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that ultra/zergling picture is best case scenario for ultralisk splash damage test.
patch12: 10*25 = 250 splash damage per hit patch13: 25*5 = 125 splash damage per hit
HOWEVER this does not take into account the ultralisk bonus damage. with stalker/marauder replacing the light zerglings, and trying to accomodate for the less effective splash range due to larger unit size.
i estimate the new setup would yield something like:
patch12: 5*25 = 100 splash damage per hit patch13: 12*13 = 156 splash damage per hit
in conclusion, the real big hitters were -25% health versus +60% damage to armored. whether it makes the ultra useful by giving it the 'armor killer' role is yet to be seen, but it's a nice idea and definately worth a try.
i'd like to see the new ultra given a chance before they start pulling other tricks like increased speed or being able to hop over smaller units etc. i've got a feeling that an ultra which can run as fast/faster than stimpack marauders would be totally unbalanced and terran wouldn't be able to stop them.
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actually... it might still be buggy....
zerglings are 0.375 in radius or 0.75 in diameter ofc. however, in Lobo's picture up there, even a forth row is affected.... yet the forth row would begin at minimum 2.25 (!) from the ultra....
?!?
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On May 23 2010 17:17 roemy wrote: actually... it might still be buggy....
zerglings are 0.375 in radius or 0.75 in diameter ofc. however, in Lobo's picture up there, even a forth row is affected.... yet the forth row would begin at minimum 2.25 (!) from the ultra....
?!?
the centre of the splash damage is the centre of the unit being hit, not the actual attacking unit.
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Where does everyone keep getting the information that the radius was 1 or 1.5? If you look at the MPQs it was always 2. They had an unused cleave ability with radius 1.5 that could only hit 3 targets, but it was removed well before patch 11.
What they did do was to move the centre of the splash damage and that explains the earlier picture. If you instead moved the ultralisk closer to the zerglings you hit more lings since the ultra has a range of 1. This gives the following AoE
![[image loading]](http://img337.imageshack.us/img337/8597/screenshot029d.jpg) which proves that the diameter is at least 7 lings, which happens to be the same diameter as on the post patch picture.
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On May 23 2010 19:00 Kupo wrote:Where does everyone keep getting the information that the radius was 1 or 1.5? If you look at the MPQs it was always 2. They had an unused cleave ability with radius 1.5 that could only hit 3 targets, but it was removed well before patch 11. What they did do was to move the centre of the splash damage and that explains the earlier picture. If you instead moved the ultralisk closer to the zerglings you hit more lings since the ultra has a range of 1. This gives the following AoE ![[image loading]](http://img337.imageshack.us/img337/8597/screenshot029d.jpg) which proves that the diameter is at least 7 lings, which happens to be the same diameter as on the post patch picture.
you're correct there...
to answer the big question; has the splash damage improved in patch 13? no, it is in fact worse.
however, the splash damage is situational and shouldn't be detremental to the ultralisk's new role as an anti-armor unit with +60% damage and about +50% more against buildings...
reverting the previous damage buff against non-armored units (15 damage down from 25), coupled with the weakened splash damage, the ultra is a lot less effective against swarms of light units. but this makes sense because that was the task of the baneling.
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Ultralisk Aoe is the same on path 12 or 13, there's only a difference, now starts on hitting creature instead of in front of ultralisk, that means it makes same splash to melee (couse lings and zealots move to range 0 to atack) and more damage to ranged units, Becouse of range 1 of ultralisk!! If u test on editor and dont put lings at rangue 0 in both version u will see the same splash ratio i think.
Maybe im wrong and they change the ratio from 1,5 to 2, anyway you must consider that differences between loosing splash couse u have 1 range and splash starts at range 0 and now that starts where he is atacking.
As someone post b4 Head atack is totally failed, doing less damage than Blades. . . . . They must change it soon.
-150 hp its a really big nerf!! and 33% cleave atack instead of 100% . . . . maybe with this better splash against ranged it should be 50% cleave atack, 1/3 seems to be so weak.
The one real bluff of all is to destroy force fields, but if u have your creatures bloked with ff u cant move the ultralisk in front to destroy it, so, ultil they make ultralisk to walk over units, it will be failed again.
In conclusion, Good change of splash Making it as he should be from the begining, 2 big nerfs and 2 fails
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Thanks for the information and clearing up any false information that I may have presented.
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suppose your ultra is attacking a marauder dealing 15+25 damage, would the surrounding marines beside the marauder receive a fraction of 15 damage as aoe damage or 15+25? I think this is important as well, anybody knows?
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On May 24 2010 03:43 eScaper-tsunami wrote: suppose your ultra is attacking a marauder dealing 15+25 damage, would the surrounding marines beside the marauder receive a fraction of 15 damage as aoe damage or 15+25? I think this is important as well, anybody knows? It does a percent of the 15 damage according to Xeken on page one.
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ultra's are terrible against marauders...
there's really no more a hard counter in the entire game.
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Splash is based on the damage that each unit would normally take, and not based on the main target's damage taken.
Case 1: Marauder main target, marauder and marine within AoE Main marauder takes 39 dmg (40-1), marauders within AoE takes 13 dmg (39/3), marine within AoE takes 5 dmg (15/3)
Case 2 Marine main target Main marine takes 15 dmg, marauder within AoE takes 13 dmg, marine within AoE takes 5 dmg.
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People have said that logically it makes sense for ultras not to deal full damage outside of the main target. that isn't true. picture the attack animation. large curved blades swinging inward at the target. those are the same blades moving at roughly the same speed all the way through the motion. that should deal as much damage. it's not like a tank where you have the explosion of the shell on the main target, and then only partial exposure + shrapnel on the outsides.
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On May 24 2010 08:05 PrinceXizor wrote: People have said that logically it makes sense for ultras not to deal full damage outside of the main target. that isn't true. picture the attack animation. large curved blades swinging inward at the target. those are the same blades moving at roughly the same speed all the way through the motion. that should deal as much damage. it's not like a tank where you have the explosion of the shell on the main target, and then only partial exposure + shrapnel on the outsides.
true, but a dropped ultra killing ~10 scv's in 1.5 seconds was kind of overpowered...
slash - slash - scv's dead with 0 reaction time.
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On May 24 2010 08:07 tarsier wrote:true, but a dropped ultra killing ~10 scv's in 1.5 seconds was kind of overpowered...
slash - slash - scv's dead with 0 reaction time.
Keep in mind that baneling carpet bomb does the same thing even more effectively. Ultras can only gets about 4-5 SCVs within each of its attack if the mineral lines is saturated correctly.
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On May 24 2010 08:07 tarsier wrote:Show nested quote +On May 24 2010 08:05 PrinceXizor wrote: People have said that logically it makes sense for ultras not to deal full damage outside of the main target. that isn't true. picture the attack animation. large curved blades swinging inward at the target. those are the same blades moving at roughly the same speed all the way through the motion. that should deal as much damage. it's not like a tank where you have the explosion of the shell on the main target, and then only partial exposure + shrapnel on the outsides. true, but a dropped ultra killing ~10 scv's in 1.5 seconds was kind of overpowered... slash - slash - scv's dead with 0 reaction time.
It now takes about 3.0 seconds not stopping me dropping ultras on your mineral line is it?
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