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Gameplay mechanics questions.

Forum Index > SC2 General
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Shizuru~
Profile Blog Joined April 2009
Malaysia1676 Posts
Last Edited: 2010-02-23 17:24:06
February 23 2010 17:04 GMT
#1
i don't have the beta to play with atm, but have watched alot of beta streams and videos, but i'm kind of guy that is obsessed with the tiny details of the gameplay... anyhow have been wondering about something that couldn't figure unless i test it personally, so hopefully can get some answer out of the beta testers out there, here goes:

1. Immortals hardened shields, against attacks that are count as double (ie, zealot double blade attack etc etc) do the shield absorb the damage as 2 different set of dmg? for example a thor fires 45x2 dmg on immortal, would the immortal take only 10 dmg or would it take 20 counting the attacks as 2 seperate activation? also, does it activates on spells such as nukes or raven bombs?

2. Phoenix floating beam thing, does it work on collosus?

3. With the new dmg class system, instead of doing double, half or quarters of dmg to targets, some units now deal a set amount of bonus dmg to specific armor types, now does weapon upgrades increases these bonus dmg values in addition to base dmg bonus? also does the protoss units/buildings shield(not hp) take full dmg(+bonus dmg) of any units that has bonus dmg against specific armor type? for example immortals with 20 base dmg +30 againt armored, would it do full 50 dmg to protoss shields? note: as i'm sure as all of u know already protoss shields takes full dmg regardless of dmg type or armor type of units in SC:BW.

4. might be a silly question, would chrono boost increases building warp in speed? ie. building completes faster? never seen any1 try it before so who knows right?

5. Raven point defense drones or whateva its called, is it Zerg's defiler dark swarm in disguise?

6. Phase shifts of high templars, can they be used on any units in game including air and big ass units? can they be cast on opponents units? like War3 cyclones?

7. Any1 worked out in detail of how exactly does the void ray dmg speed up works and how does the bonus dmg it has ties into the dmg?

8. Does Ghost snipe ignores shield and directly dmg hp?
milly9
Profile Joined May 2007
Canada325 Posts
February 23 2010 17:07 GMT
#2
2. No, doesn't work on anything considered massive
4. Can't use on buildings being warped in

then i stick my treasures in a treehole
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
February 23 2010 17:08 GMT
#3
2 and 4: no.
Administrator~ Spirit will set you free ~
Frenzied_Tank
Profile Joined October 2009
Germany100 Posts
February 23 2010 17:09 GMT
#4
i think i know the answer to the 5. question,
the defense drone loses 10(?) energy whenever it blocks a projectile, i think it has 200 energy (not sure), so its basically dark swarm with hp.
caution.slip
Profile Blog Joined June 2007
United States775 Posts
Last Edited: 2010-02-23 17:36:13
February 23 2010 17:34 GMT
#5
Does chronoboost work on warpgate cooldown? I was watching a plexa replay and it seemed like the cooldown wasn't going down any faster. Its probably oversight as its not really "building" a unit more like summoning one and then cooling down

3: is yes
5: interesting way to look at it, i don't think it works vs lasers though
Live, laugh, love
Shizuru~
Profile Blog Joined April 2009
Malaysia1676 Posts
Last Edited: 2010-02-23 18:22:42
February 23 2010 18:21 GMT
#6
On February 24 2010 02:34 caution.slip wrote:
Does chronoboost work on warpgate cooldown? I was watching a plexa replay and it seemed like the cooldown wasn't going down any faster. Its probably oversight as its not really "building" a unit more like summoning one and then cooling down

3: is yes
5: interesting way to look at it, i don't think it works vs lasers though


number 3 is a 2 part question, so do u mean yes to both questions?
Konni
Profile Blog Joined February 2003
Germany3044 Posts
February 23 2010 18:32 GMT
#7
6. Phase shift can only be used on the opponents units
7. I do not exactly. But I know: Your beam levels back down to lowest damage after a few seconds of not attacking. You can see the void rays level in the animation (beams on the front = level). Your beam level does NOT go back down to the lowest damage when switching targets or moving. So if you attack your buildings first to level up you can then switch to the enemy, hitting him with the strongest beam.
lololol
Profile Joined February 2006
5198 Posts
February 23 2010 18:52 GMT
#8
1. It counts each attack separately(so a zealot would do full damage, for example)
2. No, it doesn't work on massive units.
3.1. It's individual, some receive extra bonus damage from upgrades, some don't.
3.2. Shields do not sufer from damage bonuses that the hp wouldn't. For example, if a zealot(light) is hit by an immortal(20 damage + 30 damage against armored), his shields would take just 20 damage.
4. No.
5. No.
6. I'm not sure.
7. Each new beam doubles the previous damage, so it's 2->4->8 against non-armored targets and 6->12->24 against armored. Each attack upgrade adds 1 to the base damage, so with +3 the damage would be 5->10->20 against non-armored and 9->18->36 against armored. Armor reduces the final damage(fully charged +3 attack against 5 armor would deal 36-5=31 damage).
I'll call Nada.
TonyL2
Profile Blog Joined August 2007
England1953 Posts
February 23 2010 19:02 GMT
#9
On February 24 2010 03:32 Konni wrote:
7. I do not exactly. But I know: Your beam levels back down to lowest damage after a few seconds of not attacking. You can see the void rays level in the animation (beams on the front = level). Your beam level does NOT go back down to the lowest damage when switching targets or moving. So if you attack your buildings first to level up you can then switch to the enemy, hitting him with the strongest beam.


Really, damn that sounds like it can be really good if you micro them to snipe a unit
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