www.battle.net ftw?
[Proposal]A list of popular stats misconceptions - Page 5
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Slayer91
Ireland23463 Posts
www.battle.net ftw? | ||
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SpiritoftheTunA
United States20903 Posts
Edit:damnyou | ||
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SpiritoftheTunA
United States20903 Posts
On April 02 2007 09:06 Lx_Rogue wrote: 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 Minimum damage is 1/2. i.e. if you hit carrier with corsair 300 times (neglecting shields), it'll do 150 damage. | ||
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Excalibur_Z
United States12274 Posts
On March 30 2007 08:56 Locked wrote: corsairs are medium ![]() so are queens .... yeah that's all for air Regarding Devourer Acid Spores, it's not entirely accurate to say "reduces armor by 1 per Spore" because Protoss shields also take extra damage. It would be more correct to simply say "adds 1 damage per Spore". Needless to say a Corsair + Devourer or Valkyrie + Devourer combo is devastating. Regarding buildings crushing Cocoons and Dark Swarm and Dweb and Interceptors, it's not possible anymore. This was introduced in I believe 1.08 and patched and fixed in I believe 1.09. It was a lot of fun though. I would often crush as many Interceptors as I could to frustrate my opponent =) Stambe: 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 There is a bug that has existed since the launch of Brood War where Lurkers deal double damage if they are killed while their spines are extending. EDIT: Redacted misinformation. | ||
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azndsh
United States4447 Posts
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stambe
Bulgaria499 Posts
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 ; > On April 02 2007 11:39 niteReloaded wrote: 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 I agree with niteReloaded that Patriot's info is wrong (or really outdated) About the EMP radius it's exactly 64 matrices in each direction of the epicentre of the sprite, or said in other words it hits 4x4 area which is bigger than Psi Storm 3x3 area( it hits 48 matrices form it's epicentre). So it isn't that small after all. Everyone agrees that a nuke does 500 damage or 2/3 of the target, whichever is greater I'll add that nuke does Explosive damage, is affected by armor and shield upgrades, and the splash ranges are as follow: 100% splash range is 128 matrices in each direction - or 4 range 50% splash range is between 128 and 192 matrices in each direction - or between 4 and 6 range 25% splash range is between 192 and 256 matrices in each direction - or between 6 and 8 range Excalibur_Z queens are medium not small units ![]() I'm well aware about the Lurker bug. Me and lololol stated about it and why it occurs - it happens when the exact moment(game tick) of the lurker death time( when you select the lurker and it's hp states 0, but the window is very small to actually be able to notice it in regular game) coincide with the begining of it's attack pattern. I've actually seen do triple damage to BIG units as Reavers and such, but those scenarios i can count to the fingers of my right arm. It probably has something to do with the big collusion size of some units and cause this bug override the rule of units not being able to be hit by more than one splash range of a single(same) attack(splash ranges of multiple attack naturally overlap, otherwise there will be no usefulness in splash damage) Devourers Acid Spores increase the damage of the attacker by the number of acid spores attached to the defender. They are applied after all the other damage calculations and because of that the third muta hit which normally almost always do 0.5 dmg(min dmg in starcraft), a unit with 9 acid spores will take 9.5 damage. Acid Spores also increase unit's cooldown by 1/8 each, so a unit with 9 acid spores will have it's cooldown increased by 9/8 which is quite a lot. A Battlecruiser with 9 spores will have cooldown = 30 x 9/8 + 30 =63.75 which almost equals a valkyrie normal cooldown | ||
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Patriot.dlk
Sweden5462 Posts
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Locked
United States4182 Posts
http://www.battle.net/scc/zerg/zstats.shtml oh and you can still crush tanks i think (siege underneath), although yeah they did edit out the other stuff wow do nukes really deal explosive damage? i thought it was normal.... o.O cool.. although kindof useless because in melee nuke will kill any unit except BCs anyhow, and buildings take full damage... oh but i guess it matters for splash at least | ||
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stambe
Bulgaria499 Posts
On April 03 2007 03:02 Locked wrote: http://www.battle.net/scc/zerg/zstats.shtml oh and you can still crush tanks i think (siege underneath), although yeah they did edit out the other stuff wow do nukes really deal explosive damage? i thought it was normal.... o.O cool.. although kindof useless because in melee nuke will kill any unit except BCs anyhow, and buildings take full damage... oh but i guess it matters for splash at least Yes, it's main effect is in the splash areas. Zealots always survive the 50%(and obviously the 25%) splash range even if the are 0/0/0(the zeal is left with 6 hp) Yamato also deal 260 Explosive damage which is also affected by armor, thats why zeals dont die of Yamato. The first time i witnessed this i was like WTF !!! | ||
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Locked
United States4182 Posts
you're just ruining my entire world now next thing i find out will be "yeah broodling is explosive, if used on small units you only get one broodling" | ||
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stambe
Bulgaria499 Posts
On April 03 2007 03:45 Locked wrote: oh shit yamato is explosive too you're just ruining my entire world now next thing i find out will be "yeah broodling is explosive, if used on small units you only get one broodling" I'm sorry Locked, but thats just the way things are. - Once charged (if not cancelled by special circumstances), Yamato Gun will always hit, and can't be avoided even by the fastest unit. - Once charged, Yamato Gun can't be canceled by EMP Shockwave. - Yamato Gun can be cancelled if Battlecruiser is affected in Stasis Field, Battlecruiser is locked down, Mind Controled or the Battlecruiser is destroyed. - Yamato Gun can be cancelled if the target is destroyed, cloaks, burrows, enters a Transport, Bunker or is in Stasis Field. - Medic cannot remove the effects of Defensive Matrix and Stasis Field. - Broodling has 120 energy, and it will die if the energy becomes zero. (this isn't affected by EMP Shockwave) - Units that are not affected by Spawn Broodling: All air units, Probe, Archon, Dark Archon, Reaver, Scarabs and Spider Mines. Btw Locked, do you know what rank are Science Vessels ?(i like this question) | ||
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BluzMan
Russian Federation4235 Posts
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Locked
United States4182 Posts
On April 03 2007 04:56 stambe wrote: I'm sorry Locked, but thats just the way things are. - Once charged (if not cancelled by special circumstances), Yamato Gun will always hit, and can't be avoided even by the fastest unit. - Once charged, Yamato Gun can't be canceled by EMP Shockwave. - Yamato Gun can be cancelled if Battlecruiser is affected in Stasis Field, Battlecruiser is locked down, Mind Controled or the Battlecruiser is destroyed. - Yamato Gun can be cancelled if the target is destroyed, cloaks, burrows, enters a Transport, Bunker or is in Stasis Field. - Medic cannot remove the effects of Defensive Matrix and Stasis Field. - Broodling has 120 energy, and it will die if the energy becomes zero. (this isn't affected by EMP Shockwave) - Units that are not affected by Spawn Broodling: All air units, Probe, Archon, Dark Archon, Reaver, Scarabs and Spider Mines. Btw Locked, do you know what rank are Science Vessels ?(i like this question) it's a Detector isn't it haha wow i thought medics could remove matrix (it would kinda make sense, TvT remove opponent's dmatrix, or if you accidentally matrix an enemy like me) i knew they couldn't remove stasis though (one game i thought i would be super cool and counter arbiters with medics + restore...... fuck) i did the same thing with EMP vs broodlings actually i think (EMP'd some broodlings and expected them to die by making energy = 0...... fuck again) | ||
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stambe
Bulgaria499 Posts
But I have something else in mind. Rank like Firebat rank - Corporal When you Lockdown or Stasis a Vessel, the "detector" inscription is removed and on it's place is displayed the rank - MAJOR ![]() I got you !!! -Defensive matrix is a 250-non replenishable armor - it gives the unit 250 armor. It isn't shield similar to the protoss plasma shield, coz no damage can "leak" through Plasma shields untill the are completely depleted. That's why units with D-matix on still receive minor damage. Unupgraded zergling will need 50 hits x 5 damage to deplete this non-regenerating armor, but as stated bu numerous people on this thread min dmg in SC is 0.5. So after 50 hits the zergling would have done 25 damage to the matrixed unit - let say a Tank -Defensive matrix isn' depleted by EMP(obviously) - If an Irradiated unit enters a Overlord it will not damage it. - If you Irradiate a biological units, and that unit enters a transport, then that unit and all biological units in the transport also take damage. The same also applies to Bunkers. - Enter your parasited unit to bunkers, shuttles, overlord, or dropships to hide your parasited unit from your enemy. - Use Parasites on the NPC creatures that populate the map. This serves as excellent reconnaissance, especially when you get the flying pterodactyl-like creatures (Kakaru - Luna). Most people don't think to click on them to see the "parasite detected" message and therefore, don't realize they're spies. - Lurkers are the only Zerg unit that can burrow when heavily attacked (other Zerg unit will cancel burrowing), but Lurker needs more time to burrow than other units. - Hallucinated unit doesn't have any special ability. So hallucinated Shuttle can't load or unload units, Observers can't cloak, and Carrier can't have any interceptors. - Hallucinated Devourers no longer leave Acid Spores on targeted units after patches 1.05.(when it was still available it was pure insanity PvZ with Sairs using zerg Devourers against it !!!) - Mind Controlled Kakaru will move slower after they are mind controlled. - Stasis Field can be used to detect cloaked but not burrowed enemies. - Units in Stasis Field still gain their energy, and they still regenerate their HP (for Zerg) and shields (for Protoss). - Unit in Stasis Field can't be repaired. - You can also use Stasis Field for protecting your own units. Example: Your Carriers are being attacked heavily and almost destroyed and near its there is no friendly units to help. To retreat will be too late. Just Stasis Field them. The Carriers are safe (they can't be attacked) for a moment, while you can send reinforcements to defend. - You can also use Stasis Field to protect you units from enemy special abilities like: Plague (wait until the effect is wear off), Psionic Storm, Spawn Broodling (if cast before Spawn Broodling is used), Nuclear Strike, Irradiate, Ensnare, Lockdown and other special abilities. - You can use Statis Field to trap your or enemy units placed on ramps and choke points to slow down or even stop ground force invasion because Statis Fielded units can't be targeted thus rendering them invulnerable. | ||
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Kaolla
China2999 Posts
On April 03 2007 06:07 stambe wrote: - Hallucinated Devourers no longer leave Acid Spores on targeted units after patches 1.05.(when it was still available it was pure insanity PvZ with Sairs using zerg Devourers against it !!!) its kinda hard to hallucinate devourers with z? O_o | ||
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stambe
Bulgaria499 Posts
On April 03 2007 07:03 Kaolla wrote: its kinda hard to hallucinate devourers with z? O_o Well, it's actually not that hard to Hallucinate Zerg Devourers when you're Protoss and have High Templar. When you use carrier/sair and zerg uses devourers, you hallucinate them and the Hallucination start shooting on the zerg devourers leaving acid spores which make you're corsairs kill them like they were Wraiths. HOWEVER that was fixed after 1.05 patch so don't excpect to be able to recreate it on 1.14. I dont see what so hard to understand. Maybe you should read more carefully. | ||
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Locked
United States4182 Posts
On April 03 2007 06:07 stambe wrote: - Lurkers are the only Zerg unit that can burrow when heavily attacked (other Zerg unit will cancel burrowing), but Lurker needs more time to burrow than other units. - Mind Controlled Kakaru will move slower after they are mind controlled. - You can also use Stasis Field for protecting your own units. Example: Your Carriers are being attacked heavily and almost destroyed and near its there is no friendly units to help. To retreat will be too late. Just Stasis Field them. The Carriers are safe (they can't be attacked) for a moment, while you can send reinforcements to defend. man i didn't fully know the first two, and for the last one something funny you can do is stasis something (say.... mass battlecruisers XD) and then you actually just have enough time to build pylons+cannons beneath so that they'll finish when it comes out hmm i'm not sure how useful this is getting anymore | ||
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lololol
5198 Posts
On April 03 2007 07:23 Locked wrote: man i didn't fully know the first two, and for the last one something funny you can do is stasis something (say.... mass battlecruisers XD) and then you actually just have enough time to build pylons+cannons beneath so that they'll finish when it comes out hmm i'm not sure how useful this is getting anymore No, no, you MC an SCV, tech to nukes, stasis his BCs and calculate the time needed for the nuke to land, so it explodes exactly when stasis times out. Btw the time won't be enough to build a pylon and then cannons, but if you already have a pylon near, you can warp cannons in time(but yeah, it really needs a duration nerf . | ||
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stambe
Bulgaria499 Posts
Most of them are mass spells. With terran u have to break your fingers to use the spells effectivelly. | ||
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Excalibur_Z
United States12274 Posts
Just tested it, you're right. I don't know what I was thinking of. This angers me. | ||
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