|
So, I was preparing an article about this for Liquipedia and decided to check Tsugani's old measurements myself before posting them.
It turns out most of them are terribly terribly wrong:
As Tsugani states in his post, he had units attack Tanks to test ground damage and Battle Cruisers for air.
If you try this with high-damage units like Goons or Archons it becomes very clear that the Tank's (and even the Bc's) relatively low health is not enough to produce accurate results. + Show Spoiler [Why Tsugani's method is wrong] + I tried to understand how he reached the results he posted and the only way I can think of is the following: He has two units start attacking two tanks (or Bcs) at the same time. One of them is ensnared, the other isn't. The moment the un-ensnared unit kills its tank, he stops the second one and sees how much health the Tank has left. He then divides the remaining hit points by the unit's total (150 for tanks, 400 for Bcs) to get the % decrease in damage caused by ensnare.
For example the moment a 'normal' Archon kills a Tank, an ensnared one will have hit it one less time so it will have 5 hp left. 5/150= 0.03333 = ~3% Same goes for Battle Cruisers firing at Tanks: When the first one does 24*7=162 damage and kills the Tank, the second has done 24*6=144. So 6/150 gives us 4% decrease.
This would be accurate if the units tested had fired enough shots - and that's why his results for Marines and Lings are closer to the real values- but if for example you have the same Archons fire at a Temple that has say 2900 hp, when the first Temple is destroyed, the second one has 522 hp left. 522/2900=18%
That is why I tested this by having the units attack Xel'Naga Temples (for low damage units such as zerglings, I had the Temples' hp reduced so that the units would fire at least 100+ times but wouldn't have to wait an hour ^^). For air, the best thing I could find was Hyperion Bcs with 850 hp and 4 armor.
Apparently, ensnare reduces the attack rate by approximately 18% for all units with the exceptions stated below: *Tanks and Goliaths are not affected *Ultras are affected by ~1% *Marines by 16% *Stimmed Marines by 42% - negates stim *Stimmed Firebats by 48% - negates stim *Cracklings by 33% *Corsairs by 10% *Carriers are very hard to test. Their damage output is decreased but I haven't managed to find an exact percentage. *Same goes for Lurkers. Rate of fire is decreased if they are ensnared before they burrow but its hard to find a percentage. All results posted here are products of manual testing so there is still a margin of error. This is the reason I said "all units' RoF reduced by ~18%" instead of giving exact numbers, since saying that the Wraiths' attack speed is reduced by 18.2% while that of Hydras by 17.8% does not provide more accurate information; 0.2% could very well be a mistake in calculations.
Please feel free to test this your self and correct any mistakes I may have made 
|
why can't you create a ground unit with over 9000 HP in editor and test it then? The same goes for air, creating a over 9000 HP air unit wouldn't be such a big deal...
I'm sorry if my suggestion is wrong or noobish, I'm not into SC mechanics and editor.
|
Nevermind
|
There is an old thread on this very subject, cracklings and stimmed marines are the ones the most effected.
Btw, Ensnare doesn't actually say it slows down attack rates - it's only supposed to be movement. I wonder if this bug is a product of the recent discovery of attack animation startups etc. being able to have infinite range on any unit, maybe it is being counted as movement speed.
PS- Ultras and archons sometimes skip frames or attack faster/slower than usual (maybe due to angle?) this is why sometimes an archon can kill and ultra and sometimes an ultra can kill an archon 1v1 upgraded or not.
|
On July 04 2009 06:22 ZerGuy wrote: why can't you create a ground unit with over 9000 HP in editor and test it then? The same goes for air, creating a over 9000 HP air unit wouldn't be such a big deal...
I'm sorry if my suggestion is wrong or noobish, I'm not into SC mechanics and editor. Because I suck at teh editor ^^
On July 04 2009 06:27 CharlieMurphy wrote: There is an old thread on this very subject, cracklings and stimmed marines are the ones the most effected.
Btw, Ensnare doesn't actually say it slows down attack rates - it's only supposed to be movement. I wonder if this bug is a product of the recent discovery of attack animation startups etc. being able to have infinite range on any unit, maybe it is being counted as movement speed.
PS- Ultras and archons sometimes skip frames or attack faster/slower than usual (maybe due to angle?) this is why sometimes an archon can kill and ultra and sometimes an ultra can kill an archon 1v1 upgraded or not. I don't know exactly how movement speed works, but i think it depends on the sprites' animation (ie you can't just edit the game's data files and change a unit's speed as you would with any other stat). Since animations have to be played for each attack, these two could very well be connected but someone with more knowledge on the subject should shed some light on the mystery...
|
Newb question, but does 42% slower attack rate on stimmed marines mean they attack even slower than if they werent stimmed, or do they attack exactly the same rate as marines without stim?
|
It means that if a stimmed marine is ensnared, the firing rate of the stimmed marine will decrease by 42% so it matches that of a normal marine.
|
yeah rape those rines 
thanks or this?
did you actually get this info for testing ingame lol>
|
OH MAN
*Stimmed Marines by 42% - negates stim *Stimmed Firebats by 48% - negates stim *Cracklings by 33%
That's quite a drop-off. Although I'd be surprised if you would make the queens, to begin with. ^^ Based on Korean Zergs.
|
16987 Posts
I think Bill307 wrote an article on this back in like...2003? I can't find the exact link but I know it's around somewhere.
|
United States11390 Posts
On July 04 2009 09:18 Empyrean wrote: I think Bill307 wrote an article on this back in like...2003? I can't find the exact link but I know it's around somewhere. Bill got his from Tsunami.
|
Very awesome, thank you for the information sir.
|
never hurts to have additional research on mechanics that arent 100% certain. for the most part, use of this pertains to marine fire, but info on cracklings and even bcs are interesting enough
|
On July 04 2009 08:51 ActualSteve wrote: OH MAN
*Stimmed Marines by 42% - negates stim *Stimmed Firebats by 48% - negates stim *Cracklings by 33%
That's quite a drop-off. Although I'd be surprised if you would make the queens, to begin with. ^^ Based on Korean Zergs. You've never watched JaeDong play, havent you?
|
|
|
|