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Questions: -How much damage does a bouncing mutalisk shot does?
-What is the damage type of Spider Mines? (They usually dont kill a zealot with 3 hits, but kills dragoons with 2! Is it explosive? Or they just splash badly?)
-Whats the ratio of hitpoints per energy for the Heal spell for medics? What is the ratio of energy per shield for the Battry shield?
Terran: -Turret has larger vision than detection range Vision range: 10 Detection range: 7 (Im not 100% sure if the numbers are correct) I think this is also the case for the photon cannon, though Photon cannon has less sight than a missile turret.
-Science Vessel has larger detection range than vision Vision range: 10 Detection range: 13 (Someone should try it out to get the right numbers)
-Bunker Increases the range of units inside by 1 So marines can shoot at 6 range (with U-258) Ghost can shoot at 8 range (that mean guardians, carriers cant attack bunkers without being shot back at, and photon cannons gets outranged by bunkers with ghost inside)
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First muta bounce does 1/3 of muta damage - armor of the defender, second muta bounce does 1/9 of muta dmg - armor of the defender. Ex: 3/3 muta against three 0/0 wraiths - first wraith takes 12 dmg, second takes (12x1/3) - 0 armor = 4 dmg, third takes (12x1/9) - 0 armor = 1.333 damage
Spider mines does 125 explosive splash damage. When they hit a zeal, they deplete his shield dealin their full dmg, so the leftover damage is 125-60 shields = 65 damage to be dealt to the zeal's hp(i am taking that the zeal is hit in the 100% splash range). Since the mine damage is explosive and zeals are small units the left over damage will be calculated this way: (65 - 1{armor of the zeal}) x 0.5 = 64 x 0.5 = 32 damage. One mine leaves the 0/0/0 zeal with 0 shields and 68 hp. Not taking Shield regeneration, a second mine will deal (125-1) x 0.5 = 62 damage, leaving our beloved zeal with just 6 hp left.
A goon will take the full damage - its armor, so after 2 mines it's a goner
Medic - one energy heals 2 hp, Healing rate = 4 HP/5 cooldown, non-stackable - so the time needed for a guardian to attack (30 cooldown) the medic will heal 24 hp
Shield Battery heals 2 shields per 1 energy Note: this was all tested on fastest games
Turrets have 11 sight(vision) range and 7 detection range, just like Photon cannons and Spore Colonies
Mobile detectors all have 11 detection range, regardless of sight S. Vessel sight range - 10 Obserever sight range - 9/11 with upgrade Overlord sight range - 9/11 with upgrade
I'm not so sure about that, but i think bunkers increase infantry range by 1.5(someone should verify this)
Sometimes firebats in bunker fire at targets, at about 2-3 range but dont seem to damage them, also i've seen this happen in swarm - bats in bunkers fire at revealed burrowed lurkers, yet not even scratching them. Maybe it has to do with the lenght of the firebat sprite or because burrowed units take only full damage or no damage from splash attacks, and the extended range of the bat hits the lurkers with it's splash damage, son damage is being dealt
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On March 31 2007 12:20 Leath wrote: Questions: -How much damage does a bouncing mutalisk shot does?
-What is the damage type of Spider Mines? (They usually dont kill a zealot with 3 hits, but kills dragoons with 2! Is it explosive? Or they just splash badly?)
-Whats the ratio of hitpoints per energy for the Heal spell for medics? What is the ratio of energy per shield for the Battry shield?
- muta shot bounces twice, each shot dealing 1/3rd of the previous so main attack = 9, first bounce = 3, second bounce = 1
- i believe spider mines are "splash damage" so they should deal full.... maybe the discrepancy is when you see zeals running into mine fields but they outrun the main damage and get the 50% OR a few mines cluster and blow each other up OR zeal kills mines before it blows up
- i believe that it's 2 HP per energy for medic... not sure about shield battery, i think 1:1?
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Kyrgyz Republic1462 Posts
Valkyries should be pretty scary en masse (e.g. vs carriers), however if you have 6-8 of them adding any more is useless because they will not shoot.
There exists a bug (or rather an engine limitation) which limits maximum number of simultaneously displayed sprites. Valkyrie shots produce a lot of sprites (6 missiles + smoke trails), and several Valkyries reach the sprite limit very fast. When this limit is reached, new shot animations cannot be created and it prevents Valkyries from shooting.
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Kyrgyz Republic1462 Posts
Should be widely known, but anyway: Terran siege tank's maximum range in siege mode is less than it's vision range. Thus, one can gain an advantage (especially noticeable in TvT) by using something to provide vision for sieged tanks, such as floating e-bay.
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On March 31 2007 09:54 Locked wrote: i'm not sure shield battery pause affects reavers or carriers right?? (one reason it works so nicely with them)
I have a nagging suspecion that it dosn't effect scouts either...
It seems that it only affects your attack(make it pause) when the attacker is required to do some animation to attak. Reaver does no animation, it just generates a scarab, carrier does no animation, it just generates 8 inte. However a zealot needs to swing, and a dragoon needs to poop, therefore when the charging animation is in place, it delays the firing animation...
so theoretically speaking, Scouts have no animation to fire and they should charge fine?
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intrigue
Washington, D.C9935 Posts
nice thread, good initiative
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Im not sure about this, and if its true i didn know it till recently: I believe that when u mind control Enemies unit, u get all his special abilities. Well, we all knew that, but the thing is, if u play PvP then u get the upgrades too. (i could be wrong) i played a PvP and i mind controled my enemies shutle (to steal 2 reavers) and i believe that the shutles i made myself started moving faster (enemy had speed upgrade).
I havent tested this after, but i wonder if it works on regular weapons/armor upgrades. It'd be fun to have 0-0-0 and with 1 spell upgrade all that to 3-3-3 if ur opponent is fully upgraded.
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if firebats in a bunker are shooting to the bottom left, they can shoot over a supply depot at lings. amazing.
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bunkers give +1 range to units inside. tanks on cliff have +1 range. (i heard this somewhere)
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rofl, saying archons do only splash dmg under swarm is nb. in reality archons miss under swarm, which means they hit the target next to the one they attack,etc... ...so not just doing the splash dmg under the swarm
as for dmg calculations....tsunami covered that one LONG time ago, checkout his charts for the dmg n stuff, really impressive work.
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Canada7170 Posts
Mines won't attack archons or vultures; they float.
Question: If a bouncing muta shot does 1/3 of the damage previous, what happens then they are upgraded? As in rounds up or down?
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On March 31 2007 17:04 niteReloaded wrote: Im not sure about this, and if its true i didn know it till recently: I believe that when u mind control Enemies unit, u get all his special abilities. Well, we all knew that, but the thing is, if u play PvP then u get the upgrades too. (i could be wrong) i played a PvP and i mind controled my enemies shutle (to steal 2 reavers) and i believe that the shutles i made myself started moving faster (enemy had speed upgrade).
I havent tested this after, but i wonder if it works on regular weapons/armor upgrades. It'd be fun to have 0-0-0 and with 1 spell upgrade all that to 3-3-3 if ur opponent is fully upgraded.
nop, mc gives you teched abilities that unit knows not upgrades
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Muta bounce deals 1/3 of the damage of the previous one and the damage is rounded to 1/256 as I already posted.
Mines have explosive damage. Zealot with no armor/shield upgrades after getting hit by 2 mines with no shield recharge in between is left with 6 hp, not 4, stambe made a small error there, however he is completely right about heal/recharge energy ratio and healing speed, as well as detection/sight range 
Bunkers are a bit weird, but they do increase the units attack range somewhat 
Cliffs do NOT provide additional range to any unit.
Archons pretty much hit themselves under swarm - you can see their attack animation on top of them, so the 100% splash zone damages nobody, except if there are burrowed units under him or air units above him. Another thing is if the archon is attacking an air unit above swarm, his attack will splash on the units below and hit burrowed targets, which would normally be invulnerable for him under swarm ;0
Mind Control steals ability upgrades, but not attack/armor/shield upgrades.
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It is possible to trick the spidermine ai so a zealot be able to hit with 3 mines and still alive. It is possible to trick the spidermine ai so a dt be alive after been hit with 2 mines
You have to run in the opposite direction of the mine as fast as possible, though xD
SCV attacks significantly faster than probe/drone
In a probe/drone fight, probe always wins if both started attacking at the same time. because: Shield regen faaster than zerg regen
Floating buildings fly faster than unspeeded ovies
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So if MC steals special abilities...
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I stand corrected lololol 
Dendra, no one said that only splash damage hits under swarm, but thats the case in the ultra vs archon scenario. Also burrowed units can only be hit with the full damage of the attack - hitting them with splash will cause them no harm. But the full damage is not lost for units not burrowed in the swam, provided there is some unit to take it, cause the attack
fall short in line toward the attacker(if you want to hitt burrowed lurker with full damage you have to target units about 1 matrix behind him and in 30-150 degrees arch to account for the displacement). Even if you nuke a lurker under swarm and the nuke hit it in the 50 % splash range it wont take any damage. Try it !
Firebat, Archon, Scarab, and Lurker have line splash damage, although is most easily seen in lurkers Scouts actually stop attacking for a fraction of a second when being recharged by a shield battery(using the battery area recharge)
Shield batteries have 4 matrix recharge range
Mind Control is rather weird spell. It drains all shields of the DA upon casting it + the spell cost. Spider mines, scarabs, larva, and interceptors can not be mind controlled. Units in transports are mind controlled automatically. Command queues are cancelled after mind control, i.e. BC trying to Yamato, unit ordered to attack move somewhere, scv building something - they will all stop immediately. The only exception is Ghost trying to nuke(i think). Mind Controlled DA's loose all their energy upon transfer. And like most people said only researched unit-specific upgrades are transfered(tank siege mode, HT psi storm), no Armory, E-bay, Forge, Cybernetic Core(except Singularity Charge), Spire and Evoltion Chamber upgrades.
Edit: It's really possible for a zeal to survive 3 mine hits, if say 1st hit it with 100% damage and the other 2 hit his HP with 50 % damage, and we've all seen it happend in replays and games
Same for the dark templar
There is one more reason why probe kills a drone in an even fight except the fact that shields regenerate faster. It's a little known fact, but a toss unit with no shield upgrade when having 1 shield left the damage needed to harm his HP isn't only 2(provided the unit don't have initial armor) - one to remove shield and one to damage hp , but it's actually 3. The reason behind it is that, normally shield take full damage from everything, but when the damage try to "jump" from the shield HP to the real HP, shields has 1 bonus armor which is also substracted from the damage. If the unit has either 6, 7, or 2 shields left and the attack to come is 15 damage, the bonus armor is ALWAYS 1 when breaking the barrier between shields and HP. When a unit have 3 shield upgrades and one shield left, the bonus armor will be 4.
Ex: 0/0/0 Goliath attacks a 2/2/2 zeal with 4 shields left. Because gols damage is 12 and it breaks the shield/hp barrier the 2 shield armor from upgrades and the 1 bonus armor every toss unit initially have are added together to deduct 7 damage overall from the gols attack(4 shields left on the zeal + 2 upg shield armor + 1 bonus armor). So the goliath attack that will damage the zeals HP is reduced from 12 to 5 damage. The remaining 5 damage will be reduced by the zeal HP armor which is now 1 initial + 2 upgraded = 3. So a 0/0/0 gol will do 2 dmg against 2/2/2 zeal with 4 shields left
So a 0/0 drone against a 0/0 probe, every time the probe regen 1 shield the drone will do not 4 damaga but 3,cause it need one damage to neutralize the bonus armor for "breaking the barrier" and one damage to drop the actual 1 shield which leave it with 3 damage to hurt the probe's HP
Another interesting fact which i think should be added again is that Medic's Optical Flare was once able to reduce the casting range of the following spells to 1 range regardless of sight range(it doesn't matter if there is other units to remove the fog of war for the blinded spellcaster) - Mind Control, Hallucination, Defensive Matrix and Feedback. This was available before 1.05 patch. It will be cool to apply this to abilities like Storm, Stasis, Yamato, Plague.
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Actually it's not line splash  It was defined as "line" in Arsenal, but it's still circular, the difference with the defined as "radial" splash is that it does not hit friendlies. In DatEdit they are called Radial and Enemy splash and lots of other things are fixed and most of the Arsenal's unknowns are correctly named  Firebats are coded to have 3 damage areas per attack. Lurkers have more, but a unit can't be hit by more than one and they don't have 25% or 50% splash, only 100%. Another thing is that a lurker, that dies exactly when attacking(in the same game tick) will hit for DOUBLE damage. This could be due to the "unit can't be hit by multiple damage zones" rule bugging out or something else, I don't know  Scarabs/archons just deal splash damage in a circular area
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On March 30 2007 08:41 BluzMan wrote:
Again, maybe known issue, but queen's ensnare not only reduces movement speed, but also reveals cloaked units and increases weapon cooldown on the affected targets. The exact formula for cooldown increase is yet to be found out.
Defiler's plague also reveals cloaked units. Just my 1/2 a cent.
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