• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:11
CEST 09:11
KST 16:11
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Official StarCraft website teases new content ahead of BlizzCon?83Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!40Weekly Cups (August 17-23): Zerg dominate the week6
StarCraft 2
General
Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game SC4ALL: II Winner Will Earn a Spot at HSC 30! Weekly Cups (August 24-30): Patches' balance mod takes over Balance hotfix patch 5.0.16b (July 16) September World Ranking: herO leads, Serral climbs
Tourneys
2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament Stellar Fest TWO the Moon (Dec 16-20) IntoTheTV X SOOP SC2 League : Weekly & Monthly SC2 INu's Battles#20 [BO.9]
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
Gypsy to Korea Official StarCraft website teases new content ahead of BlizzCon? BGH Auto Balance -> http://bghmmr.eu/ ASL22 General Discussion BW General Discussion
Tourneys
Small VOD Thread 2.0 Brood War in Budapest ! WORTEX 2026 BW Finals KCM Race Survival 2026 Season 3 [Megathread] Daily Proleagues
Strategy
Odyssey Mineral Stack Saturation Replay Review Process - What do you do? Game Theory for Starcraft Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Diablo IV EVE Corporation [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread Canadian Politics Mega-thread UK Politics Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Dreaming of BW patches (mod…
c3rberUs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7182 users

High ground advantage - Page 4

Forum Index > BW General
Post a Reply
Prev 1 2 3 4 5 Next All
stet_tcl
Profile Blog Joined May 2008
Greece319 Posts
February 12 2009 15:13 GMT
#61
On February 12 2009 23:23 errol1001 wrote:
Burrowed units don't take splash damage (it's not a hitbox thing).

That's why swarm + lurker works..

On February 12 2009 23:49 arbiter_md wrote:
Show nested quote +
On February 12 2009 23:23 errol1001 wrote:
Burrowed units don't take splash damage (it's not a hitbox thing).

That's why swarm + lurker works..

Are you sure about the burrowed and splash?
I'm sure I played some UMS where the reaver was killing 2-3 burrowed units with one hit.

Of course burrowed units take splash.
Thats why siege tank & SCV or Archon & zealot against lurks works.
They just take no splash damage from tanks under swarm.
Does anyone know, do burrowed units under swarm take damage from Archons or reavers? I'm guessing archons no, reavers yes but i cant check right now...
Kim_Hyun_Han
Profile Blog Joined January 2009
706 Posts
February 12 2009 15:23 GMT
#62
70% chance of hit isnt like, it will hit in 7 out of 10 shots
for each shot 70%
so it means that it may never land a hit, or land all hits in 100 shots, it is lucky based
Orome
Profile Blog Joined June 2004
Switzerland11984 Posts
February 12 2009 15:29 GMT
#63
No, it's probability based and the probability that a large simple will differ significantly from the probability is tiny.
On a purely personal note, I'd like to show Yellow the beauty of infinitely repeating Starcraft 2 bunkers. -Boxer
StormsInJuly
Profile Joined January 2009
Sweden165 Posts
February 12 2009 15:33 GMT
#64
yeah if you just look at the numbers in the first post you'll realize the odds of it actually being 70% is vanishingly small (actually, impossible because games use pseudo-random number generators, not actually random numbers)
minus_human
Profile Blog Joined November 2006
4784 Posts
February 12 2009 15:36 GMT
#65
On February 13 2009 00:13 stet_tcl wrote:
Show nested quote +
On February 12 2009 23:23 errol1001 wrote:
Burrowed units don't take splash damage (it's not a hitbox thing).

That's why swarm + lurker works..

Show nested quote +
On February 12 2009 23:49 arbiter_md wrote:
On February 12 2009 23:23 errol1001 wrote:
Burrowed units don't take splash damage (it's not a hitbox thing).

That's why swarm + lurker works..

Are you sure about the burrowed and splash?
I'm sure I played some UMS where the reaver was killing 2-3 burrowed units with one hit.

Of course burrowed units take splash.
Thats why siege tank & SCV or Archon & zealot against lurks works.
They just take no splash damage from tanks under swarm.
Does anyone know, do burrowed units under swarm take damage from Archons or reavers? I'm guessing archons no, reavers yes but i cant check right now...



In regard to your question, I believe you're guessing right.
1a2a3aGG
Profile Blog Joined February 2009
United States225 Posts
Last Edited: 2009-02-12 16:30:15
February 12 2009 16:27 GMT
#66
Ya this has always bothered me, Im glad someone finally did the math on this topic.

I always thought it was a 66.6% (1/3 miss) rather than 70 but even then when I would attack a ramp and notice every now and then my goons miss 3 shots in a row before making a hit made me wonder, was it really 2/3 hit rate?

Nice writeup I BELIEVE YOU!...

Maybe it has to do with the patches and how the game has changed over time, either way I still think its fair the way it is... usually when u need to use your highground to your advantage you really need it so... more power to the 52% IMO.


maybe we can try to figure out why when you have a ton of units and they hit 1 building/unit and it obviously would of died within the first few hit, yet each unit gets their punches in and maybe twice... anyone else ever notice how it seems that units "miss" on lowground every now and then?

EDIT: This usually happens when there is a lot of units attacking 1 or very few units, without ground height advantage/disadvantage.

anywho nice write up. Hope to see some more math related topics from you.
Scamp
Profile Joined October 2008
United States1086 Posts
February 12 2009 16:27 GMT
#67
This was a very good test.

But I don't think it's complete unless some other units are tested (how about tanks without siege?) and/or different targets are tested. Perhaps the results will be different if you attack a unit and not a building.
Cheese is good for you!
fanatacist
Profile Blog Joined August 2007
10319 Posts
February 12 2009 16:44 GMT
#68
Good work. I also didn't believe the 70% lol.
Peace~
fanatacist
Profile Blog Joined August 2007
10319 Posts
February 12 2009 16:50 GMT
#69
Have you tried using the lower high ground or raised or whatever it's called?
Peace~
JWD
Profile Blog Joined October 2007
United States12607 Posts
February 12 2009 17:01 GMT
#70
On February 13 2009 00:23 Kim_Hyun_Han wrote:
70% chance of hit isnt like, it will hit in 7 out of 10 shots
for each shot 70%
so it means that it may never land a hit, or land all hits in 100 shots, it is lucky based


Sorry, but this.... holy shit...
✌
fanatacist
Profile Blog Joined August 2007
10319 Posts
February 12 2009 17:04 GMT
#71
On February 13 2009 02:01 jwd241224 wrote:
Show nested quote +
On February 13 2009 00:23 Kim_Hyun_Han wrote:
70% chance of hit isnt like, it will hit in 7 out of 10 shots
for each shot 70%
so it means that it may never land a hit, or land all hits in 100 shots, it is lucky based


Sorry, but this.... holy shit...

Yea, this is like a request for an algebra 1 textbook in my eyes.
Peace~
XythOs
Profile Blog Joined February 2005
Germany520 Posts
February 12 2009 17:06 GMT
#72
On February 13 2009 00:13 stet_tcl wrote:
They just take no splash damage from tanks under swarm.

Thats wrong, tank splash damage under swarm is a bit out of place, if you manually target the lurker behind(in direction from your tank) others, the front one will get damaged by the splash.
For example: X² X³ T
You shoot with Tank T at Lurker X² and X³ will take the damage from splash. (under swarm, and of course close to each other)
jtan
Profile Blog Joined April 2003
Sweden5891 Posts
February 12 2009 17:11 GMT
#73
On February 13 2009 01:27 Scamp wrote:
This was a very good test.

But I don't think it's complete unless some other units are tested (how about tanks without siege?) and/or different targets are tested. Perhaps the results will be different if you attack a unit and not a building.

As I say in the op, I already tried 3 kinds of units, and I tried attacking a tank instead of a turret but with the same results.
Enter a Uh
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2009-04-07 10:24:07
April 07 2009 09:01 GMT
#74
On February 12 2009 15:43 Bill307 wrote:
Show nested quote +
On February 12 2009 12:38 Funnytoss wrote:
I would really like to see this tested with other range units - maybe it's subjective, but I always feel that Tanks do not suffer all that much when firing uphill when compared to Dragoons - at least, it always feels nearly impossible to assault a Terran sieged on high ground.

Tanks deal splash damage with a radius big enough to hit almost any unit for 25% or 50% damage, even if the tank blast misses. This is the same for units on high ground, behind trees, and under dark swarm.

I think burrowed units are the only units with small enough hitboxes that the tank splash misses them completely.


jtan: huge thanks for finally testing this statistic. I always thought it was 70%, but that % always felt too high.


It's not hitboxes, they are the same, it's just that burrowed units are completely immune to 50% and 25% splash(but not 100%), even if it's coming from a nuke.



It's not true that splash doesn't work against swarm, that's because of splash immunity from burrow, while swarm moves the damage area a bit towards the attacker, so combined with burrow the lurkers become invulnerable to direct tank and archon attacks, but you can still damage a lurker, if you target something behind him, so the 100% splash zone appears on top of him. Lurkers and Firebats fire directly at the target, so they can't miss and Reaver Scarabs are melee kamikaze units, so they attack normally under swarm(and their 100% splash zone is pretty big).

I guess I'll just c/p a post of mine concerning the most commonly asked questions about game mechanics:
+ Show Spoiler +

Here's how the damage calculation is done:
1. Reduction from splash zone(damage is multiplied by 0.25/0.5/1.0)
2. Armor amount reduction
3. Armor type reduction
If it's a protoss unit and:
a) Currently has no shields, just the armor type and amount of the unit are used.
b) It has shields, the shield upgrade amount is used and the armor type takes 100% from everything. If this attack depletes the shields, the leftover damage after depleting the shields is calculated again as in case a)

The minimum damage from an attack is 0.5 and this does not apply twice for the separate shield/hp calculations for protoss units. Damage amount is rounded to 1/256.

Units with special attacks:
Zealot - 2 attacks by 8 + 1 per upgrade

Scout Air - 2 attacks by 14 + 1 per upgrade

Goliath Air - 2 attacks by 10 + 2 per upgrade

Firebat - 3 attacks by 8 + 1 per upgrade, even burrowed lurkers can be hit by all 3 attacks, it just depends on the angle of attack(the amount shoed is hardcoded to be the damage of 2 of the attacks added up, but all three are upgraded and each deals 8 damage base)

Lurker - several attacks by 20 + 2 per upgrade, with the restriction that only 1 attack can hit a single unit and all of them have only 100% splash(the 50% and 25% areas are the same as the 100%, so a unit can't take partial damage from the lurker's attack). A bug can override this rule, this happens when the lurker dies the exact moment it attacks, then a unit can be hit by several of the attacks, it's easily noticable with full hp marines dying to a single lurker.

Valk - 8 attacks by 6 + 1 per upgrade, if there are multiple units in the 100% splash zone, only one will take 100% damage and the others will take 50%. The same aplies to corsairs.

Mutalisk bounces deal 1/3 of the previous bounce, for example +1 damage muta against 3 targets with 1 armor will deal 10 - 1 = 9 on the first hit, 10 / 3 - 1 = 2.333...(rounded to the nearest 1/256) on the second hit and 10 / 9 - 1 = 0.111... upped to 0.5, which is the minimum damage, on the third hit.

Devourer spores increase damage from each attack by 1 per spore, this includes spell damage.

Not an unit attack, but since it affects attacks: Defensive matrix reduces attack damage to the minimum - 0.5, this includes spell damage. The total damage prevented is 250, but this does not acount the minimum damage inflicted or the unit's armor, so a zergling with 5 damage will perish the shield in 50 hits and still deal 25 damage, no matter the target's armor and the end effect will be 225 damage absorbed on a unit with 0 armor and even less on a unit with several points of armor(if the target has 5 armor, for example, having Defensive Matrix will not make any difference).

An exception to these 2 is the plague, which doesn't deal damage, but directly removes hp, so it doesn't interact with defensive matrix or acid spores.

Nukes deal:
Against units/buildings with 750 or less total maximum HP + shields -> 500, 250, 125 explosive damage.
Against units/buildings with 750 or more total maximum HP + shields ->
2/3, 1/3, 1/6 of the total maximum HP + shields.
The three values are for the 100%, 50% and 25% splash zones ofc.
I'll call Nada.
bao235
Profile Joined February 2009
Norway97 Posts
Last Edited: 2009-04-07 10:01:28
April 07 2009 10:00 GMT
#75
What if you have cover under a tree pluss you're on higher ground? Do the miss chances stack?
It's pronounced without the L.
Exteray
Profile Blog Joined June 2007
United States1094 Posts
April 07 2009 10:08 GMT
#76
Sounds very rigorous. Nice work!
lOvOlUNiMEDiA
Profile Blog Joined October 2007
United States643 Posts
April 07 2009 10:26 GMT
#77
Great post -_-;;
To say that I'm missing the point, you would first have to show that such work can have a point.
chobopeon
Profile Blog Joined May 2003
United States7342 Posts
Last Edited: 2009-04-07 10:35:39
April 07 2009 10:35 GMT
#78
interesting

i wonder if it was 70% when the strategy guide was printed? quick, someone repeat the test on version 1.1! the game has gone through many changes, obviously, and the guide hasn't exactly kept up - it still tells you to rush to scouts iirc.
:O
mrdx
Profile Blog Joined October 2004
Vietnam1555 Posts
April 07 2009 10:56 GMT
#79
Just one comment about this

On February 12 2009 08:30 jtan wrote:
It might also be something wrong with starcrafts randomizer in my computer or something

It's definitely not something only on your computer. Randomization in Starcraft (or actually in computer systems in general) is deterministic - means it's random in a pre-determined way.
In a multiplayer game, a neutral critter, though moving around randomly, will move the exact same way on all players' computers (there's no communication exchanged among the computers about movement of neutral critters). Similarly, there's no communication needed among players' computers about whether the shot from the dragoon has missed the target - it's all determined "randomly" the same way.

So yeah, I'm sure it's not something wrong in your computer
BoxerForever.com - the one and only international Boxer fansite since 2006 :)
ghermination
Profile Blog Joined April 2008
United States2851 Posts
April 07 2009 11:02 GMT
#80
perhaps when they tested their RNG they came up with a result of about 70%? Who knows, when the hits are completely random like that, you have to do thousands of trials to nail down a good average. This is why they have super computers.
U Gotta Skate.
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 49m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft673
StarCraft: Brood War
Britney 30743
Horang2 4306
ggaemo 892
actioN 672
Hyuk 348
Stork 298
Leta 157
soO 102
sSak 81
Bale 77
[ Show more ]
Shinee 77
Yoon 75
Noble 13
ajuk12(nOOB) 9
Dota 2
resolut1ontv 376
XcaliburYe330
NeuroSwarm197
Fuzer 60
League of Legends
JimRising 880
Super Smash Bros
Mew2King118
Westballz55
Other Games
XaKoH 284
Organizations
Other Games
gamesdonequick838
BasetradeTV73
[ Show 10 non-featured ]
StarCraft 2
• Sammyuel 31
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1532
Upcoming Events
Sparkling Tuna Cup
2h 49m
OSC
4h 49m
Shopify Rebellion Sundays
7h 49m
Mixu vs TBD
Spirit vs TBD
Clem vs TBD
Patches Events
8h 49m
OSC
16h 49m
Afreeca Starleague
1d 2h
Soma vs Shuttle
BeSt vs Rush
WardiTV Weekly
1d 3h
Monday Night Weeklies
1d 8h
Afreeca Starleague
2 days
Leta vs ggaemo
Jaedong vs Queen
GSL
2 days
[ Show More ]
PiGosaur Cup
2 days
Kung Fu Cup
3 days
Replay Cast
3 days
The PondCast
4 days
KCM Race Survival
4 days
Escore
5 days
IntoTheTV X SOOP
5 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

Proleague 2026-09-02
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
RSL Revival: Season 6
Calamity Invitational
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Escore Tournament S3: King of Kings
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.