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[Proposal]A list of popular stats misconceptions - Page 4

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stambe
Profile Joined May 2005
Bulgaria499 Posts
April 01 2007 01:01 GMT
#61
On April 01 2007 04:20 lololol wrote:
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


I know it's not line splash in that sense of the word, but that was the word it was refered.
Only Lurkers splash in a line, that does not hurt friendly units(but hurt allies)

Archons/scarabs/firebats in reality hit unit in a circle

I also stated about the firebat 3 cone attack pattern, but it doesnt always hit with all of
them(Firebat triple hit occurs when it attacks a medium or large sized unit(armor type, not size in
transport) in an angle between 35-70 degrees)

I think it's a well known fact that lurkers have no splash range penaly, thats why 2 lurkers
can shred 10 marines instantly and simultaneously. And lurkers can have as much damage
areas as the number of units that could fit on their splash range which in S1, S2, S3 ranges
is 20 matrices i.e. they overlap

It's true that normally a unit cant be hit in more than one splash damage zone, and i've experimented with this Lurker phenomenon quite a bit where two time the damage is being dealt when the death time(the time when you select the lurker and it's hp states 0, which can be relatively easy to catch with pause on a slow motion replay) coincide it's firing time. I might say it happens very frequently. I'm not 100% sure but i think i've witnessed dying lurkers dealing 3 times
it's normal damage against large units like reavers and tanks but i might be wrong

Lololol i wanna ask you about these programs or whatvere they are - Arsenal , DatEdit. Where
i can find them and what kind of info they could provide, cause when i test something i use UMS
map or one of my buddies. Thanks in advance


Valks rulzz
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
April 01 2007 04:52 GMT
#62
ensnared Overlord is the slowest fucking thing in the whole world.
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
April 01 2007 05:17 GMT
#63
RACE:

Ensnared Overlord
Ensnared Reaver
Ensnared flying Terran CC (can you even ensnare it if it's in the air?)
Ensnared Battlecruiser
What fun is it being cool if you can’t wear a sombrero?
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
April 01 2007 05:23 GMT
#64
On splash damage:

On March 28 2005 18:11 Empyrean wrote:
In case anyone has questions about splash damage, I’ve put together a little splash compendium.

First thing to remember about splash: There are four types of splash, radial, line, spell, and “special”. Of the four, special is limited only to Devourers, while radial and spell are the two most common ones.

Secondly, each splash has a certain area of effect (duh). Radial splash has splash originating from the origin in a circle-square pattern, which is basically what happens if you take a square are smooth out the edge a lot. It’s kind of like an oblong looking thing, with eccentricity closer to that of a circle. Line splash has splash in a line with a small radius of extra splash in the case of the Firebat.

Third, the radius of splash is varied. In radial splash, the epicenter of the attack will take full damage, while two other splash layers, deemed r1 and r2, deal 50% and 25% damage respectively. You can check Arsenal for exact ranges. The splash is dealt as a percentage of damage, after armour and damage type are applied. Certain spells such as Nuke and Irradiate have special instances of radii other than the two ranges listed in Arsenal (actually spell splash isn’t even given in statistics).

Ok now onto the different types.

Radial splash, which is used by units such as the Siege Tank, Reaver, and Infested Terran, deal damage in an epicenter of a certain radius (always small, but it will deal full damage to a splash), while damage radiates out in the two splash ranges, the r1 and r2 with the 50% and 25% damage. Some units such as the Siege Tank and Infested Terran deal friendly and allied splash damage, while Reavers deal only allied splash damage as well as splash to the enemy.

Radial splash also deals damage under Dark Swarm, but only the splash as a corresponding radius is dealt. As all attacks are shifted a bit when under Swarm (the pure sprite of the attack), the splash will be dealt at the attack target, while the epicenter of the attack sprite will actually deal full damage (not verified for 1.12, but it did for 1.08 ) to any units caught in the sprite range a bit to the left. Burrowed units under Dark Swarm will take no damage, but if a unit is targeted and the r1 or r2 splash is in range of a burrowed unit outside of Dark Swarm, the burrowed unit will take damage.

The second type of splash, line splash, is damage dealt in a line from units such as the Lurker and the Firebat. This type deals full damage without a reduced-damage radius throughout its entire sprite. Thus, the Lurker will always deal 20 damage to any unit caught in its attack. A note on the Lurker is also the fact that the splash will actually carry farther beyond its actual range, so if you are targeting a Bunker that is out of range just slightly, if the Bunker is unloaded and you attack a Marine, the Bunker will take full damage.

A Hybrid of this is unique only to Firebats, which has a combo of both Radial or Line, or, depending on your perspective, radial only with a very elongated radius of effect. The Firebat deals full line damage in two short rows, but any units not caught directly in the attack animation will also take r1 damage only.

Spell splash is basically the area of effect for the spell, that is, you are either caught by the spell or not and take full damage or effects of it (exceptions are Nuke, and Irradiate). All units caught by the range of effect will take the effect.

Nukes give large r1 and r2 splash, and also have a tertiary splash range and is the only attack to do that (Other units that appear to have that effect such as the Archon are only taking r1 or r2 and receiving damage from the attack itself. It’s a strange effect. It’s also why Archon attacks sometimes seem to do more damage than they should).

Irradiate gives an epicenter of attack, but with stacked splash. It is the only splash in the game that has the potential to do more damage than the epicenter, as successive Irradiates will not do more damage (but renew its effect), but the splash will stack. What I mean is: if you cast 12 Irradiates on a Tank and Zerglings attack it, it will do the same damage as one Irradiate and one Irradiate's splash (the spell is on one target, and the effect is renewed). However, f you Irradiate 12 Vessels, Scourge will not be able to kill any as the Irradiate splash is in excess of 25 per second compounded through all the castings and is thus able to kill the Scourge. There are 12 Epicenters, and thus 12 splash radii which compound damage with each other at the splash only.

Special splash is limited to only the Devourer, which has a radius of 1 for its epicenter and will therefore only damage one unit, but its spell will affect neighboring enemies.

-yue
What fun is it being cool if you can’t wear a sombrero?
lololol
Profile Joined February 2006
5198 Posts
April 01 2007 15:23 GMT
#65
Most of the quoted by GrandInquisitor is not true. Even basic things are wrong, splash damage reduction is before armor amount and type reduction, there is no line splash, e.t.c. the info is extremely old and not well tested and most of it just not true.

stambe just do a google search, man These programs are for editing .dat files, which contain data about almost everything in starcraft(attack cooldowns, spell damage amounts, and lots of other things) and can create a modded version of it.
Here you can get DatEdit, which is the latest and best among these tools: http://www.smempire.org/forums.php?action=viewthread&id=2285
I'll call Nada.
iNcontroL *
Profile Blog Joined July 2004
USA29055 Posts
April 01 2007 15:53 GMT
#66
fucking awesome thread. Shame I only checked it out now.

Lots of stuff I had no idea about, ty <3
pyrogenetix
Profile Blog Joined March 2006
China5098 Posts
April 01 2007 17:12 GMT
#67
awesome thread

so basically... unless you have reavers... all other protoss units dont do jack scratch vs swarm ultras?
Yea that looks just like Kang Min... amazing game sense... and uses mind games well, but has the micro of a washed up progamer.
Doctorasul
Profile Blog Joined October 2004
Romania1145 Posts
April 01 2007 17:30 GMT
#68
On March 31 2007 14:17 Random() wrote:
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.


Not less, more.
"I believe in Spinoza's god who reveals himself in the harmony of all that exists, but not in a god who concerns himself with the fate and actions of human beings." - Albert Einstein
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2007-04-01 18:20:13
April 01 2007 18:15 GMT
#69
Administrator~ Spirit will set you free ~
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17743 Posts
April 01 2007 18:26 GMT
#70
If it wasnt mention Archon do only splash under darkswarm.
ils
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
stambe
Profile Joined May 2005
Bulgaria499 Posts
Last Edited: 2007-04-01 20:07:22
April 01 2007 19:59 GMT
#71
On April 02 2007 02:12 pyrogenetix wrote:
awesome thread

so basically... unless you have reavers... all other protoss units dont do jack scratch vs swarm ultras?


Well, Dark Templars hurt them bad if you can afford them, and there isn't insane amount of
zerglings with the ultras.

On April 02 2007 00:23 lololol wrote:
Most of the quoted by GrandInquisitor is not true. Even basic things are wrong, splash damage reduction is before armor amount and type reduction, there is no line splash, e.t.c. the info is extremely old and not well tested and most of it just not true.

stambe just do a google search, man These programs are for editing .dat files, which contain data about almost everything in starcraft(attack cooldowns, spell damage amounts, and lots of other things) and can create a modded version of it.
Here you can get DatEdit, which is the latest and best among these tools: http://www.smempire.org/forums.php?action=viewthread&id=2285


Lololol is completely right about the data quoted by GrandInquisitor
Thank you once again for the download link of the DatEdit program!!!
I'll start tinkering starcraft as soon i have free time.
Valks rulzz
Locked
Profile Joined September 2004
United States4182 Posts
April 01 2007 20:04 GMT
#72
On April 02 2007 02:12 pyrogenetix wrote:
awesome thread

so basically... unless you have reavers... all other protoss units dont do jack scratch vs swarm ultras?



yeah almost... zeals do (shitty) damage, DTs deal nice damage but die fast, HT can storm.... sairs can d-web....
DAs can mael+feedback+MC!!!!
UMS map pack http://teamliquid.net/forum/viewmessage.php?topic_id=50442
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
Last Edited: 2007-04-01 20:53:56
April 01 2007 20:47 GMT
#73
My two cents;

Landing a building, for example Barrack on swarm removes the swarm. Naturally there can't be creep or anything else making the landing illegal, needs to be a perfectly normal landing.

The swarm cloud just goes away directly.. Not to effective though since it's hard to land since there's zerglings and stuff in the way mostly.

Landing a building on mutalisks morphing into gards/dev will kill them eggs directly, simply crush them.

This I have used, Had an ebay for scouting over the edge of my exp and I killed all but two muta eggs before they morphed, he had no idea I guess.

There's a third but I will keep it for myself ; >
Slayer91
Profile Joined February 2006
Ireland23461 Posts
April 01 2007 20:58 GMT
#74
WAIT!

9 dev spores on bc+plague = like almost instant -499 hp vs a bc over reducing it to 200 hp?

I hope so!
aka Teutonica
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
April 01 2007 21:14 GMT
#75
On April 02 2007 05:47 Patriot.dlk wrote:
My two cents;

Landing a building, for example Barrack on swarm removes the swarm. Naturally there can't be creep or anything else making the landing illegal, needs to be a perfectly normal landing.

The swarm cloud just goes away directly.. Not to effective though since it's hard to land since there's zerglings and stuff in the way mostly.

Landing a building on mutalisks morphing into gards/dev will kill them eggs directly, simply crush them.

This I have used, Had an ebay for scouting over the edge of my exp and I killed all but two muta eggs before they morphed, he had no idea I guess.

There's a third but I will keep it for myself ; >

omg can anyone confirm?
stambe
Profile Joined May 2005
Bulgaria499 Posts
April 01 2007 21:37 GMT
#76
On April 02 2007 05:58 Slayer91 wrote:
WAIT!

9 dev spores on bc+plague = like almost instant -499 hp vs a bc over reducing it to 200 hp?

I hope so!


On March 30 2007 09:34 stambe wrote:
Acid Spores are cumulative in effects, each spore increases
cooldown in weaponry by 1/8th of the original cooldown value. They also
make the affected units suffer additional damage when being attacked.

This means that for example a valk has 64 cooldown. With 9 acid spores
it's cooldown will be 64+64x9/8=136. Thats the cooldown between separate
volleys not between each missile fired. And Ensnare cooldown effect stacks
with Acid spores. I have the numbers of my calculations but cant find them
at the moment.

Devourer's Acid Spores hit about 1.5x1.5 matrix space.

Acid Spores increase the overall damage done by Irradiate and Psi Storm.
Example : Irradiate decrease life by 3 hp each time. If a unit has 9 acid spores
and is irradiated it's life decreases by 12 hp each time !!! Storm does 112 dmg
overall divided in 8 times 14 damage each. A unit with 9 spores will take 8x(14+9)=184
dmg storm. Thats in my mind right now. Hope you guys find it usefull.





Acid Spores only works with Irradiate and Psionic Storm, not for Plague.

On April 02 2007 05:47 Patriot.dlk wrote:
My two cents;

Landing a building, for example Barrack on swarm removes the swarm. Naturally there can't be creep or anything else making the landing illegal, needs to be a perfectly normal landing.

The swarm cloud just goes away directly.. Not to effective though since it's hard to land since there's zerglings and stuff in the way mostly.

Landing a building on mutalisks morphing into gards/dev will kill them eggs directly, simply crush them.

This I have used, Had an ebay for scouting over the edge of my exp and I killed all but two muta eggs before they morphed, he had no idea I guess.

There's a third but I will keep it for myself ; >


I've tried landing a barrack on the swarm but it didn't disappear - is it necessary the barrack and
the swarm to be from players on enemy teams, because i used Single Player with toss, stole a
probe and SCV and develop both races to test this. Some feedback would be usefull.

The E-bay crushing muta morphing into guard/devo also didn't worked the way i tested it.
Valks rulzz
Kaolla
Profile Joined January 2003
China2999 Posts
April 01 2007 23:08 GMT
#77
On April 02 2007 06:37 stambe wrote:
Show nested quote +
On April 02 2007 05:58 Slayer91 wrote:
WAIT!

9 dev spores on bc+plague = like almost instant -499 hp vs a bc over reducing it to 200 hp?

I hope so!


Show nested quote +
On March 30 2007 09:34 stambe wrote:
Acid Spores are cumulative in effects, each spore increases
cooldown in weaponry by 1/8th of the original cooldown value. They also
make the affected units suffer additional damage when being attacked.

This means that for example a valk has 64 cooldown. With 9 acid spores
it's cooldown will be 64+64x9/8=136. Thats the cooldown between separate
volleys not between each missile fired. And Ensnare cooldown effect stacks
with Acid spores. I have the numbers of my calculations but cant find them
at the moment.

Devourer's Acid Spores hit about 1.5x1.5 matrix space.

Acid Spores increase the overall damage done by Irradiate and Psi Storm.
Example : Irradiate decrease life by 3 hp each time. If a unit has 9 acid spores
and is irradiated it's life decreases by 12 hp each time !!! Storm does 112 dmg
overall divided in 8 times 14 damage each. A unit with 9 spores will take 8x(14+9)=184
dmg storm. Thats in my mind right now. Hope you guys find it usefull.





Acid Spores only works with Irradiate and Psionic Storm, not for Plague.

Show nested quote +
On April 02 2007 05:47 Patriot.dlk wrote:
My two cents;

Landing a building, for example Barrack on swarm removes the swarm. Naturally there can't be creep or anything else making the landing illegal, needs to be a perfectly normal landing.

The swarm cloud just goes away directly.. Not to effective though since it's hard to land since there's zerglings and stuff in the way mostly.

Landing a building on mutalisks morphing into gards/dev will kill them eggs directly, simply crush them.

This I have used, Had an ebay for scouting over the edge of my exp and I killed all but two muta eggs before they morphed, he had no idea I guess.

There's a third but I will keep it for myself ; >


I've tried landing a barrack on the swarm but it didn't disappear - is it necessary the barrack and
the swarm to be from players on enemy teams, because i used Single Player with toss, stole a
probe and SCV and develop both races to test this. Some feedback would be usefull.

The E-bay crushing muta morphing into guard/devo also didn't worked the way i tested it.


how do you test it single player with a probe and scv (the swarm thing) as far as i know you need a drone for it too? O-o
anyway i wonder if that building stuff works anyone else tested that? O_o
its me
LxRogue
Profile Blog Joined March 2007
United States1415 Posts
April 02 2007 00:06 GMT
#78
I've always wondered how damage is calculated when the unit being attacked has more armor than the attack.

(like a corsair with no upgrades vs a carrier with 4+3 armor, or with zerg eggs and larvae)

One thing i found kinda interesting is that you can save irridated units by stasising them =P
stambe
Profile Joined May 2005
Bulgaria499 Posts
April 02 2007 00:07 GMT
#79
I've meant drone Kaolla. My mistake
Valks rulzz
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
April 02 2007 02:39 GMT
#80
LOL that guy is a liar, that muta-barax doesnt work. same thing with swarm.
I tested this with a friend of mine, its not true.
I've tested multiple other things such as:

->EMP effect radius:
Its surprisingly small, much smaller than it looks. I believe its extremely small when u target ur own units, and perhaps 1bit larger when targeting enemy, but its stilly small.

->Nuke damage is not constant:
when u target Zerg Hive, the damage is about 1600, when u target Lair its 1200, when u target hatchery its about 800 i think. When u target Greater Spire its about 650.

we were messing with other stuff too, u can check the replay if u want:
http://www.sendspace.com/file/2gqxq5
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