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Ultralisk attack AoE

Forum Index > SC2 General
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Xeken
Profile Joined May 2010
United States77 Posts
May 21 2010 22:38 GMT
#1
I believe pre-patch 13 ultra always had 100% 1 AoE cleave (correct me if I'm wrong). I just went through the unit data in map editor, and noticed that ultra has percentage AoE now, over an AoE of 2. I want to ask whether this is an undocumented change, or was the percentage AoE implemented in a prior patch. Thank you.
Synk
Profile Joined April 2010
United States297 Posts
May 21 2010 22:43 GMT
#2
Thats troubling, seems like another significant nerf if thats a new change =/.
Don't argue with stupid people, they will drag you down to their level and beat you with experience.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-05-21 22:54:02
May 21 2010 22:46 GMT
#3
I have a patch 12 version of the editor loaded up, can you tell me which of the data lines I'm looking for? I can't find anything like radius or splash etc (well, I can find one that says radius - 1, but I think that's under a different header..).

Is this the one?

Data - Radius : 1
"Radius at which the unit can interact with other units"
?

EDIT: This was under the general ultra data, not effects, so probably wrong.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Xeken
Profile Joined May 2010
United States77 Posts
Last Edited: 2010-05-21 22:52:25
May 21 2010 22:49 GMT
#4
Ultralisk>effects>cleave>search

Also, I wouldn't immediately call it a nerf. Depending on the intermediate damage distribution, it could be a buff.

That said, the problem of "dead upon arrival" is still not fixed.

Edit: I believe so. I think the new one, if I'm not reading wrong, is 33% for radius of 2. Meaning that the ultra does full dmg to main target, and 33% to all other units within a radius of 2. This looks crappy at first glance.
ChaosShadow
Profile Joined April 2010
United States79 Posts
Last Edited: 2010-05-21 22:54:34
May 21 2010 22:52 GMT
#5
Edited- Ultralisk -> Effects ->Cleave -> Area... though i could have sworn the name used to be different in patch 12 of that field
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 21 2010 22:53 GMT
#6
Can't seem to find it, so took a screenshot -
http://yfrog.com/5nultraxp

Gotta sleep, maybe you can see what you need there.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
EZjijy
Profile Blog Joined February 2010
United States1039 Posts
May 21 2010 23:00 GMT
#7
It's 2. They seemed to have changed the Editor in Patch 13 as well.
[image loading]
ChaosShadow
Profile Joined April 2010
United States79 Posts
May 21 2010 23:02 GMT
#8
They didn't change the editor per-say, they just defaulted the data editor to use table view, so those orange buttons near the top right next to the search bar? they dictate which view you see of unit stats.
wdge
Profile Joined February 2010
60 Posts
May 21 2010 23:03 GMT
#9
Just tested this out in-game, they do indeed do less damage to surrounding units then their main target.
arb
Profile Blog Joined April 2008
Noobville17921 Posts
May 21 2010 23:05 GMT
#10
On May 22 2010 08:03 wdge wrote:
Just tested this out in-game, they do indeed do less damage to surrounding units then their main target.

thats sorta how cleave works
Artillery spawned from the forges of Hell
wdge
Profile Joined February 2010
60 Posts
May 21 2010 23:05 GMT
#11
Well yes, now it does, but I'm pretty sure it did full dmg to all targets before the patch
ChaosShadow
Profile Joined April 2010
United States79 Posts
May 21 2010 23:06 GMT
#12
from FrozenArbiters screenshot, i think we'll need someone to get us a view of the UltraliskSearch effect to see the splash of the patch 12 ultra
Gnarg
Profile Joined October 2009
Netherlands165 Posts
May 21 2010 23:08 GMT
#13
Offcourse a circle of radius 2 has an area 4 times as large as a circle of radius 1.
Turbo.Tactics
Profile Joined April 2010
Germany675 Posts
May 21 2010 23:10 GMT
#14
I am pretty sure that it did full dmg to all targets in Patch 12. I tested some things with a friend and all marauders received the same dmg if I remember correctly. Gotta watch the replay again :O
Zerg - because Browders sons hate 'em
Xeken
Profile Joined May 2010
United States77 Posts
May 21 2010 23:18 GMT
#15
Ultras did full dmg in 1 AoE pre-patch 12. I confirmed using some replays. I say that this new thing is a nerf because of the following.

Against a small ball, patch 12 ultra did amazingly well because they can kill all the units very quickly, while not dying due to the ball not being critical mass. So they actually did have limited usefulness. In patch 13, ultras will be worse against a smaller ball (can't utilize the full effect of AoE of 2), and they are still worthless against a large ball because they just die.

Basically, ultras now do more damage slower, which is a problem because they die even faster than before.

My brain hurts.
Lobo2me
Profile Joined May 2010
Norway1213 Posts
May 21 2010 23:19 GMT
#16
Pre patch aoe
[image loading]
Bad manners are better than no manners at all.
Wings
Profile Joined January 2010
United States999 Posts
Last Edited: 2010-05-21 23:22:19
May 21 2010 23:21 GMT
#17
AKA no more of this.
The probability of Kim Carrier getting all those predictions wrong is similar to the probability Flash loses a TvT. Kim Carrier MUST BE a genius. His only big mistake... STORK.
Spawkuring
Profile Joined July 2008
United States755 Posts
May 21 2010 23:22 GMT
#18
Yep, I also noticed this after messing with the editor a bit. Rather nasty stealth nerf to give to the Ultra.
Xeken
Profile Joined May 2010
United States77 Posts
May 21 2010 23:39 GMT
#19
Another thing, cleave doesn't work like it does in WC3. The damage cleaved isn't a % of the main target's received damage. If it's wc3 cleave, marauder being hit by patch 13 ultra will receive 39 damage, and the marine will take 33% of 40, so 13 damage. With SC2 cleave, marauder will eat 39 damage, and marine will eat 5 damage (33% of the 15 that the marine would normally take).

Basically, the suck keeps piling on.
IrT4nkz
Profile Joined May 2010
229 Posts
May 21 2010 23:42 GMT
#20
Even with the new changes, Ultra usage doesn't seem to appealing, considering a 150hp reduction. It already gets eaten up by MMM balls with 600hp, now even faster with 450
MavercK
Profile Joined March 2010
Australia2181 Posts
Last Edited: 2010-05-22 00:15:40
May 22 2010 00:15 GMT
#21
this is kinda depressing
i figured people would be micro'ing ultras to only attack marauders/armored units so the splash damage would be huge (splash from a marauder being attacked would probably be more than the marine directly being hit) i guess this is why they actually have it reduced to 33% anyway. but just seems more boring
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
fffxc2
Profile Joined May 2010
United States8 Posts
Last Edited: 2010-05-22 01:08:23
May 22 2010 00:38 GMT
#22
Well, with this change I think we can conclude that the ultra did get nerfed in this patch and not the "ehh kinda buff/nerf" that it was before this was discovered. It seems with the reduction in splash at anything more that 5ish units this is actually a dps nerf.


edit: Holy crap, ran the numbers, if attacking only armored units Didn't take into account the radius change. With that it does not look so bad.


Before the change
number of units              dmg to primary              dmg to secondaries             total dmg
1                                  25                                 25*0                                 25
2                                  25                                 25*1                                 50
3                                  25                                 25*2                                 75
4                                  25                                 25*3                                 100
5                                  25                                 25*4                                 125
6                                  25                                 25*5                                 150

Damage changed from 25 to 15 (+25 Armored).
+Stealth 100%->33% splash and 1->2 radius change - This was changed in the editor (just tested), remains to be seen for normal play

After the change
Before the change
number of units              dmg to primary              dmg to secondaries              total dmg
1                                40                               40*.333=13.3*0                         40
2                                40                                13.3*1                                   53.3
3                                40                                13.3*2                                   66.6
4                                40                                13.3*3                                   79.9
5                                40                                13.3*4                                   93.2
6                                40                                13.3*5                                   106.5


So for anything more than 2 units that you are hitting (1+1 splashed) this is a dps nerf. And this is assuming it is against armored, against light the numbers are going to be even worse (a quick run is showing that it is a flat out nerf in all cases 25+25x=5x+15 has a solution of x=-1/2).
phyvo
Profile Blog Joined April 2009
United States5635 Posts
Last Edited: 2010-05-22 01:04:39
May 22 2010 01:03 GMT
#23
The one thing you're missing is that in 13 it covers more area so you really shouldn't be comparing equal numbers of targets vs equal numbers of targets.

If the terran ball is bunched up and ultras (by some magic) are in it's face, it could still be taking a similar amount of damage, if not more.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
fffxc2
Profile Joined May 2010
United States8 Posts
Last Edited: 2010-05-22 01:17:15
May 22 2010 01:04 GMT
#24
On May 22 2010 10:03 phyvo wrote:
The one thing you're missing is that in 13 it covers more area so you really shouldn't be comparing equal numbers of targets vs equal numbers of targets.


Do we have exact numbers of what the area changed from -> to? If so, that is easy to adjust for. edit: I'm stupid, its much harder because it has to take into account how many can fit in the old space vs the new. My guess is you can fit probably 8-9 marauders/stalkers in the old radius so it caps there. But then you would need a ball of more than 14 in a radius 2 for it to not be a nerf.

Math with those numbers if I didn't fail:
(Assuming 9 in radius of 1 gives you 225 dmg total. 225-40=185 (damage divided by the rest to break even) 185/13.3=13.9 (damaged needed to break even divided by the new splash damage))

It does mean that for smaller numbers that still fit in the radius 1 (as in the table I made) it is still a dps nerf, but for larger numbers it is most likely a buff.
phyvo
Profile Blog Joined April 2009
United States5635 Posts
May 22 2010 01:05 GMT
#25
It changed from 1 to 2 according to earlier posters in the thread.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
nihlon
Profile Joined April 2010
Sweden5581 Posts
May 22 2010 01:10 GMT
#26
I'm still surprised they didn't make them faster and smaller. Their cost/gain ratio still seems pretty bad.
Banelings are too cute to blow up
roark
Profile Joined April 2010
United States187 Posts
May 22 2010 01:13 GMT
#27
We can also frenzy now.
AmstAff
Profile Blog Joined January 2008
Germany949 Posts
Last Edited: 2010-05-22 01:23:39
May 22 2010 01:20 GMT
#28
why is it a nerf, if the AoE is 2 times bigger now?

edit
ok i saw the other post

editedt
i think they changed it because it was messed up anyway (like HSM or PF), i mean a AoE attack that does deal full damage Oo seriously cant be and must be reduced by logic (even if it wasnt OP or something)
after 2 years i reached it = marine icon
Rictusjames
Profile Joined April 2010
United States11 Posts
May 22 2010 01:21 GMT
#29
Against small groups of infantry, the Ultra now deals less damage than before. Against large groups of infantry, the Ultra deals less damage than before. It dies faster across the board as well.

The only concrete buff I'm seeing is that it kills single armored units like Tanks and Thors better than before -- if it can reach them in the first place with it's reduced health.

So what I'm wondering is, why does the Ultra have cleave at all? It's better than not having cleave, sure, but it doesn't seem to mesh with the Ultra's role at all anymore. If it's best at killing Thors and Tanks, give it something that lets it reach the Thors and Tanks reliably, and remove cleave?
Never. I will never be consistent. I will be consistent when I feel like it.
epik640x
Profile Joined May 2010
United States1134 Posts
May 22 2010 01:21 GMT
#30
Ultra sure doesn't appeal to me. It's hard enough surviving at ling/roach/hydra level, maaaybe reaching infestor but teching to hive and then ultra and then those long expensive upgrades, two of which exist, before ultra is even viable? Yeah no thanks.

I'm just gonna mass up MM and kill people under 5 minutes. Plan B, SIEGE MODE lololol
baeracaed
Profile Blog Joined June 2009
United States604 Posts
May 22 2010 01:23 GMT
#31
Does the range increase also mean the Ultra's melee range is increased? As in, he doesn't have to get quite as close to cleave?
(☞゚ヮ゚)☞ Cookies! ☜(゚ヮ゚☜)
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
May 22 2010 01:25 GMT
#32
On May 22 2010 10:20 AmstAff wrote:
why is it a nerf, if the AoE is 2 times bigger now?


I don't necessarily think it is a nerf. We have lower DPS over a larger area now. It could very well be a buff. We need objective calculations that take into account how many units fit into this new AOE size and if the larger aoe with less damage does in fact deal less, or more overall DPS. One thing is for sure, the ultralisk got a huge buff against large armored units.
Rictusjames
Profile Joined April 2010
United States11 Posts
Last Edited: 2010-05-22 01:27:31
May 22 2010 01:26 GMT
#33
whoops double post!
Never. I will never be consistent. I will be consistent when I feel like it.
fffxc2
Profile Joined May 2010
United States8 Posts
Last Edited: 2010-05-22 01:31:03
May 22 2010 01:27 GMT
#34
On May 22 2010 10:25 Wr3k wrote:
Show nested quote +
On May 22 2010 10:20 AmstAff wrote:
why is it a nerf, if the AoE is 2 times bigger now?


I don't necessarily think it is a nerf. We have lower DPS over a larger area now. It could very well be a buff. We need objective calculations that take into account how many units fit into this new AOE size and if the larger aoe with less damage does in fact deal less, or more overall DPS. One thing is for sure, the ultralisk got a huge buff against large armored units.



I don't think you can call it a huge buff with the 25% reduction in hp. Though if it can actually engage larger balls is definitely a buff.


edit: also, as someone noticed on the first page, the damage that is splashed is not calculated by the damage dealt to the primary target, it is instead calculated by each unit taking damage individually, so against light units this probably does makes the damage only break even if that.
phyvo
Profile Blog Joined April 2009
United States5635 Posts
Last Edited: 2010-05-22 02:12:26
May 22 2010 02:11 GMT
#35
According to the spreadsheet that I worked out, DPS wise it's pretty much a buff vs everything armored.

It does worse vs marines and meh-ish vs hellions. Outside of that the DPS is just a significant buff just because you can hit 4 times the number of units you could hit before, and when there are fewer units that extra 15 damage to the initial target makes a bigger difference.

Basically, the old ultra was better vs marines, hellions, 3 marauders, and 3 vikings. The new ultra is better vs everything else. Ultras should do about 2.5 X as much damage vs marauder balls, tank balls, thor balls, 2 X damage vs viking balls, 0.75 X damage vs marine balls.

I kinda only approximated the number of possible units that could fit into the area of effect, but the way I approximated it should only have helped the old ultralisk compared to the new one I believe.

I kinda don't have to go and find some place to upload the spreadsheet on this, so... sorry. I guess if someone wants to they can just verify this themselves.

Finally, all this was based on the assumption that the old ultra had AoE of 1.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
Occas
Profile Joined April 2010
Australia18 Posts
May 22 2010 03:18 GMT
#36
+25% for Frenzy if used...
synapse
Profile Blog Joined January 2009
China13814 Posts
May 22 2010 03:25 GMT
#37
On May 22 2010 10:20 AmstAff wrote:
why is it a nerf, if the AoE is 2 times bigger now?

edit
ok i saw the other post

editedt
i think they changed it because it was messed up anyway (like HSM or PF), i mean a AoE attack that does deal full damage Oo seriously cant be and must be reduced by logic (even if it wasnt OP or something)


Storm?
Blizzard just hates ultralisks.
:)
phyvo
Profile Blog Joined April 2009
United States5635 Posts
May 22 2010 03:51 GMT
#38
On May 22 2010 12:25 synapse wrote:
Show nested quote +
On May 22 2010 10:20 AmstAff wrote:
why is it a nerf, if the AoE is 2 times bigger now?

edit
ok i saw the other post

editedt
i think they changed it because it was messed up anyway (like HSM or PF), i mean a AoE attack that does deal full damage Oo seriously cant be and must be reduced by logic (even if it wasnt OP or something)


Storm?
Blizzard just hates ultralisks.


Blizzard doesn't hate ultralisks. As I pointed out (by calculation), their DPS has been buffed vs everything except hellions and marines. For armored units there isn't really a situation where you'd want the old ultralisk instead of the new ultralisk, at least ZvT in terms of DPS.

Still, the real weird thing was the HP nerf. Maybe Blizzard is more like love/hate with ultras...
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
DaggerRage
Profile Joined April 2010
United States30 Posts
May 22 2010 04:05 GMT
#39
I tried to get ultralisks to work earlier today against a turtling Terran. I had 3/3 and they were going down like flies to thors, I had frenzy up but it made no difference. Being Melee and having the same ammount of health as a Thor makes these units still unviable. Maybe this will be different against Roaches but I will no longer be making them on Ladder lol.
Xeken
Profile Joined May 2010
United States77 Posts
Last Edited: 2010-05-22 04:31:54
May 22 2010 04:29 GMT
#40
Ultra does more damage, but it's more spread out. Prior to this patch, ultras took out 4-5 units at a time very quickly. In patch 13, it's significantly slower, which mean each enemy unit has much higher potential damage.

Me and my friend ran simulations against 80 supply MMM ball (1/1 ratio marine marauder + 6 medivacs), followed by a MM ball (marauder 6 medivacs). A trigger for stim was implemented. The only problem is we couldn't find a way to cause focus firing. Although that problem isn't as major in the choke tests because only 2 units were available for choosing at a time.

The following were tested.

Patch 13 ultras-
6 ultras, rest in hydra
7 ultras, rest in hydra
8 ultras, rest in hydra
all of the above were tested with open field and choke point (able to fit 2-3 ultras).

Patch 12 ultras (with 450 hp)-
6 ultras, rest in hydra
7 ultras, rest in hydra
8 ultras, rest in hydra
all of the above were tested with open field and choke point (able to fit 2-3 ultras).

Custom ultras (1 AoE, 100% cleave, 15+25 dmg)
6 ultras, rest in hydra
7 ultras, rest in hydra
8 ultras, rest in hydra
all of the above were tested with open field and choke point (able to fit 2-3 ultras).

For ultras, the custom ultra yielded the best results, the patch 12 ultras being second (not far behind), and the patch 13 ultras being the worst (most of the time having none left alive).

For army composition, a 10-12 supply of enemy to 1 ultra ratio appears to be the most efficient. In this case, 7 ultras yielded the best efficiency (least units lost and least amount of resource difference between the 2 armies). This was true for all ultra cases.

Basically, while more damage is being dealt, things are dying slower, so ultras (along with their 450 hp) are actually not killing things as fast over the course of a fight. It's much better to kill 2 small groups of units quickly then to kill 1 group of units slowly.

Also, the overall effect of frenzy was marginal due to the AoE change. 125% of 33% is not much. It's a much better 25 energy skill for the infestor, but you would never build infestors just for frenzy. The gas is better spent elsewhere, and frenzy is only after you have used all the NP/FG that is necessary, and happen to have energy left.
MasterAsia
Profile Joined November 2009
United States170 Posts
May 22 2010 04:39 GMT
#41
On May 22 2010 13:29 Xeken wrote:
Ultra does more damage, but it's more spread out. Prior to this patch, ultras took out 4-5 units at a time very quickly. In patch 13, it's significantly slower, which mean each enemy unit has much higher potential damage.

Me and my friend ran simulations against 80 supply MMM ball (1/1 ratio marine marauder + 6 medivacs), followed by a MM ball (marauder 6 medivacs). A trigger for stim was implemented. The only problem is we couldn't find a way to cause focus firing. Although that problem isn't as major in the choke tests because only 2 units were available for choosing at a time.

The following were tested.

Patch 13 ultras-
6 ultras, rest in hydra
7 ultras, rest in hydra
8 ultras, rest in hydra
all of the above were tested with open field and choke point (able to fit 2-3 ultras).

Patch 12 ultras (with 450 hp)-
6 ultras, rest in hydra
7 ultras, rest in hydra
8 ultras, rest in hydra
all of the above were tested with open field and choke point (able to fit 2-3 ultras).

Custom ultras (1 AoE, 100% cleave, 15+25 dmg)
6 ultras, rest in hydra
7 ultras, rest in hydra
8 ultras, rest in hydra
all of the above were tested with open field and choke point (able to fit 2-3 ultras).

For ultras, the custom ultra yielded the best results, the patch 12 ultras being second (not far behind), and the patch 13 ultras being the worst (most of the time having none left alive).

For army composition, a 10-12 supply of enemy to 1 ultra ratio appears to be the most efficient. In this case, 7 ultras yielded the best efficiency (least units lost and least amount of resource difference between the 2 armies). This was true for all ultra cases.

Basically, while more damage is being dealt, things are dying slower, so ultras (along with their 450 hp) are actually not killing things as fast over the course of a fight. It's much better to kill 2 small groups of units quickly then to kill 1 group of units slowly.

Also, the overall effect of frenzy was marginal due to the AoE change. 125% of 33% is not much. It's a much better 25 energy skill for the infestor, but you would never build infestors just for frenzy. The gas is better spent elsewhere, and frenzy is only after you have used all the NP/FG that is necessary, and happen to have energy left.


how dare they call it a buff?
Kupo
Profile Joined May 2010
Sweden151 Posts
May 22 2010 09:40 GMT
#42
What's all this about AoE-radius going from 1 to 2?.

Before the patch, the AoE looked like
http://img337.imageshack.us/img337/8597/screenshot029d.jpg
if you moved the ultra as close to the lings as possible, the AoE hits less lings if you just send the ultra to attack.

After the patch, the AoE looks like (2 attacks to make the health bars yellow)
http://img442.imageshack.us/img442/4066/screenshot030u.jpg
No difference if you just sent it to attack or if you moved it as close to the lings as possible.

Judging from this, it only looks like they moved the AoE-centre from the front of the ultra to the middle of the target. Of course this can be considered a buff in many situations, but I can also think of situations where it hits less targets than it used to do.
Tyrannon
Profile Joined February 2010
Germany113 Posts
May 22 2010 09:53 GMT
#43
Its 15+40Armored!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

At least check the Stats idiots...
NoNoNoNoNyoron
Profile Joined April 2010
United States78 Posts
May 22 2010 10:26 GMT
#44
On May 22 2010 18:53 Tyrannon wrote:
Its 15+40Armored!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

At least check the Stats idiots...

I don't even know where to begin with how wrong you are. Please look over the patch notes and never spread falsified information again.
Neomu banjjak banjjak nooni booshuh
Tyrannon
Profile Joined February 2010
Germany113 Posts
Last Edited: 2010-05-22 10:32:47
May 22 2010 10:29 GMT
#45
And i just said , start the game and LOOK AT THE FUCKING UNIT.

Patchnotes are WROOOONG

Edit: ok sorry for the "idiots", i´m just tired of all the people complaining about Ultras without even playing them.
Kupo
Profile Joined May 2010
Sweden151 Posts
May 22 2010 10:34 GMT
#46
On May 22 2010 19:29 Tyrannon wrote:
And i just said , start the game and LOOK AT THE FUCKING UNIT.

Patchnotes are WROOOONG

Edit: ok sorry for the "idiots", i´m just tired of all the people complaining about Ultras without even playing them.


They changed how the bonus damage is written in the UI, now it show how much damage it does to x instead of how much bonus damage it gets against x.
NoNoNoNoNyoron
Profile Joined April 2010
United States78 Posts
May 22 2010 10:35 GMT
#47
On May 22 2010 19:29 Tyrannon wrote:
And i just said , start the game and LOOK AT THE FUCKING UNIT.

Patchnotes are WROOOONG

Edit: ok sorry for the "idiots", i´m just tired of all the peaple complaining about Ultras without even playing them.

Okay just listen to me.
1)Make just one Ultralisk, just ONE FUCKING ULTRALISK.
2)Make it attack an armored unit
3)Stare in awe as the armored unit now has 40 hp less sans any armor deduction
4)Really now, what the hell do you think the chances of you being correct when every other poster on this entire forum knows what the damage is? What do you think the chances of you being correct and blizzard's patch notes being wrong are? You don't think it would have been noticed earlier?

FUCKING READ.
Neomu banjjak banjjak nooni booshuh
Tyrannon
Profile Joined February 2010
Germany113 Posts
May 22 2010 10:35 GMT
#48
Ok, i´ll accept that. Sry for all that rage then.
tarsier
Profile Joined May 2010
United Kingdom223 Posts
May 22 2010 11:01 GMT
#49
On May 22 2010 13:29 Xeken wrote:
Ultra does more damage, but it's more spread out. Prior to this patch, ultras took out 4-5 units at a time very quickly. In patch 13, it's significantly slower, which mean each enemy unit has much higher potential damage.

Me and my friend ran simulations against 80 supply MMM ball (1/1 ratio marine marauder + 6 medivacs), followed by a MM ball (marauder 6 medivacs). A trigger for stim was implemented. The only problem is we couldn't find a way to cause focus firing. Although that problem isn't as major in the choke tests because only 2 units were available for choosing at a time.

The following were tested.

Patch 13 ultras-
6 ultras, rest in hydra
7 ultras, rest in hydra
8 ultras, rest in hydra
all of the above were tested with open field and choke point (able to fit 2-3 ultras).

Patch 12 ultras (with 450 hp)-
6 ultras, rest in hydra
7 ultras, rest in hydra
8 ultras, rest in hydra
all of the above were tested with open field and choke point (able to fit 2-3 ultras).

Custom ultras (1 AoE, 100% cleave, 15+25 dmg)
6 ultras, rest in hydra
7 ultras, rest in hydra
8 ultras, rest in hydra
all of the above were tested with open field and choke point (able to fit 2-3 ultras).

For ultras, the custom ultra yielded the best results, the patch 12 ultras being second (not far behind), and the patch 13 ultras being the worst (most of the time having none left alive).

For army composition, a 10-12 supply of enemy to 1 ultra ratio appears to be the most efficient. In this case, 7 ultras yielded the best efficiency (least units lost and least amount of resource difference between the 2 armies). This was true for all ultra cases.

Basically, while more damage is being dealt, things are dying slower, so ultras (along with their 450 hp) are actually not killing things as fast over the course of a fight. It's much better to kill 2 small groups of units quickly then to kill 1 group of units slowly.

Also, the overall effect of frenzy was marginal due to the AoE change. 125% of 33% is not much. It's a much better 25 energy skill for the infestor, but you would never build infestors just for frenzy. The gas is better spent elsewhere, and frenzy is only after you have used all the NP/FG that is necessary, and happen to have energy left.


clearly the change has made marines more of a counter to ultralisks. since the ultra's will get stuck on marines and do only 5 splash per 0.8 second hit.

therefore please could you run a rest using an ultra + baneling composition versus marauder/marine/medivac ball.
slowmanrunning
Profile Joined March 2010
Canada285 Posts
Last Edited: 2010-05-22 11:40:38
May 22 2010 11:32 GMT
#50
here's the post patch chart assuming it's against armored units with frenzy being used. As in seeing frenzy was the reason that the ultras health and damage were somewhat nerfed.

number of units......dmg to primary...............dmg to secondaries......................total dmg
1 ...............................40................................40*.333=13.3*0............................50
2 ...............................40................................13.3*1.....................................68.625
3 ...............................40................................13.3*2......................................83.25
4 ...............................40................................13.3*3......................................99.3
5 ...............................40................................13.3*4......................................116.5
6 ...............................40................................13.3*5......................................106.5
I aim to become a hydralisk and then stop posting, cause I don't wanna be a queen...
roemy
Profile Joined April 2010
Germany432 Posts
Last Edited: 2010-05-22 12:05:39
May 22 2010 11:42 GMT
#51
from the MPQ:
    <CEffectDamage id="UltraliskCleave" parent="DU_WEAP">
<Amount value="15"/>
<AreaArray Arc="180" Radius="2" Fraction="0.33"/>
<ExcludeArray Value="Target"/>
...
<AttributeBonus index="Armored" value="25"/>


AoE used to be 1.5 before, but at least it dealt 100%....
this new version sounds quite crap to me

edit: my bad... i just started txt-comparing old and new MPQ content...
when did they bump AoE up to 2? o.O

slightly confused though: technically, it may apply AoE dmg twice... :
*must investigate once i don't get dropped*

edit2: also, since when do ultras have a /cheer ?
rock is fine.. paper could need a buff, but scissors have to be nerfed
Nafaltar
Profile Joined May 2008
Germany302 Posts
May 22 2010 11:57 GMT
#52
Seems like damage upgrades for Ultras are also being wonky, you get +3 damage to both the normal damage and the vs armored damage for each upgrade (instead of the expected +2/+5), banelings still get +2/+4 so it doesn't look like an overall mechanics change. They do seem to move a bit less randomly though, or is that just wishful thinking on my part?
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
Last Edited: 2010-05-22 14:42:10
May 22 2010 13:53 GMT
#53
Something else that makes ultralisks worthless as tank is this:
Zergling, Attack Target Priority: 20
Ultralisk, Attack Target Priority: 20
This means that the AI will simply attack zerglings as often as the ultra, while obviously it wouldve been better if they forced the AI to attack ultras, allowing zerglings to get in.

Someone else rumored that the attack speed was nerfed in patch 13:

Head
Patch 12
1.6665 period
1 range
0.6665 damage

Patch 13
75 damage
1.6665 period
1 range

Kaiser
Patch 12
0.861 period
0.3332 damage
1 range

Patch 13:
15+25 damage
0.861 period
1 range

i.e. cant find it in the data editor.
Wut
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
May 22 2010 14:01 GMT
#54
On May 22 2010 20:32 slowmanrunning wrote:
here's the post patch chart assuming it's against armored units with frenzy being used. As in seeing frenzy was the reason that the ultras health and damage were somewhat nerfed.

number of units......dmg to primary...............dmg to secondaries......................total dmg
1 ...............................40................................40*.333=13.3*0............................50
2 ...............................40................................13.3*1.....................................68.625
3 ...............................40................................13.3*2......................................83.25
4 ...............................40................................13.3*3......................................99.3
5 ...............................40................................13.3*4......................................116.5
6 ...............................40................................13.3*5......................................106.5


Eh, how do you get from (40+13.3*1)*1.25 to 68.625? I get 66.625.
50
66.625
83.25
99.875
116.5
133.125

Wut
Xeken
Profile Joined May 2010
United States77 Posts
May 22 2010 14:11 GMT
#55
On May 22 2010 20:01 tarsier wrote:
clearly the change has made marines more of a counter to ultralisks. since the ultra's will get stuck on marines and do only 5 splash per 0.8 second hit.

therefore please could you run a rest using an ultra + baneling composition versus marauder/marine/medivac ball.


Well, this is why I also ran the all marauder+6 medivacs tests (still from 50-80 supply). The ultra effectiveness still ranks from custom, patch 12, and patch 13. The unit composition ratio is closer to 10:1 for enemy supply:ultra. The only big difference is that when engaging at a choke (same size), it's better to just have all ultras (with a handful of hydras, just enough to form one small line at the choke) rather than more hydras than ultras even though most ultras don't get to attack for awhile.

Banelings are a bit harder to work in here because the limitation on baneling is generally gas cost, not supply cost. It's pretty obvious if I replace an ultra worth with banelings that the fight would be much better for the Z, but the cost efficiency would be terrible (costing more and you just lose the banelings). I think regardless of army composition, just have 4-6 banelings in OL for a carpet bomb for any fight.

To be on topic though, my point is I believe that patch 12 ultra is superior to patch 13 ultra in all situations. Keep in mind I didn't even bring the patch 12 ultra to 600 hp during the test (a nerf ultra had to take for the new "buff"), and they still outperformed patch 13 ultras. This is very similar to the change to thor and collossi (less spike dmg, same dps) that made hydra better against them because they get more potential damage (ie not dying instantly), just as how the ultras, while doing more total damage, are still killing things slower, giving each unit more potential damage.

Just one more note, ultras regular attack actually does more dps to building with the new armored bonus, yet ultra still has to use the headbutt attack rather than just kaiser blade. The dps is greater for all upgrade stages (40,43,46,49 compared to 75,80,85,90) and also with frenzy taken into account (makes sense because it's linear relation). Basically, there is no reason for the building specific attack to exist. Great job at balancing that shit, blizzard.
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
Last Edited: 2010-05-22 14:48:26
May 22 2010 14:39 GMT
#56
On May 22 2010 23:11 Xeken wrote:
Just one more note, ultras regular attack actually does more dps to building with the new armored bonus, yet ultra still has to use the headbutt attack rather than just kaiser blade. The dps is greater for all upgrade stages (40,43,46,49 compared to 75,80,85,90) and also with frenzy taken into account (makes sense because it's linear relation). Basically, there is no reason for the building specific attack to exist. Great job at balancing that shit, blizzard.


So:
The dps of the kaiser is 40/0.861=46.46, while for head it is 75/1.6665=45?

That would indeed mean you are better off attacking with kaiser than head Oo

Even with the increase of damage on upgrades doesnt seem to change:
49.91 vs 48.00
53.43 vs 51.01
56.91 vs 54.01

Makes sense as the speed for kaiser is almost twice as low, while the dmg bonus is +3 for kaiser and +5 for head.

Obviously those calcs are incorrect if the cooldowns are longer (couldnt find anything but period and range @ combat tab) or damage changes. But still, from this it indeed seems that kaiser > head. Makes you wonder whether blizz actually thought this change through.
Wut
TheYango
Profile Joined September 2008
United States47024 Posts
May 22 2010 14:45 GMT
#57
On May 22 2010 12:51 phyvo wrote:
Show nested quote +
On May 22 2010 12:25 synapse wrote:
On May 22 2010 10:20 AmstAff wrote:
why is it a nerf, if the AoE is 2 times bigger now?

edit
ok i saw the other post

editedt
i think they changed it because it was messed up anyway (like HSM or PF), i mean a AoE attack that does deal full damage Oo seriously cant be and must be reduced by logic (even if it wasnt OP or something)


Storm?
Blizzard just hates ultralisks.


Blizzard doesn't hate ultralisks. As I pointed out (by calculation), their DPS has been buffed vs everything except hellions and marines. For armored units there isn't really a situation where you'd want the old ultralisk instead of the new ultralisk, at least ZvT in terms of DPS.

Still, the real weird thing was the HP nerf. Maybe Blizzard is more like love/hate with ultras...

I think the problem is that from the start they wanted to design the ultra as a damage dealer, and not as a tank (hence why they gave it cleave to begin with). The problem is that it's large size precludes it from being able to do that in an efficient manner when mixed with other close range units.
Moderator
TzTz
Profile Blog Joined April 2010
Germany511 Posts
May 22 2010 14:50 GMT
#58
Well they should have really buffed Ultras because no one used them and then they do this -.- I'm losing trust in blizzard
tarsier
Profile Joined May 2010
United Kingdom223 Posts
May 22 2010 15:02 GMT
#59
in simple terms:

- ultra lost 25% hp
- ultra lost 40% DPS versus non-armored
- ultra gained 60% DPS versus armored
- ultra gained frenzy

the splash damage was the super ninja nerf, but i do feel that it was pretty overpowering after watching several replays with zerg players dropping a single ultralisk onto enemy mineral line, the ultralisk's were killing about >10 workers in 1.5 seconds (2 swipes).... ultralisk's snuggling safely inside an overlord with 40+ worker kills.... it's just not right.
sylverfyre
Profile Joined May 2010
United States8298 Posts
May 22 2010 17:08 GMT
#60
Are we sure that the aoe size actaully increased? It looks to me like it's another instance of the broad change where AoE damage now radiates from the target of the initial attack rather than from the attack animation spot.
Kupo
Profile Joined May 2010
Sweden151 Posts
Last Edited: 2010-05-22 21:33:07
May 22 2010 21:26 GMT
#61
On May 23 2010 02:08 sylverfyre wrote:
Are we sure that the aoe size actaully increased? It looks to me like it's another instance of the broad change where AoE damage now radiates from the target of the initial attack rather than from the attack animation spot.


I looked around in the MPQs for a while and found the following:

Before version 15097 the AoE was a circle with radius 1.5.
From version 15097 to version 15392 it was changed to what i believe is a semicircle with radius 2, centred at the front of the ultra. That's my interpretation of
+ Show Spoiler +
- <CEffectEnumArea id="UltraliskSearch">
<EditorCategories value="Race:Zerg" />
<SearchFilters value="Ground;Player,Ally,Neutral,Stasis,Dead,Hidden,Invulnerable" />
<AreaArray Arc="180" Radius="2" Effect="UltraliskCleave" />
<SearchFlags index="CallForHelp" value="1" />
<SearchFlags index="ExtendByUnitRadius" value="1" />
<SearchFlags index="SameCliff" value="1" />
<ExcludeArray Effect="UltraliskSet" Value="Target" />
<ImpactLocation Value="SourceUnit" />
</CEffectEnumArea>
- <CEffectDamage id="UltraliskCleave" parent="DU_WEAP">
<EditorCategories value="Race:Zerg" />
<Amount value="18" />
<Death value="Eviscerate" />
<Kind value="Splash" />
</CEffectDamage>
- <CEffectSet id="UltraliskSet">
<EditorCategories value="Race:Zerg" />
<EffectArray value="UltraliskCleave" />
<EffectArray value="UltraliskSearch" />
</CEffectSet>


UltraliskSet was the effect used by the ultras main weapon

Finally in version 15449 they changed the AoE to a circle with radius 2 and midpoint in the target unit.
Lobo2me
Profile Joined May 2010
Norway1213 Posts
Last Edited: 2010-05-22 22:00:41
May 22 2010 22:00 GMT
#62
On May 23 2010 02:08 sylverfyre wrote:
Are we sure that the aoe size actaully increased? It looks to me like it's another instance of the broad change where AoE damage now radiates from the target of the initial attack rather than from the attack animation spot.

Before patch
After patch
[image loading]
Bad manners are better than no manners at all.
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2010-05-22 23:11:24
May 22 2010 22:44 GMT
#63
On May 23 2010 06:26 Kupo wrote:
Show nested quote +
On May 23 2010 02:08 sylverfyre wrote:
Are we sure that the aoe size actaully increased? It looks to me like it's another instance of the broad change where AoE damage now radiates from the target of the initial attack rather than from the attack animation spot.


I looked around in the MPQs for a while and found the following:

Before version 15097 the AoE was a circle with radius 1.5.
From version 15097 to version 15392 it was changed to what i believe is a semicircle with radius 2, centred at the front of the ultra. That's my interpretation of
+ Show Spoiler +
- <CEffectEnumArea id="UltraliskSearch">
<EditorCategories value="Raceerg" />
<SearchFilters value="Ground;Player,Ally,Neutral,Stasis,Dead,Hidden,Invulnerable" />
<AreaArray Arc="180" Radius="2" Effect="UltraliskCleave" />
<SearchFlags index="CallForHelp" value="1" />
<SearchFlags index="ExtendByUnitRadius" value="1" />
<SearchFlags index="SameCliff" value="1" />
<ExcludeArray Effect="UltraliskSet" Value="Target" />
<ImpactLocation Value="SourceUnit" />
</CEffectEnumArea>
- <CEffectDamage id="UltraliskCleave" parent="DU_WEAP">
<EditorCategories value="Raceerg" />
<Amount value="18" />
<Death value="Eviscerate" />
<Kind value="Splash" />
</CEffectDamage>
- <CEffectSet id="UltraliskSet">
<EditorCategories value="Raceerg" />
<EffectArray value="UltraliskCleave" />
<EffectArray value="UltraliskSearch" />
</CEffectSet>


UltraliskSet was the effect used by the ultras main weapon

Finally in version 15449 they changed the AoE to a circle with radius 2 and midpoint in the target unit.


Actually I have technically different old values. These would be from patch 2, which i guess is version 14133:
+ Show Spoiler +

<CEffectEnumArea id="CleaveSearch">
<EditorCategories value="Race:Zerg"/>
<SearchFilters value="Ground;Player,Ally,Neutral,Stasis,Dead,Hidden,Invulnerable"/>
<AreaArray Arc="180" Radius="2" Effect="UltraliskCleaveLarge"/>
<SearchFlags index="CallForHelp" value="1"/>
<SearchFlags index="ExtendByUnitRadius" value="1"/>
<SearchFlags index="SameCliff" value="1"/>
<ExcludeArray Effect="Ultralisk" Value="Target"/>
<ValidatorArray value="CleaveResearched"/>
<ImpactLocation Value="SourceUnit"/>
</CEffectEnumArea>


<CEffectDamage id="UltraliskCleave">
<EditorCategories value="Race:Zerg"/>
<SearchFilters value="Ground;Self,Player,Ally,Neutral,Missile,Destructible,Stasis,Dead,Hidden,Invulnerable"/>
<MaxCount value="3"/>
<LaunchLocation Value="CasterUnit"/>
<ImpactLocation Value="TargetUnit"/>
<ImpactUnitValidator value="Error"/>
<!-- Don't damage the impact unit. -->
<ExcludeArray Value="Target"/>
<TargetSorts RequestCount="3">
<SortArray value="TSMarker"/>
<SortArray value="TSDistance"/>
</TargetSorts>
<AreaArray Radius="1.5" Fraction="1"/>
<Amount value="18"/>
<Death value="Eviscerate"/>
<ValidatorArray value="CleaveResearched"/>
<ArmorReduction value="1"/>
<Kind value="Splash"/>

As you can see, there is an area effect called cleavesearch, which was probably always 180°, and also is a radius of 2. The actual damage effect though only has a radius of 1.5. I'm thinking this discrepancy might be because cleavesearch is centered on the ultralisk and ultraliskcleave is based off the impact location (which was in front of the unit, and is now maybe in the center of the unit? patches notes didn't mention a change for the ultralisk, but they might have change the mechanic for all splash instead of just unit-based).

I think based off the current information, we can say that the cleave damage is 67% less obviously, but the screenshot indicates something else, very likely the combination of 0.5 radius increased AoE, as well as possibly the splash starting from the center.

Lastly though, or on another topic: I thought Ultralisk's cleave attack only affected 3 other units, not all units in the AoE due to the <MaxCount value="3"/> and <TargetSorts RequestCount="3">.
Based off those screenshots, it looks like the attack affects an infinite number of units in the area of effect, is this possibly a bug or what?
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Kupo
Profile Joined May 2010
Sweden151 Posts
Last Edited: 2010-05-23 00:17:35
May 22 2010 23:43 GMT
#64
The more I look at the MPQs, the more confused I become.

The first ultra version (before 15097) looks like your copy. The strange thing is that if you look at WeaponData.xml, it seems like it only uses UltraliskU, which looks like a single target attack to me. Then there is the CleaveSearch-thing with the validator CleaveResearched that makes me believe it's set up for a resarchable AoE but I haven't found where it actually makes use of the cleaves.

Edit: With some more thinking, I assume it uses the effect with the same name as the weapon if it doesn't give a new "Effect value". Because of this I believe it never uses UltraliskCleave: Instead it would then use CleaveSearch to determine the AoE. Which would imply radius 2 since the first day of beta.

Then there is the (15097-15392)-versions where they use UltraliskSet as the effect, which involves both UltraliskCleave and UltraliskSearch. The UltraliskCleave is however changed so that it no longer contains any information about the area.

Finally in the last patch they changed the effect to UltraliskCleave and gave it all the AoE-information.
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
May 22 2010 23:46 GMT
#65
Imho i feel that before patch was the better alternative. xD
"Mudkip"
arb
Profile Blog Joined April 2008
Noobville17921 Posts
May 22 2010 23:47 GMT
#66
so basically the cleave got bigger but it does less damage to the targets it cleaves?
Artillery spawned from the forges of Hell
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
May 22 2010 23:59 GMT
#67
On May 23 2010 08:47 arb wrote:
so basically the cleave got bigger but it does less damage to the targets it cleaves?


Yup, it basically made ultras way better single target vs armored and as far as total damage output goes I figure its roughly the same not including frenzy. I honestly think this is an improvement, because in combination with effects like fungal and baneling explosions ultras will be way more efficient at cleaning up large groups of units.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
Last Edited: 2010-05-23 01:15:00
May 23 2010 00:00 GMT
#68
overall, we can decide that if ANYTHING, the ultra is in fact not significantly better the in the previous patch, where it was never a viable option to be used in a fight.
arb
Profile Blog Joined April 2008
Noobville17921 Posts
May 23 2010 00:05 GMT
#69
On May 23 2010 09:00 Shiladie wrote:
overall, we can decide that is ANYTHING, the ultra is in fact not significantly better the in the previous patch, where it was never a viable option to be used in a fight.

honestly i think if they put ultra hp back to 600 and let it walk over units or hell, kept it at 450 but made it unarmored + able to walk over units it'd be worthy of being used.

sadly i dont think blizz will ever listen
Artillery spawned from the forges of Hell
kajeus
Profile Joined May 2010
United States679 Posts
Last Edited: 2010-05-23 00:31:42
May 23 2010 00:31 GMT
#70
On May 23 2010 09:05 arb wrote:
Show nested quote +
On May 23 2010 09:00 Shiladie wrote:
overall, we can decide that is ANYTHING, the ultra is in fact not significantly better the in the previous patch, where it was never a viable option to be used in a fight.

honestly i think if they put ultra hp back to 600 and let it walk over units or hell, kept it at 450 but made it unarmored + able to walk over units it'd be worthy of being used.

sadly i dont think blizz will ever listen

So basically, you want a super-unit you can a-move.
pro-MoMaN, pro-HuK, pro-Millenium
arb
Profile Blog Joined April 2008
Noobville17921 Posts
May 23 2010 00:41 GMT
#71
On May 23 2010 09:31 kajeus wrote:
Show nested quote +
On May 23 2010 09:05 arb wrote:
On May 23 2010 09:00 Shiladie wrote:
overall, we can decide that is ANYTHING, the ultra is in fact not significantly better the in the previous patch, where it was never a viable option to be used in a fight.

honestly i think if they put ultra hp back to 600 and let it walk over units or hell, kept it at 450 but made it unarmored + able to walk over units it'd be worthy of being used.

sadly i dont think blizz will ever listen

So basically, you want a super-unit you can a-move.

Alternatively you can keep at as a 450 hp armored unit which gets raped by everything because ti all has +armored damage, gets stuck behind zerglings who are smaller than it anyway and is generally useless besides spending money.

So you decide? In terms of super units Protoss has the Colossus / Terran the Marauder // and zerg has ???
Artillery spawned from the forges of Hell
Blacklizard
Profile Joined May 2007
United States1194 Posts
May 23 2010 04:29 GMT
#72
I'd love to see more use for the Ultralisk... it's still way early to call the frenzy thing good or bad. But walking over *friendly* units doesn't sound broken, so I'm not sure why that isn't put back in for real testing. Maybe copious amounts of zergling burrow to let your Ultra walk by is in order... sounds like the Ultra will need his HP back up there if he's tanking all the dmg again.

I still miss dark swarm, but it'd never fit in a game without spidermines, etc.

afirlortwo
Profile Joined April 2010
United States161 Posts
May 23 2010 06:16 GMT
#73
seems like blizz wants ultras more as damage dealers, while the players want ultras more as tanks. Wonder who's version ultras will end up being....
Just a momentary diversion on the road to the grave
eScaper-tsunami
Profile Blog Joined July 2009
Canada313 Posts
May 23 2010 06:40 GMT
#74
simple mathematics.... third of the damage with twice the aoe.... multiply... voila, 2/3 a nerf.
the only way it could be a buff is if the ultra is fighting against large size units like thors and ultra where they couldnt cluster into a radius of 1 but can cluster in a radius of 2. but correct me if i'm wrong, ultras and thors are larger than radius 2? not absolutely positive though.
RuhRoh is my herO
FragKrag
Profile Blog Joined September 2007
United States11552 Posts
May 23 2010 06:54 GMT
#75
On May 23 2010 15:40 eScaper-tsunami wrote:
simple mathematics.... third of the damage with twice the aoe.... multiply... voila, 2/3 a nerf.
the only way it could be a buff is if the ultra is fighting against large size units like thors and ultra where they couldnt cluster into a radius of 1 but can cluster in a radius of 2. but correct me if i'm wrong, ultras and thors are larger than radius 2? not absolutely positive though.


except Area is squared so it is x4 or 4/3 :D
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
Backpack
Profile Blog Joined March 2010
United States1776 Posts
May 23 2010 06:57 GMT
#76
On May 23 2010 15:16 afirlortwo wrote:
seems like blizz wants ultras more as damage dealers, while the players want ultras more as tanks. Wonder who's version ultras will end up being....

if they are going to be damage dealers, they need to be cheaper
"You people need to just generally care a lot less about everything." -Zatic
eScaper-tsunami
Profile Blog Joined July 2009
Canada313 Posts
May 23 2010 07:11 GMT
#77
On May 23 2010 15:54 FragKrag wrote:
except Area is squared so it is x4 or 4/3 :D

twice AOE or twice the RADIUS?
i thought it was AOE o_o
RuhRoh is my herO
FragKrag
Profile Blog Joined September 2007
United States11552 Posts
May 23 2010 07:26 GMT
#78
from that image it seems like they doubled the radius?

I'm not sure though
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
AmstAff
Profile Blog Joined January 2008
Germany949 Posts
Last Edited: 2010-05-23 07:33:44
May 23 2010 07:31 GMT
#79
On May 23 2010 16:11 eScaper-tsunami wrote:
Show nested quote +
On May 23 2010 15:54 FragKrag wrote:
except Area is squared so it is x4 or 4/3 :D

twice AOE or twice the RADIUS?
i thought it was AOE o_o


for changing AoE they always change the radius.
1,5² * 3,14159265 = 7,0685834705770347865409476123789
2² * 3,14159265 = 12,566370614359172953850573533118

so 7 AoE vs 12,5 AoE seems like a good deal.

edit

if the old Radius was 1
1² * 3,14159265 = 3,14159265
even better deal =)
after 2 years i reached it = marine icon
ProoM
Profile Blog Joined May 2009
Lithuania1741 Posts
May 23 2010 07:39 GMT
#80
On May 23 2010 16:11 eScaper-tsunami wrote:
Show nested quote +
On May 23 2010 15:54 FragKrag wrote:
except Area is squared so it is x4 or 4/3 :D

twice AOE or twice the RADIUS?
i thought it was AOE o_o

Radius changed from 1.5 to 2, which means AOE changed from 2.25pi to 4pi.
IMBA - International Mountain Bicycling Association.
tarsier
Profile Joined May 2010
United Kingdom223 Posts
Last Edited: 2010-05-23 08:10:24
May 23 2010 07:48 GMT
#81
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.
roemy
Profile Joined April 2010
Germany432 Posts
May 23 2010 08:17 GMT
#82
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....

?!?
rock is fine.. paper could need a buff, but scissors have to be nerfed
tarsier
Profile Joined May 2010
United Kingdom223 Posts
May 23 2010 08:58 GMT
#83
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.
Kupo
Profile Joined May 2010
Sweden151 Posts
May 23 2010 10:00 GMT
#84
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]
which proves that the diameter is at least 7 lings, which happens to be the same diameter as on the post patch picture.
tarsier
Profile Joined May 2010
United Kingdom223 Posts
May 23 2010 10:57 GMT
#85
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]
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.
EMail
Profile Joined May 2010
Spain4 Posts
May 23 2010 11:45 GMT
#86
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

Xeken
Profile Joined May 2010
United States77 Posts
May 23 2010 15:46 GMT
#87
Thanks for the information and clearing up any false information that I may have presented.
eScaper-tsunami
Profile Blog Joined July 2009
Canada313 Posts
May 23 2010 18:43 GMT
#88
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?
RuhRoh is my herO
arto
Profile Joined April 2010
United States59 Posts
May 23 2010 19:30 GMT
#89
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.
tarsier
Profile Joined May 2010
United Kingdom223 Posts
May 23 2010 21:48 GMT
#90
ultra's are terrible against marauders...

there's really no more a hard counter in the entire game.
Xeken
Profile Joined May 2010
United States77 Posts
May 23 2010 22:58 GMT
#91
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.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
May 23 2010 23:05 GMT
#92
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.
tarsier
Profile Joined May 2010
United Kingdom223 Posts
May 23 2010 23:07 GMT
#93
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.
Xeken
Profile Joined May 2010
United States77 Posts
May 23 2010 23:12 GMT
#94
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.
stinger_x
Profile Joined May 2010
Switzerland2 Posts
Last Edited: 2010-05-23 23:14:13
May 23 2010 23:12 GMT
#95
just found this..
Slayer91
Profile Joined February 2006
Ireland23335 Posts
May 23 2010 23:14 GMT
#96
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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