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A Bit of Simple Khaydarin Amulet Math - Page 3

Forum Index > SC2 General
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numberThirtyOne
Profile Joined March 2008
United States294 Posts
February 26 2011 08:25 GMT
#41
During the first game from tonight Nestea vs someone on Shakuras, Artosis said Amulet is the most powerful upgrade in the game and probably needs to be removed. I don't know if I agree (I'm a toss player). Insta warp-in storm is pretty powerful, but at any second if you aren't careful, your templar might suddenly have zero energy from a ghost who just happens to still have his mobeus reactor to let him pop out with an emp, not to mention snipe.

Feedback is a great great spell, but I feel like a ghost who is saving up energy for an emp but can still cloak, snipe, or shoot his rifle in the meantime is more useful in most situations than a templar that is saving up for a storm.
voIDRAys are the most bm unit in SC2
AzureD
Profile Joined September 2010
United States320 Posts
February 26 2011 08:26 GMT
#42
I think it would be more sensible if the amulet upgrade buffed their energy regeneration rate. I dislike upgrades being removed from the game. It makes the game more one dimensional.
Adebisi
Profile Blog Joined June 2010
Canada1637 Posts
February 26 2011 08:26 GMT
#43
On February 26 2011 17:07 Whiplash wrote:
I'm sorry but tasteless and artosis are wrong if they think that not getting khaydarin amulet is not useful late game. Fast reflexes and being able to cast storm as soon as a templar is out is incredibly useful and essential to a templar based army late game.

Thats not even what they said, people taking things out of context, Artosis basically said that he stopped getting amulet on his practice games because of/in preparation for the impending change...
thesauceishot
Profile Joined July 2010
Canada333 Posts
February 26 2011 08:32 GMT
#44
Pretty rough nerf on Protoss late game again. No flux vanes, now no amulet.
This one is going to hurt a lot more now, though. It's gonna be a lot harder to defend from drops since we can't just warp in a HT and a couple chargelots to deal with it.
KotaOnCue
Profile Joined September 2010
United States180 Posts
February 26 2011 08:33 GMT
#45
On February 26 2011 17:00 Traveler wrote:
Show nested quote +
On February 26 2011 16:50 stickyickynugz wrote:
anyone think about how zealots vs roach will be affectred now?


It won't be really, the charge against roaches usually landed because roaches weren't that fast, this is going to change it more versus stimmed terran bio as marauders would be able to kite zealots despite charge, and stimmed marines could run and kill them before they reaches the marines... roaches don't do enough dps to kill zealots, and aren't fast enough to outrun them.

Anyways, I think the amulet upgrade should have been retained, but changed to 70 or 65 energy, eliminating the defensive storming against late game drops/zergling play, while retaining the reinforcing ability against terran after EMPs...

This way it actually forces the protoss to commit to defending bases, rather than throwing up a few cannons per base, and then relying on those + insta-storm to kill whatever is attacking it (mutalisks/zerglings/drops). All the other races have to use their main army somewhat to defend those big harasses, so why should protoss receive that huge late game advantage of being able to defend anywhere at anytime?


The problem with that is that the other races have a more mobile or cost effective force for dealing with drops. Where as a group of 10 zerglings following a medivac around with a queen shooting at it from afar can effectively kill a drop, a group of 5 zealots (more expensive) can not deter a drop in the slightest with proper kiting. Cannons don't have the range to deal with drops like a missile turret does nor do protoss gateway units stack up against the MM that come in drops. Plus, if you really fear drops as a Terran, build a Sensor Tower.

The only real way you could deter a drop was either prevent it with some phoenix micro (hard to be everywhere at once) or warp in an HT to storm the area. Plus, with how strong a pure marauder stim drop is in how it can take out buildings before you even have a chance to see it coming, its gonna be hard to deter them from taking out multiple buildings and then laughing at your meager gateway unit warp in answer to it. If gateway units weren't so awful against MM, this wouldn't be a factor but they are completely outclassed.
"They say ignorance is bliss. Is it true?"
Mr. Wiggles
Profile Blog Joined August 2010
Canada5894 Posts
February 26 2011 08:34 GMT
#46
I think Protoss really needs something for Templars.

Think of it this way. For the gas cost of the amulet upgrade, Protoss can only make 1 HT extra. So while people can say to get HTs earlier, this is actually going to change builds, unit compositions, and expansion timings, due to balancing around the gas cost for earlier and/or more HT.

In terms of storms, you will have to make Templar much in advance to be effective. While this is not bad per se, it does make the ghost much more devastating. If the protoss is hit by EMPs in such a way that they lose all their HT energy, then that opens up a 44.4 second timing window for Terran to attack or drop without fear of storms.

This also makes the decision to feedback much harder. To replenish the energy spent from a feedback, it will take 88.9 seconds. This means that you can feedback off newly made HTs, but if you feedback with older HTs, then they either cannot storm, or they must have been alive for 133.3 seconds already, to be able to afford a feedback and then a storm. What I think this will result in, is an overproduction of HTs, so that you can afford to feedback ghosts, but still have storm on other HTs. This also greatly reduces the efficiency of HTs stopping drops, as they must already be around, in order to be in position and have a storm ready.

I feel this also opens too many windows for the opponent to attack after any engagement with storms. If the opponent realizes that the protoss has spent all Templar energy, then he knows that he has a 44.4 second window to attack without there being any storms. This seems huge for drops and timing pushes, as it takes out any uncertainty in the threat of storms.

Personally, I don't think this is a good decision, and that some compromise should be made, both for these reasons, and others.
you gotta dance
Cintiq
Profile Joined November 2010
Australia28 Posts
February 26 2011 08:39 GMT
#47
None of those calculations actually told me something I didn't already know.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
February 26 2011 08:40 GMT
#48
I believe that this analysis is incorrect. Khaydarin Amulet actually affects the first storm AND also every storm afterwards, until the Templar stays at 200 energy for more than 44.444 seconds. That almost never happens, though.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Zombo Joe
Profile Joined May 2010
Canada850 Posts
February 26 2011 08:54 GMT
#49
How about making the Amulet give +20 energy. That way Templars can't Storm right after warping but they can still reinforce almost as efficiently. Removing Amulet is just overkill.
I am Terranfying.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
February 26 2011 08:57 GMT
#50
I don't even play anymore but this change is nuts and can't possibly last.
Traveler
Profile Blog Joined September 2009
United States451 Posts
Last Edited: 2011-02-26 08:59:15
February 26 2011 08:58 GMT
#51
On February 26 2011 17:33 KotaOnCue wrote:
Show nested quote +
On February 26 2011 17:00 Traveler wrote:
On February 26 2011 16:50 stickyickynugz wrote:
anyone think about how zealots vs roach will be affectred now?


It won't be really, the charge against roaches usually landed because roaches weren't that fast, this is going to change it more versus stimmed terran bio as marauders would be able to kite zealots despite charge, and stimmed marines could run and kill them before they reaches the marines... roaches don't do enough dps to kill zealots, and aren't fast enough to outrun them.

Anyways, I think the amulet upgrade should have been retained, but changed to 70 or 65 energy, eliminating the defensive storming against late game drops/zergling play, while retaining the reinforcing ability against terran after EMPs...

This way it actually forces the protoss to commit to defending bases, rather than throwing up a few cannons per base, and then relying on those + insta-storm to kill whatever is attacking it (mutalisks/zerglings/drops). All the other races have to use their main army somewhat to defend those big harasses, so why should protoss receive that huge late game advantage of being able to defend anywhere at anytime?


The problem with that is that the other races have a more mobile or cost effective force for dealing with drops. Where as a group of 10 zerglings following a medivac around with a queen shooting at it from afar can effectively kill a drop, a group of 5 zealots (more expensive) can not deter a drop in the slightest with proper kiting. Cannons don't have the range to deal with drops like a missile turret does nor do protoss gateway units stack up against the MM that come in drops. Plus, if you really fear drops as a Terran, build a Sensor Tower.

The only real way you could deter a drop was either prevent it with some phoenix micro (hard to be everywhere at once) or warp in an HT to storm the area. Plus, with how strong a pure marauder stim drop is in how it can take out buildings before you even have a chance to see it coming, its gonna be hard to deter them from taking out multiple buildings and then laughing at your meager gateway unit warp in answer to it. If gateway units weren't so awful against MM, this wouldn't be a factor but they are completely outclassed.


The point here is that other races have to divert army in order to deal with the drops, which takes time, allowing the drop to do damage.

Protoss can have 2 cannons at each base, and then warp in stalkers/templar and deal with any drop near instantly... without having to commit units beforehand to get that result.


Also, to the guy saying that the amulet somehow effects future storms, it doesn't. It is a 1 time 25 energy boost to each templar, meaning the first storm is the only thing that benefits...
Can you ever argue in favor of something without first proving it?
lu_cid
Profile Joined April 2008
United States428 Posts
February 26 2011 08:59 GMT
#52
I figured the amulet would be removed eventually. It makes protoss so insanely cost efficient late game. HTs will still be plenty good.
decaf
Profile Joined October 2010
Austria1797 Posts
February 26 2011 09:04 GMT
#53
This might give other races a chance to do some damage to the far out expansions late game. You simply couldn't abuse the immobility of protoss late game, because they just needed to warp in two HTs and protoss would successfully defend. This will change late game protoss, which was way overpowered, a lot. I like this nerf.
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2011-02-26 09:36:00
February 26 2011 09:05 GMT
#54
If the protoss is hit by EMPs in such a way that they lose all their HT energy, then that opens up a 44.4 second timing window for Terran to attack or drop without fear of storms.


^this

HT's were much less common than colo in PvT, and leaves protoss vulnerable if they skip robo tech. As a protoss who religiously 1 gate fe's and rushes to HT's whenever feasible, I do feel they were slightly OP, with the added bonus of being able to insta-storm off warp-in's. That being said, the amulet nerf is a little over-doing it, as now EMP is much stronger indirectly than it was before.

and guys, guess what? Protoss still have collosus+phoenix+stalker ball, which a large majority of the time is better than high templar anyways.


No it's not. Phoenix/Colossus is a very specific composition to deal with bio+viking support, and sort of relies on the terran producing vikings but not out-producing your phoenix's. HT's are much more versatile and powerful against any terran build (except mass blue flame?), while all conveniently laying out a protoss's tech tree and upgrades.

edit: I just remembered the increased stim time is an EVER so slight buff to ht's as it's just more time for a toss trying to play mass gateway fe style.
Reason.SC2
Profile Joined April 2010
Canada1047 Posts
February 26 2011 09:12 GMT
#55
I don't understand these changes. It really seems like an over-reaction. The archon toilet trick has the potential to instantly end a game if performed perfectly against an opponent who isn't paying attention... but so does nuke. So does casting a few EMP's then 1a-ing. So does a few fungals and a bunch of banelings. I hope that not all of these changes will make their way to the release of patch 1.3

BC's possibly getting speed upgrade in anticipation to larger maps.... but what about brood lords and carriers?

nalgene
Profile Joined October 2010
Canada2153 Posts
February 26 2011 09:12 GMT
#56
The older version with the 62.5 / 250 pool from 50/200 would be a good enough upgrade while they wouldn't get the ability to warp in storm vs drops. They could start using shuttles again with HT's inside to block EMPs.
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
Leopoldshark
Profile Joined September 2010
United States176 Posts
Last Edited: 2011-02-26 09:40:38
February 26 2011 09:22 GMT
#57
It's hard to argue a big wall of math and logic, but here goes.

Each of the races' caster gets this sort of buff. For fairness sake, lets evaluate the other two races' caster, the ghost, raven, and infestor. The Ghost takes the least money to tech to and comes out fastest. Infestors and Ravens can also come out quickly. Compared to that, High Templar take the longest to be effective. They require a council, templar archives (which is 200 gas), and they require their core ability to be researched.

Storm is far more powerful than the other unit's core abilities (EMP and Fungal are quite powerful though). But it requires more resources and time to get out. Getting Templar out in the later stages of the game will make this less costly, but in order to deal with masses of units effectively Protoss will have to go Colossus. I don't think it is good game design when Protoss are pigeon-holed into going Colossus or dying. Templar should be a viable tech tree to branch into in the early game (especially if you start out Twilight Council, that way you can add in Blink or Charge).

I do like your suggestion and Jinro's idea. Insta storms may be too much late game. High Templar need something extra just like the other casters do. Especially in a crisis situation, you don't want to spend 150 gas on a fragile unit that can only use the situational feedback. But I'm not tip top-of-the-line ultra gosu diamond or masters, so I may have no idea what I'm talking about.

Off topic, archons could use some love too. It would be cool if the Storm upgrade made the Archon splash damage slightly bigger or something.

Pestilence
Profile Joined July 2010
Belgium41 Posts
February 26 2011 09:25 GMT
#58
I agree with the storm nerf: Each toss player (like me) that doesn't have good forwarth "planning" just warped in like 10 templars when a terran attacked their front and won their battles xD

Now tosses need to plan when to warp in a HT to have storm in time.

In that fashion, terrans can maybe force some HT or ..... aaah just kidding :p

Amulet of kings upgrade removal is great 4 the overall experience of terran user and the steamroll of tosses :D

You know what's OP??? My ass !!!
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
February 26 2011 09:27 GMT
#59
I warp in 10 Hts at a time because I have 1.5k gas sitting around at all times just in case.
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2011-02-26 09:32:01
February 26 2011 09:27 GMT
#60
It would be cool if the Storm upgrade added a small splash range upgrade to the Archon or something.


They already have that. Archons are very powerful but underused, imo.
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