The damage of the Voidray is stated as 2 (+4 to armored).
To better understand the Void ray, my questions are the following:
1) Does the Void ray still have 3 stages of attack (initial, middle and final)? (I'm assuming yes)
-If so, how long between each stage?
Answer: Approximately 3 seconds, or around 6 or 7 "attacks"
2) Is it a simple damage-per-second calculation?
Answer: The Void Ray deals its damage in separate "attacks" just like every other unit, the only difference being a "continuous beam" visual rather than several "shots" or "bullets" (ex: stalker)
-If not, how fast does the VR deal damage? (more/less than 2 (or 6) damage-per-second in the first stage?)
Answer: The VR has an approximate DPS of:
VR against light armored:
Stage 1: 4 (no upgrades)/ 16 (+3 upgrades)
Stage 2: 8 (no upgrades)/ 20 (+3 upgrades)
Stage 3: 16 (no upgrades)/ 40 (+3 upgrades)
VR against armored:
Stage 1: 12 (no upgrades)/ 24 (+3 upgrades)
Stage 2: 24 (no upgrades)/ 36 (+3 upgrades)
Stage 3: 48 (no upgrades)/ 60 (+3 upgrades)
3) The Flux Vanes upgrade increases the rate at which it powers up. How much faster does this let the VR reach stage 2 and 3? (minus how many seconds?)
4) How does armor play into the Void ray's attack?
Answer: Gets subtracted every "attack" just like for every other unit, which keeps the damage from being too unbelievably high.
5) Is there anything else specific that we should know about its attack (besides that it follows stuff?)
Answer: If it reaches a stage (say, stage 2) it will stay in that stage for several seconds after killing the unit. It seems to be about 3 seconds based on this video:
If, for example, you don't reach stage 2 before the target dies, the beam will stay at stage 1.
Now, for the interesting part (hopefully).
I want to know what is the best system for microing void rays. I am assuming there will be some interesting micro for them.
For example, imagine that 8 void rays are attacking a base that has 3 barracks in it. Stats are not important for this drill, but will become very much so with its application to the game.
1) The obvious thing to do is to just let the VRs just focus fire the barracks down (the no-micro solution).
2) However, after a few seconds, the VRs might begin to reach stage two, and when this happens, you may want to take off half of them (going by the pre-beta system of attack here and assuming damage doubles each stage) and transfer them to the second barracks. You are doing an equivalent amount of damage with half the units and allowing the second half to begin to power up on the next target.
In this way, the first 4 are still firing, attempting to reach stage 3 while the 4 you took off are starting to power up to stage 2 on the second barracks.
3) Still, there is further complication. Say that the Void rays at the first barracks reach stage 3 and then kill it almost immediately thereafter. The time you spent powering all of them up to stage 3 would have been wasted since you could have been powering them up to stage 2 on the third and last barracks. You could have left only 1 or 2 VRs to finish the first barracks off while the remainder start on the third one. If we take this as a given, then there may be certain numbers of voidrays that are ideal for killing certain targets. As a player, you want to make the most of each stage against certain units or buildings.
Assume there is a fight between 8 VRs and 4 BCs.
1) Hypothetically, 8 Void rays power up against 4 BCs and they just manage to reach stage 2 before killing that BC. Like in [#3] (above), some of them wasted their time (you could have split off some VRs and used them to start powering up their attacks on the other 3 BCs). The idea is to spend the maximum amount of time per stage.
2) However, if 8 VRs kill a BC just before reaching stage 2, that is a good thing because no damage is wasted and you can proceed to the next just as if the VR were a normal unit. However, if 6 are sufficient to do the job, you should consider taking 2 and use them to target a different BC. The objective is to avoid overkill
3) However, this brings up another question. Since the BC is a powerful unit that can fight back (4 BCs can toast some VRs with yamato cannon if you're not careful), part of your calculations have to include the damage they deal to you. As always, your objective is to deal the maximum damage you can while taking minimum damage in return. To do this, the best strategy is to destroy individual BCs as fast as possible (no brainer: the less BCs he has, the less damage he can do to you).
[Q] So, is it faster to kill a BC with 8 VRs focus firing it (assume that is the perfect number) or to split the VRs into 2 groups of 4 and focus on 2 separate BCs, killing them both at the same time but forcing the VRs to power up to stage 2?
Sometimes, the goals of (1) attempting to stay the maximum time in each stage, to deal the most damage, (2) avoid overkill, and, (3) kill the unit or building ASAP will conflict. It will be interesting to see how these priorities interact. I'm curious if it is even worth microing. It may be that its better to just focus fire stuff as fast as possible and to kill it, depending on unit/building stats and the attack mechanic of the VR. Maybe it will be too complicated for too little gain. I dont know. I do hope, however, that this unit creates some interesting choices when you micro it, and that the best players will know and understand how this unit deals its damage so that it will do the most damage possible in the shortest period of time.