 4 armour and 10 life, and it gets hit with 10 damage (explosive), it doesn't go 6 damage / 2 = 3 damge does it?. It goes 10/2 - 4 = 1 damage. Right? So I don't see why spores should be added to damage before the size kicks in.

Also, question. When something deals 5.5 damage, for example. Does it deal 5 damage, then 6, then 5, and so on?

Either way, I was simply stating a point, if you don't want to post, that's just dandy, I don't care. Spare me the witty lines.
Im not a n00b, I just play like one.
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