anyway, i thought the role of the devourer was to make the protoss player look cool when he maelstroms all of them with 1 dark archon...?
Devourer with the purple thing - Page 4
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Gokey
United States2722 Posts
anyway, i thought the role of the devourer was to make the protoss player look cool when he maelstroms all of them with 1 dark archon...? | ||
CubEdIn
Romania5359 Posts
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Slayer91
Ireland23335 Posts
Wrong. first you minus armour. 10-4 =6. THEN damage kicks in. 6/2 = 3. Thats why when one hydra hits lot with no shield it does. (10 - 1 /2 =4.5) not (10/2 = 5 -1 =4) | ||
CubEdIn
Romania5359 Posts
![]() So then you get 10 damage to mutalisk from hydra, +1 per acid spore, divided to 2? Also, what about the .5 damage. How does that work? Does it deal one more damage point every two shots? | ||
Slayer91
Ireland23335 Posts
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MoNKeYSpanKeR
United States2869 Posts
On June 06 2007 20:44 Lx_Rogue wrote: + Show Spoiler + 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. No...mutas are much better for this. Once they have 9 acid spores, you only need mutas. Mutas do WAY more damage and are small vs explosive damage. When theres 75 sairs, and you ahve 50 muta fighting them the volley is so intesne it doens,t matter, they mutas die instantly. When we tested it on Zero Clutter (we were bored just massing air combos) 50 workers each. then i did 24 devourer and 51 mutas. the sair destroyed it with about half left over. Pure devourer won. It didn't matter that the mutas now did 21/13/10 or w/e because they all basically blew up in a flurry of blood before they could get more then 1 hit it off. | ||
CubEdIn
Romania5359 Posts
On June 07 2007 14:36 MoNKeYSpanKeR wrote: When theres 75 sairs, and you ahve 50 muta fighting them the volley is so intesne it doens,t matter, they mutas die instantly. When we tested it on Zero Clutter (we were bored just massing air combos) 50 workers each. then i did 24 devourer and 51 mutas. the sair destroyed it with about half left over. Pure devourer won. It didn't matter that the mutas now did 21/13/10 or w/e because they all basically blew up in a flurry of blood before they could get more then 1 hit it off. Yes but that doesn't matter in a real game, because no protoss will ever have 75 sairs vs zerg (in any remotely-normal game). In smaller numbers (like 24 sairs vs 12 devourer/12 muta) zerg will win. You don't need 24 devourers. | ||
MoNKeYSpanKeR
United States2869 Posts
In any case valks suck. | ||
CubEdIn
Romania5359 Posts
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FakeSteve[TPR]
Valhalla18444 Posts
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dementus
Singapore1151 Posts
On June 07 2007 14:36 MoNKeYSpanKeR wrote: When theres 75 sairs, and you ahve 50 muta fighting them the volley is so intesne it doens,t matter, they mutas die instantly. When we tested it on Zero Clutter (we were bored just massing air combos) 50 workers each. then i did 24 devourer and 51 mutas. the sair destroyed it with about half left over. Pure devourer won. It didn't matter that the mutas now did 21/13/10 or w/e because they all basically blew up in a flurry of blood before they could get more then 1 hit it off. the one bit of theorycraft to rule them all! i hope that someone who read your post will find it handy in a ZC NR 30 NO HARRASS NO POINT ONLY AIR pub game. gotta hand it to ya monkeyspanker, i don't think anyone else would be arsed to try all of this out AND drag friends along. | ||
lololol
5198 Posts
1. Splash multiplier. 2. Armor amount reduction. 3. Armor type multiplier. The calculations about shields and hp are separate, if an attack depletes the shields the leftover damage "follows" the 3 steps again. The minimum damage is 0.5(which is not separate for shield/hp, if your attack exactly depletes the shields no damage will be done to the hp) and the calculations are with accuracy of 1/256. All AoE spells and splash attacks have "circular" area of effect - it's more like a square with rounded edges ![]() About mass air unit battles, I find it pretty pleasing to watch a 100 corsairs positioned in a corner killing off 700 mutalisks at the same time each of them comes in attack range ![]() Muta/Dev combo is the most effective anti-air among the 3 races, if we make combos between races, depending on the situation valk/dev or corsair/dev are the best. Also, valks can be made to launch rockets 2 by 2 and will be affected by the sprite limit as much as goliaths are. | ||
Gokey
United States2722 Posts
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SevGaming
United States93 Posts
1 Spore = -1 to effective armor, NOT +1 damage -1 to armor = +2 damage for Scouts, Wraiths, Goliaths -1 to armor = +1 damage for all other units | ||
lololol
5198 Posts
On June 07 2007 17:55 SevGaming wrote: You guys blow things so far out of proportion t.t 1 Spore = -1 to effective armor, NOT +1 damage -1 to armor = +2 damage for Scouts, Wraiths, Goliaths -1 to armor = +1 damage for all other units What about reading what others posted before posting untrue crap? | ||
Vushe
Canada48 Posts
On June 07 2007 17:55 SevGaming wrote: You guys blow things so far out of proportion t.t 1 Spore = -1 to effective armor, NOT +1 damage -1 to armor = +2 damage for Scouts, Wraiths, Goliaths -1 to armor = +1 damage for all other units damage formula should be something like this: [(dmg + spores)-(armour)]*(size multiplier)*(number of hits) Hydra vs Muta with 1 spore [(10 + 1) - (0)] * 0.5 * 1 = 5.5 <--- this is why you only see a 0.5 dmg increase, not a +1 dmg Goliaths vs Wraith with 1 spore (Goliaths fire 2 missiles at once so its two attacks at once) [(10 +1) - (0)] * 1 * 2 = 22 <--- you see a +2 dmg increase Also spores increase dmg taken from storm + irridate. So if you are saying its armour, explain why that happens. You should have read the link someone posted: http://www.battle.net/scc/zerg/units/devourer.shtml "To make matters worse for the enemy, with every Acid Spore that's attached, the unit takes an additional point of damage whenever it is attacked . At a maximum of 9 Spores attached, the affected unit will be taking SERIOUS damage from enemy attacks. Even a non-upgraded Mutalisk will do 18 points of damage per attack with its bounce attack doing 12 and 10 points to any other nearby enemy units that also have 9 Spores attached. So as you can see, having air support for Devourers will not only help protect the Devourers, but they will also help take down the enemy at an incredibly quick rate." | ||
LxRogue
United States1415 Posts
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SevGaming
United States93 Posts
On June 07 2007 18:13 lololol wrote: What about reading what others posted before posting untrue crap? You mean like the 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. that you posted... which everyone else explained to you how you were wrong? It's because of dumbasses such as yourself that people with legit questions never figure out the answers. So for the last time, it DOES NOT increase the damage taken by 1 per spore. It decreases EFFECTIVE ARMOR by 1 per spore, which equates to +1 or +2 damage, depending on the unit. Please learn to play BW before posting again..? | ||
lololol
5198 Posts
On June 07 2007 19:10 SevGaming wrote: You mean like the that you posted... which everyone else explained to you how you were wrong? It's because of dumbasses such as yourself that people with legit questions never figure out the answers. So for the last time, it DOES NOT increase the damage taken by 1 per spore. It decreases EFFECTIVE ARMOR by 1 per spore, which equates to +1 or +2 damage, depending on the unit. Please learn to play BW before posting again..? You are the dumbass that does not have any knowledge about what he's talking about and as all TL members reading such topics can confirm I'm very much knowledgable about what I'm talking. You're a fucking retard, because that's the only explanation why you can't even even compherend what a "source of attack" means and talks crap, when it's damn obvious some units deal damage twice on their attacks and the UI just shows the added damage for both attacks and how about explaning why spell damage is increased by spores, when they are not affected by armor, fucking idiot. If there's a reason people are confused about these things and don't figure out the answers it's because of low post retards that post complete crap and spam after a real knowledgable answer. | ||
fusionsdf
Canada15390 Posts
On June 07 2007 16:59 lololol wrote: Damage is calculated as follows: 1. Splash multiplier. 2. Armor amount reduction. 3. Armor type multiplier. The calculations about shields and hp are separate, if an attack depletes the shields the leftover damage "follows" the 3 steps again. The minimum damage is 0.5(which is not separate for shield/hp, if your attack exactly depletes the shields no damage will be done to the hp) and the calculations are with accuracy of 255/256. All AoE spells and splash attacks have "circular" area of effect - it's more like a square with rounded edges ![]() About mass air unit battles, I find it pretty pleasing to watch a 100 corsairs positioned in a corner killing off 700 mutalisks at the same time each of them comes in attack range ![]() Muta/Dev combo is the most effective anti-air among the 3 races, if we make combos between races, depending on the situation valk/dev or corsair/dev are the best. Also, valks can be made to launch rockets 2 by 2 and will be affected by the sprite limit as much as goliaths are. :O | ||
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