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

Forum Index > SC2 General
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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?


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