Seems like a penalty to me.
Warping Units’ Damage Taken - Page 4
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Whitewing
United States7483 Posts
Seems like a penalty to me. | ||
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pirsq
Australia145 Posts
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MuteZephyr
Lithuania448 Posts
Thanks for confirming my suspicions! | ||
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101toss
3232 Posts
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thobel
United States37 Posts
On February 20 2011 11:12 Ichabod wrote: Since zealots have 1 armor for effectively 2/3 of their total health, a sentry’s actual damage can be adjusted on a warping in zealot to 5.333 damage per second. This is false. Because the zealot has 1 armor, he spends more than 2/3 of his life getting his health shot at rather than his shields. It's in fact slightly less than 5.333. He spends 100 health getting shot at with 5 damage : 20 seconds 50 shields at 6 damage : ~ 8.3 seconds So closer to 5.29, not counting roundoff from the shields getting overkilled by one of the sentry hits. (Sorry to nitpick, but if it were something like 3 armor, this would show up to a much bigger degree.) | ||
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hifriend
China7935 Posts
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Whynaut
Canada367 Posts
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DarkPlasmaBall
United States45176 Posts
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Mastermind
Canada7096 Posts
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Sek-Kuar
Czech Republic593 Posts
Why not just warp-in zealot, while doing so tell Stalker to attack him 3 times, and if Zealot is finished with 20 shield he didnt take extra dmg...? | ||
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GagnarTheUnruly
United States655 Posts
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Ichabod
United States1659 Posts
On March 02 2011 11:35 Sek-Kuar wrote: Why is this so... complicated? Why not just warp-in zealot, while doing so tell Stalker to attack him 3 times, and if Zealot is finished with 20 shield he didnt take extra dmg...? I mentioned this in the edit @ the bottom ![]() On March 02 2011 11:04 thobel wrote: This is false. Because the zealot has 1 armor, he spends more than 2/3 of his life getting his health shot at rather than his shields. It's in fact slightly less than 5.333. He spends 100 health getting shot at with 5 damage : 20 seconds 50 shields at 6 damage : ~ 8.3 seconds So closer to 5.29, not counting roundoff from the shields getting overkilled by one of the sentry hits. (Sorry to nitpick, but if it were something like 3 armor, this would show up to a much bigger degree.) Oh, I guess you are right about that, thankfully the margin of error was small enough to be irrelevant ![]() Regarding this having an effect on 4gate vs 4gate; there would be as much of an advantage for the attacker as for the defender, since both would be warping in units nearby, vulnerable to the formerly-increased damage, so ultimately this wouldn't give an advantage to the attacker or defender, just potentially change the focus-firing micro a little. | ||
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roemy
Germany432 Posts
although i'm not opposed to 'normal' damage itself, it is the combination with their non-existent attack priority; units that warp in do not get attacked if there's another aggressive one (in close vicinity). they're more like buildings in that state and unless the opponent focuses, they do not get attacked until they're fully warped. so... personally i do believe this should have a downside; either by receiving extra damage - or - by flagging them as a fully 'deployed' and aggressive unit so they get attacked immediately and automatically. this way protoss will not be able to spam zealots right in front of cannons without any repercussions -.- | ||
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CookieMaker
Canada880 Posts
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KoreanCharles
United States31 Posts
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Aikin
Austria532 Posts
On March 02 2011 10:56 Whitewing wrote: You get 5 seconds to do free damage to the units, during which they cannot micro, or attack back. Seems like a penalty to me. What? If a protoss need a gateway unit he just needs a proxy pylon and once that finishes and his warpgates are ready he can warp in to the front. If you clash with 200/200 armys the protoss can instantly build out of all his gateways while zerg and terran need the production time and then walk from their facilities. How are five secounds building on the field a penalty to that???? | ||
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BearStorm
United States795 Posts
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DestroManiak
257 Posts
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supernovice007
United States29 Posts
On March 02 2011 16:50 TheCookieMonster wrote: focus firing units that are warping in is now totally useless. One unit is attacking you for 5 seconds, the other is warping in.... pick one to attack. This isn't really true. It changes the math required for the decision though. I believe a zealot has 100 health and 50 shield, so it should be gaining 20 health and 10 shield per second. Assuming, you could hit it in the first second, 4 marauders [10 + (10-1) x 3 = 37 damage] could kill it instantly. If you waited until it warped in completely, you'd need 17 [10x5 + (10-1) x 12 = 158 damage] total attacks by marauders to kill it instead of 4. Of course, you're also taking damage from units that are already in the fight so you have to weigh that as well but I think you'd still be better off targetting warping in units if your micro is good enough to hit them immediately since you are gaining a HUGE damage bonus if you manage to kill a warping in unit quickly. In any case, it's good knowledge to have that warping units aren't taking extra damage so we can make better decisions in game. ![]() Edit: The guy above me just said the same thing while I creating this post. Damn my slow typing skills! ![]() | ||
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freetgy
1720 Posts
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