• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:34
CET 20:34
KST 04:34
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
BGE Stara Zagora 2026 cancelled7Blizzard Classic Cup - Tastosis announced as captains12Weekly Cups (March 2-8): ByuN overcomes PvT block4GSL CK - New online series18BSL Season 224
StarCraft 2
General
BGE Stara Zagora 2026 cancelled BGE Stara Zagora 2026 announced ByuL: The Forgotten Master of ZvT Terran AddOns placement Blizzard Classic Cup - Tastosis announced as captains
Tourneys
StarCraft Evolution League (SC Evo Biweekly) https://www.facebook.com/BubaSocks.Official/ [GSL CK] Team Maru vs. Team herO WardiTV Team League Season 10 Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 516 Specter of Death Mutation # 515 Together Forever Mutation # 514 Ulnar New Year
Brood War
General
ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Gypsy to Korea Are you ready for ASL 21? Hype VIDEO
Tourneys
[Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours IPSL Spring 2026 is here! ASL Season 21 Qualifiers March 7-8
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Zealot bombing is no longer popular?
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread PC Games Sales Thread No Man's Sky (PS4 and PC)
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Mexico's Drug War NASA and the Private Sector
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [Manga] One Piece
Sports
Formula 1 Discussion 2024 - 2026 Football Thread General nutrition recommendations Cricket [SPORT] TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Gaming-Related Deaths
TrAiDoS
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3868 users

How damage is calculated, and +1 Mutalisks - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 Next All
Crushgroove
Profile Joined July 2010
United States793 Posts
September 14 2010 04:28 GMT
#21
You mean rounded to the nearest Integer.

Zero is a whole number.
[In Korea on Vaca] "Why would I go to the park and climb a mountain? There are video games on f*cking TV!" - Kazuke
figq
Profile Blog Joined May 2010
12519 Posts
September 14 2010 04:32 GMT
#22
On September 14 2010 13:25 ktimekiller wrote:
Bit lost

For the muta bounce, will the damage be rounded? or will the displayed HP be rounded
Displayed HP is rounded (down), damage is precise, and internal HP is precise.
If you stand next to my head, you can hear the ocean. - Day[9]
dybydx
Profile Blog Joined December 2007
Canada1764 Posts
September 14 2010 04:34 GMT
#23
On September 14 2010 11:55 figq wrote:
I've made very extensive testing on this before using corruption and frenzy (while it was in the game) to force weird % of whole damage.

The conclusion was: SC2 works with fractional (non-integer) damage and HP. If your damage is 0.7, then if you repeat it 10 times it deals exactly 7 HP damage. Moreover - the HP showed by a unit is rounded (floored) downwards to the highest integer which is lower or equal to the real HP.
Example1: Battlecruiser taking 0.5 damage shows 549HP, but in fact it really has 549.5 HP.
Example2 (exception): If your unit shows 1HP, it actually has anything in the range 0 < x < 2 (* - see below)

On top of that, there's engine minimum for dealing damage, which is 0.5, so even with the weakest unit vs the highest armor, every hit will deal 0.5 damage. That means, if you ever face a unit with imba high armor, attack it with the fastest attack-rate unit.

+ Show Spoiler [Some of my brief notes during testing] +
proof of internal fractional HP: fully upgraded Ultra vs lings. the regeneration is faster if you stop it right after it shows lower HP, instead of the next hit, which still shows the same HP.

sentry (6) vs +3 armor BC (6) - deals 0.5 , but with corruption it deals 6.20% = 1.2 + 0.5 = 1.7 , and indeed after 10 attacks the BC health is 550 - 17 = 533

+1 attack Ghost with Frenzy deals 11+2.75 = 13.75 - 6 = 7.75 and indeed, after 4 attacks the result is 519 = 550 - 31 = 7.75x4

+1 attack Ghost vs Corrupted BC deals 11x0.2 = 2.2 + 11 - 6 = 7.2 , and indeed, after 5 attacks, the result is 514

...etc


(*) similar to the 0.5 damage minimum, there's actually a non-zero HP minimum too, which is also 0.5 . The internal HP does not allow your unit to have 0.2 HP. If after the last attack it has 0 < x < 0.5 , then the engine puts it at 0.5 HP. You can check this with regeneration rates again.

OTL
...from the land of imba
ktimekiller
Profile Blog Joined May 2010
United States690 Posts
September 14 2010 04:36 GMT
#24
On September 14 2010 13:32 figq wrote:
Show nested quote +
On September 14 2010 13:25 ktimekiller wrote:
Bit lost

For the muta bounce, will the damage be rounded? or will the displayed HP be rounded
Displayed HP is rounded (down), damage is precise, and internal HP is precise.


And the minimum damage is apparently .5?
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-09-14 04:41:03
September 14 2010 04:38 GMT
#25
On September 14 2010 13:36 ktimekiller wrote:
Show nested quote +
On September 14 2010 13:32 figq wrote:
On September 14 2010 13:25 ktimekiller wrote:
Bit lost

For the muta bounce, will the damage be rounded? or will the displayed HP be rounded
Displayed HP is rounded (down), damage is precise, and internal HP is precise.
And the minimum damage is apparently .5?
Yes.
On September 14 2010 13:34 dybydx wrote:
Show nested quote +
On September 14 2010 11:55 figq wrote:
I've made very extensive testing on this before using corruption and frenzy (while it was in the game) to force weird % of whole damage.

The conclusion was: SC2 works with fractional (non-integer) damage and HP. If your damage is 0.7, then if you repeat it 10 times it deals exactly 7 HP damage. Moreover - the HP showed by a unit is rounded (floored) downwards to the highest integer which is lower or equal to the real HP.
Example1: Battlecruiser taking 0.5 damage shows 549HP, but in fact it really has 549.5 HP.
Example2 (exception): If your unit shows 1HP, it actually has anything in the range 0 < x < 2 (* - see below)

On top of that, there's engine minimum for dealing damage, which is 0.5, so even with the weakest unit vs the highest armor, every hit will deal 0.5 damage. That means, if you ever face a unit with imba high armor, attack it with the fastest attack-rate unit.

+ Show Spoiler [Some of my brief notes during testing] +
proof of internal fractional HP: fully upgraded Ultra vs lings. the regeneration is faster if you stop it right after it shows lower HP, instead of the next hit, which still shows the same HP.

sentry (6) vs +3 armor BC (6) - deals 0.5 , but with corruption it deals 6.20% = 1.2 + 0.5 = 1.7 , and indeed after 10 attacks the BC health is 550 - 17 = 533

+1 attack Ghost with Frenzy deals 11+2.75 = 13.75 - 6 = 7.75 and indeed, after 4 attacks the result is 519 = 550 - 31 = 7.75x4

+1 attack Ghost vs Corrupted BC deals 11x0.2 = 2.2 + 11 - 6 = 7.2 , and indeed, after 5 attacks, the result is 514

...etc


(*) similar to the 0.5 damage minimum, there's actually a non-zero HP minimum too, which is also 0.5 . The internal HP does not allow your unit to have 0.2 HP. If after the last attack it has 0 < x < 0.5 , then the engine puts it at 0.5 HP. You can check this with regeneration rates again.

OTL
Correct me if something is wrong please, because this testing was done a few months ago, and there could be a mistake.
If you stand next to my head, you can hear the ocean. - Day[9]
Stewie
Profile Joined May 2010
Germany17 Posts
Last Edited: 2010-09-14 04:43:12
September 14 2010 04:42 GMT
#26
On September 14 2010 13:17 Alsn wrote:
What I wonder is, are you sure the first upgrade actually does +1/+1/+1 and not +1/+0,66/+0,33 and you simply tested with just the one attack?


This is exactly what I was wondering about, just that he stated it better.
This is a pretty important kind of information to find out.
In case someone figures out that it is a constant +1/+1/+1 - it will be a huge discovery.
MavercK
Profile Joined March 2010
Australia2181 Posts
September 14 2010 04:53 GMT
#27
minimum damage is 0.5. it's a value in the data editor.

mutalisk bounce also sucks imo with weapon upgrades
2nd bounce gets 0.6666 dmg instead of 1
3rd bounce gets 0.3333 dmg instead of 1.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
SevenSpirits
Profile Joined September 2009
United States12 Posts
Last Edited: 2010-09-14 05:00:52
September 14 2010 04:58 GMT
#28
If the bounce does 2/3 of the damage (and the second bounce 1/3) which I'm told here is true, then in muta vs muta fights, the armor upgrade is better.

Attack upgrade gives +1 + 2/3 + 1/3 damage per shot (+2)
Armor upgrade gives -1 - 1 - .5 (at worst) per enemy shot (-2.5)

Easy example, if you get armor and your opponent gets attack:
their Mutas do 9 + 2.66 + .5 = 12.16 per shot
yours do 9 + 3 + 1 = 13 per shot

Of course, against non-mutas, you'd probably rather have attack. (And other units against your mutas would probably like to have armor.)
ktimekiller
Profile Blog Joined May 2010
United States690 Posts
September 14 2010 05:07 GMT
#29
I think picking armor is definitely a must against Terrans

Considering the low damage per shot, but frequent hits from Terran AA, the +1 armor would be far more valuable than damage.

I am leaning towards +1 damage against Protoss because of Guardian shield and the lack of fast but low damage hits that will ward Mutalisks away.
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-09-14 05:18:06
September 14 2010 05:16 GMT
#30
On September 14 2010 13:17 Alsn wrote:
Edit2: Actually, expanding on what figq said, does anyone know about how guardian shield works? Can that spell reduce damage to 0 where armor can only reduce it to .5 or are the mechanics the same?
The 0.5 correction is applied last of all calculations, to prevent the situation of unit attacking and dealing 0 damage. (Blizzard doesn't like it apparently ^^) So under GS you still take at least the minimum damage in all attack-defense matchups.
On September 14 2010 13:53 MavercK wrote:
mutalisk bounce also sucks imo with weapon upgrades
2nd bounce gets 0.6666 dmg instead of 1
3rd bounce gets 0.3333 dmg instead of 1.
Otherwise the upgrades would benefit the bounces more than the main attack (in % of increase), which would be unreasonable.
If you stand next to my head, you can hear the ocean. - Day[9]
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2010-09-14 05:42:11
September 14 2010 05:35 GMT
#31
As far as I can tell so far, no one's seems to have tested it yet. Well since it seems no one else wants to spend 5 minutes to test the upgrade, I guess I will.

And why are people suggesting it upgrades at +1 +.66 and +.33? fail at math, or another reason?
It should be +1 +.33 +.11 if it follows the attack.

Edit:

OK I tested it.

The +1 attack upgrades +1, +.33 and +.11 as one would expect. It's only the first shot (then alternating every 3 or 9 times) that "deals" extra damage.

Makes me glad whenever I went mutas I wasn't ever getting the attack instead of armor.
"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!"
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
September 14 2010 05:42 GMT
#32
--- Nuked ---
Xapti
Profile Joined April 2010
Canada2473 Posts
September 14 2010 05:46 GMT
#33
On September 14 2010 14:42 Barrin wrote:
I'm not sure exactly how the extra armor is calculated in SC2, but in SC1 it was more complicated than just rounded up to the nearest whole number. If a unit had 255 armor and a unit attacking it only did 1 damage, then that unit attacking it would have to hit it several times before 1 damage was dealt. I am 100% sure on this btw.

Yeah I'm pretty sure of that too. SC1's was weird, not sure exactly how it worked.

When it comes to SC2thoguh, as people mentioned, I think it's minimum 0.5 damage. Someone even said this is an attribute configurable in the editor, so that's as much proof as anyone would need to be certain that it's true.
"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!"
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-09-14 06:38:26
September 14 2010 05:50 GMT
#34
On September 14 2010 14:42 Barrin wrote:
I'm not sure exactly how the extra armor is calculated in SC2, but in SC1 it was more complicated than just rounded up to the nearest whole number. If a unit had 255 armor and a unit attacking it only did 1 damage, then that unit attacking it would have to hit it several times before 1 damage was dealt. I am 100% sure on this btw.
I know, that's why I did those tests, to confirm or disprove that this works similarly in SC2 - and in SC2 it is with fractional internal HP instead. I read people claiming every second ling attack deals 1 whole damage - that is not true in SC2.

My guess about BW is that they optimized the engine by using integers, so they used a formula to solve any rational number equation and deal 1 whole damage on every n hits (with some incrementor). In SC2 they don't care about such petty optimizations anymore so it lags like hell even in official casts. The main positive of upgrading to true fractional is that it makes balancing and tweaking a lot easier, and especially for such large set of single player campaigns/missions.
If you stand next to my head, you can hear the ocean. - Day[9]
dbizzle
Profile Joined May 2010
United States395 Posts
September 14 2010 05:57 GMT
#35
On September 14 2010 11:55 figq wrote:
I've made very extensive testing on this before using corruption and frenzy (while it was in the game) to force weird % of whole damage.

The conclusion was: SC2 works with fractional (non-integer) damage and HP. If your damage is 0.7, then if you repeat it 10 times it deals exactly 7 HP damage. Moreover - the HP showed by a unit is rounded (floored) downwards to the highest integer which is lower or equal to the real HP.
Example1: Battlecruiser taking 0.5 damage shows 549HP, but in fact it really has 549.5 HP.
Example2 (exception): If your unit shows 1HP, it actually has anything in the range 0 < x < 2 (* - see below)

On top of that, there's engine minimum for dealing damage, which is 0.5, so even with the weakest unit vs the highest armor, every hit will deal 0.5 damage. That means, if you ever face a unit with imba high armor, attack it with the fastest attack-rate unit.

+ Show Spoiler [Some of my brief notes during testing] +
proof of internal fractional HP: fully upgraded Ultra vs lings. the regeneration is faster if you stop it right after it shows lower HP, instead of the next hit, which still shows the same HP.

sentry (6) vs +3 armor BC (6) - deals 0.5 , but with corruption it deals 6.20% = 1.2 + 0.5 = 1.7 , and indeed after 10 attacks the BC health is 550 - 17 = 533

+1 attack Ghost with Frenzy deals 11+2.75 = 13.75 - 6 = 7.75 and indeed, after 4 attacks the result is 519 = 550 - 31 = 7.75x4

+1 attack Ghost vs Corrupted BC deals 11x0.2 = 2.2 + 11 - 6 = 7.2 , and indeed, after 5 attacks, the result is 514

...etc


(*) similar to the 0.5 damage minimum, there's actually a non-zero HP minimum too, which is also 0.5 . The internal HP does not allow your unit to have 0.2 HP. If after the last attack it has 0 < x < 0.5 , then the engine puts it at 0.5 HP. You can check this with regeneration rates again.


Yea that seems to make sense on how intricate blizzard is; it would be alot easier on the eyes to see whole numbers instead of day9 screaming that he got away with 2.756 health
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
September 14 2010 06:09 GMT
#36
--- Nuked ---
Gnial
Profile Blog Joined July 2010
Canada907 Posts
September 14 2010 06:09 GMT
#37
Getting +2 attack for mutalisks makes a lot of sense, especially since Terrans and Protoss tend to upgrade attack, and not armor against zerg.

+1 is great since it gives the bonus bounce damage against units such as marines, sentries, hellions, etc. However, against units with base +1 armor, it will NOT give that bonus bounce damage.

Marauders, zealots, stalkers, and many other units have +1 armor already...thus, to get the mutalisk bounce bonus damage against them, you would need...thats right...+2 attack.
1, eh? 2, eh? 3, eh?
onionchowder
Profile Joined July 2009
United States137 Posts
September 14 2010 07:18 GMT
#38
Check for the HP after several hits. I'm pretty sure the rounding is only nominal, and the system internally calculates the fraction HP -- this is how it was in BW.
Eric Guan is a sexy beast
EggPuppet
Profile Joined August 2010
26 Posts
Last Edited: 2010-09-14 07:47:28
September 14 2010 07:46 GMT
#39
Are the glaive bounces each 1/3 of the previous stage's damage vs. unarmored, or the damage it actually dealt in practice?

If a 9-3-1 mutalisk fires at a 100 armor target and it bounces to a 0 armor target, does the secondary target take 3 damage or 0.5?
baconbits
Profile Joined April 2010
United States419 Posts
September 14 2010 07:49 GMT
#40
On September 14 2010 16:46 EggPuppet wrote:
Are the glaive bounces each 1/3 of the previous stage's damage vs. unarmored, or the damage it actually dealt in practice?

If a 9-3-1 mutalisk fires at a 100 armor target and it bounces to a 0 armor target, does the secondary target take 3 damage or 0.5?


3
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 4h 26m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 904
ProTech83
IndyStarCraft 83
JuggernautJason63
RushiSC 24
StarCraft: Brood War
sSak 49
scan(afreeca) 43
Dota 2
Gorgc4857
canceldota65
Counter-Strike
fl0m4051
byalli713
Heroes of the Storm
Khaldor219
Liquid`Hasu203
Other Games
gofns38009
tarik_tv14276
Grubby3013
Beastyqt626
B2W.Neo524
KnowMe458
C9.Mang0146
DeMusliM144
ArmadaUGS88
Livibee67
QueenE43
FrodaN0
Organizations
Dota 2
PGL Dota 2 - Main Stream13163
Other Games
gamesdonequick1713
ComeBackTV 280
BasetradeTV168
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 46
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• blackmanpl 47
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota262
League of Legends
• TFBlade1309
Other Games
• imaqtpie1205
• Shiphtur165
Upcoming Events
Replay Cast
4h 26m
CranKy Ducklings
14h 26m
RSL Revival
14h 26m
MaxPax vs Rogue
Clem vs Bunny
WardiTV Team League
16h 26m
uThermal 2v2 Circuit
21h 26m
BSL
1d
Sparkling Tuna Cup
1d 14h
RSL Revival
1d 14h
ByuN vs SHIN
Maru vs Krystianer
WardiTV Team League
1d 16h
Patches Events
1d 21h
[ Show More ]
BSL
2 days
Replay Cast
2 days
Replay Cast
2 days
Wardi Open
2 days
Monday Night Weeklies
2 days
WardiTV Team League
3 days
GSL
4 days
The PondCast
5 days
WardiTV Team League
5 days
Replay Cast
6 days
WardiTV Team League
6 days
Liquipedia Results

Completed

Proleague 2026-03-12
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
BSL Season 22
Proleague 2026-03-13
RSL Revival: Season 4
Nations Cup 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Elite League 2026
ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
NationLESS Cup
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.