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Patch 1.3 PTR Notes (12/3/2011 update) - Page 13

Forum Index > SC2 General
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CreepCrepe
Profile Joined January 2011
37 Posts
Last Edited: 2011-03-13 02:20:09
March 13 2011 02:19 GMT
#241
On March 13 2011 09:25 Sv1 wrote:
People who say that any changes to the infestor are nerfs in some way or another are bonkers. This completely gives zerg an edge in marine/bio play, almost to a point which terran may have to build ghosts to counter them.

It means that terran will certainly need a Raven to limit creep spread because an instant cast fungal when an opposing army of marines is approaching is going to be dead meat if they don't stay spread out. I'm happy to see the change so dummy zergs can stop going mutaling every game, there's no reason that they shouldn't have been using infestors more and now they will and I'm happy to see it.


..... Have you had a stroke recently?

The infestor changes do NOT affect bio-balls at all, apart from making it easier for Terran SEEING AS THOUGH FUNGAL GROWTH NOW LASTS FOUR SECONDS INSTEAD OF EIGHT. THAT IS HALF THE DAMAGE DEALT.

User was warned for this post
Weasel-
Profile Joined June 2009
Canada1556 Posts
Last Edited: 2011-03-13 02:23:13
March 13 2011 02:22 GMT
#242
Ghosts still magically cause the pulse to appear at the target location and also are still able to EMP without requiring an upgrade. Blizzard's proposed EMP change will rarely make a difference (although it will allow 150+ energy templar to always get a feedback on ghosts, which will rarely matter because the EMP will also knock the ghost's energy down).

EDIT: Guy above me, they doubled the dps of fungal growth and halved the duration causing the damage to be the same. Do you really think they would just slash the total damage caused by fungal in half?
Zeiryuu
Profile Joined March 2010
Philippines231 Posts
March 13 2011 02:22 GMT
#243
On March 13 2011 11:19 CreepCrepe wrote:
Show nested quote +
On March 13 2011 09:25 Sv1 wrote:
People who say that any changes to the infestor are nerfs in some way or another are bonkers. This completely gives zerg an edge in marine/bio play, almost to a point which terran may have to build ghosts to counter them.

It means that terran will certainly need a Raven to limit creep spread because an instant cast fungal when an opposing army of marines is approaching is going to be dead meat if they don't stay spread out. I'm happy to see the change so dummy zergs can stop going mutaling every game, there's no reason that they shouldn't have been using infestors more and now they will and I'm happy to see it.


..... Have you had a stroke recently?

The infestor changes do NOT affect bio-balls at all, apart from making it easier for Terran SEEING AS THOUGH FUNGAL GROWTH NOW LASTS FOUR SECONDS INSTEAD OF EIGHT. THAT IS HALF THE DAMAGE DEALT.


I don't see anything in the patch about the FG damage being halved.
SpaceYeti
Profile Joined June 2010
United States723 Posts
March 13 2011 02:23 GMT
#244
On March 13 2011 11:19 CreepCrepe wrote:
Show nested quote +
On March 13 2011 09:25 Sv1 wrote:
People who say that any changes to the infestor are nerfs in some way or another are bonkers. This completely gives zerg an edge in marine/bio play, almost to a point which terran may have to build ghosts to counter them.

It means that terran will certainly need a Raven to limit creep spread because an instant cast fungal when an opposing army of marines is approaching is going to be dead meat if they don't stay spread out. I'm happy to see the change so dummy zergs can stop going mutaling every game, there's no reason that they shouldn't have been using infestors more and now they will and I'm happy to see it.


..... Have you had a stroke recently?

The infestor changes do NOT affect bio-balls at all, apart from making it easier for Terran SEEING AS THOUGH FUNGAL GROWTH NOW LASTS FOUR SECONDS INSTEAD OF EIGHT. THAT IS HALF THE DAMAGE DEALT.

Maybe I'm mistaken but i was under the impression that the damage is the dame, just dealt over 4 s instead of 8 now.
Behavior is a function of its consequences.
chenchen
Profile Joined November 2010
United States1136 Posts
March 13 2011 02:24 GMT
#245
On March 13 2011 11:19 CreepCrepe wrote:
Show nested quote +
On March 13 2011 09:25 Sv1 wrote:
People who say that any changes to the infestor are nerfs in some way or another are bonkers. This completely gives zerg an edge in marine/bio play, almost to a point which terran may have to build ghosts to counter them.

It means that terran will certainly need a Raven to limit creep spread because an instant cast fungal when an opposing army of marines is approaching is going to be dead meat if they don't stay spread out. I'm happy to see the change so dummy zergs can stop going mutaling every game, there's no reason that they shouldn't have been using infestors more and now they will and I'm happy to see it.


..... Have you had a stroke recently?

The infestor changes do NOT affect bio-balls at all, apart from making it easier for Terran SEEING AS THOUGH FUNGAL GROWTH NOW LASTS FOUR SECONDS INSTEAD OF EIGHT. THAT IS HALF THE DAMAGE DEALT.


Last four seconds instead of eight . . . and does twice the dps.

Keep your insults and your ignorance to yourself.
powerade = dragoon blood
CreepCrepe
Profile Joined January 2011
37 Posts
Last Edited: 2011-03-13 02:26:53
March 13 2011 02:25 GMT
#246
On March 13 2011 11:24 chenchen wrote:
Show nested quote +
On March 13 2011 11:19 CreepCrepe wrote:
On March 13 2011 09:25 Sv1 wrote:
People who say that any changes to the infestor are nerfs in some way or another are bonkers. This completely gives zerg an edge in marine/bio play, almost to a point which terran may have to build ghosts to counter them.

It means that terran will certainly need a Raven to limit creep spread because an instant cast fungal when an opposing army of marines is approaching is going to be dead meat if they don't stay spread out. I'm happy to see the change so dummy zergs can stop going mutaling every game, there's no reason that they shouldn't have been using infestors more and now they will and I'm happy to see it.


..... Have you had a stroke recently?

The infestor changes do NOT affect bio-balls at all, apart from making it easier for Terran SEEING AS THOUGH FUNGAL GROWTH NOW LASTS FOUR SECONDS INSTEAD OF EIGHT. THAT IS HALF THE DAMAGE DEALT.


Last four seconds instead of eight . . . and does twice the dps.

Keep your insults and your ignorance to yourself.


It does 30% increased to armoured units. Marines aren't armoured.

It doesn't take a genius to understand that if fungal growth lasts for half the time, half the damage is going to be dealt? 30% does not equal double, in fact it's so far from it when we are dealing with numbers below ten.
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
March 13 2011 02:26 GMT
#247
On March 13 2011 11:19 CreepCrepe wrote:
Show nested quote +
On March 13 2011 09:25 Sv1 wrote:
People who say that any changes to the infestor are nerfs in some way or another are bonkers. This completely gives zerg an edge in marine/bio play, almost to a point which terran may have to build ghosts to counter them.

It means that terran will certainly need a Raven to limit creep spread because an instant cast fungal when an opposing army of marines is approaching is going to be dead meat if they don't stay spread out. I'm happy to see the change so dummy zergs can stop going mutaling every game, there's no reason that they shouldn't have been using infestors more and now they will and I'm happy to see it.


..... Have you had a stroke recently?

The infestor changes do NOT affect bio-balls at all, apart from making it easier for Terran SEEING AS THOUGH FUNGAL GROWTH NOW LASTS FOUR SECONDS INSTEAD OF EIGHT. THAT IS HALF THE DAMAGE DEALT.


lol i guess something dosen't understand maths. The DPS is higher now.
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
PartyBiscuit
Profile Joined September 2010
Canada4525 Posts
March 13 2011 02:26 GMT
#248
On March 13 2011 11:22 Weasel- wrote:
Ghosts still magically cause the pulse to appear at the target location and also are still able to EMP without requiring an upgrade. Blizzard's proposed EMP change will rarely make a difference (although it will allow 150+ energy templar to always get a feedback on ghosts, which will rarely matter because the EMP will also knock the ghost's energy down).

EDIT: Guy above me, they doubled the dps of fungal growth and halved the duration causing the damage to be the same. Do you really think they would just slash the total damage caused by fungal in half?

Ghost have 50 energy out of the gate, they need Moebius to get the +25 before they can EMP immediately.
the farm ends here
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
March 13 2011 02:28 GMT
#249
On March 13 2011 11:25 CreepCrepe wrote:
Show nested quote +
On March 13 2011 11:24 chenchen wrote:
On March 13 2011 11:19 CreepCrepe wrote:
On March 13 2011 09:25 Sv1 wrote:
People who say that any changes to the infestor are nerfs in some way or another are bonkers. This completely gives zerg an edge in marine/bio play, almost to a point which terran may have to build ghosts to counter them.

It means that terran will certainly need a Raven to limit creep spread because an instant cast fungal when an opposing army of marines is approaching is going to be dead meat if they don't stay spread out. I'm happy to see the change so dummy zergs can stop going mutaling every game, there's no reason that they shouldn't have been using infestors more and now they will and I'm happy to see it.


..... Have you had a stroke recently?

The infestor changes do NOT affect bio-balls at all, apart from making it easier for Terran SEEING AS THOUGH FUNGAL GROWTH NOW LASTS FOUR SECONDS INSTEAD OF EIGHT. THAT IS HALF THE DAMAGE DEALT.


Last four seconds instead of eight . . . and does twice the dps.

Keep your insults and your ignorance to yourself.


It does 30% increased to armoured units. Marines aren't armoured.


..i'm not sure you understand.

Yes it does 30% more to armoured. And yes marines aren't armoured. Tht's completely unrelated.

The DPS has doubled for unarmoured units and it's even better for armoured units now.
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
Weasel-
Profile Joined June 2009
Canada1556 Posts
March 13 2011 02:28 GMT
#250
On March 13 2011 11:26 PartyBiscuit wrote:
Show nested quote +
On March 13 2011 11:22 Weasel- wrote:
Ghosts still magically cause the pulse to appear at the target location and also are still able to EMP without requiring an upgrade. Blizzard's proposed EMP change will rarely make a difference (although it will allow 150+ energy templar to always get a feedback on ghosts, which will rarely matter because the EMP will also knock the ghost's energy down).

EDIT: Guy above me, they doubled the dps of fungal growth and halved the duration causing the damage to be the same. Do you really think they would just slash the total damage caused by fungal in half?

Ghost have 50 energy out of the gate, they need Moebius to get the +25 before they can EMP immediately.

I meant that it doesn't have to be researched at the ghost academy first, like psi storm, hallucination, etc.
CreepCrepe
Profile Joined January 2011
37 Posts
Last Edited: 2011-03-13 02:31:24
March 13 2011 02:29 GMT
#251
On March 13 2011 11:28 blooblooblahblah wrote:
Show nested quote +
On March 13 2011 11:25 CreepCrepe wrote:
On March 13 2011 11:24 chenchen wrote:
On March 13 2011 11:19 CreepCrepe wrote:
On March 13 2011 09:25 Sv1 wrote:
People who say that any changes to the infestor are nerfs in some way or another are bonkers. This completely gives zerg an edge in marine/bio play, almost to a point which terran may have to build ghosts to counter them.

It means that terran will certainly need a Raven to limit creep spread because an instant cast fungal when an opposing army of marines is approaching is going to be dead meat if they don't stay spread out. I'm happy to see the change so dummy zergs can stop going mutaling every game, there's no reason that they shouldn't have been using infestors more and now they will and I'm happy to see it.


..... Have you had a stroke recently?

The infestor changes do NOT affect bio-balls at all, apart from making it easier for Terran SEEING AS THOUGH FUNGAL GROWTH NOW LASTS FOUR SECONDS INSTEAD OF EIGHT. THAT IS HALF THE DAMAGE DEALT.


Last four seconds instead of eight . . . and does twice the dps.

Keep your insults and your ignorance to yourself.


It does 30% increased to armoured units. Marines aren't armoured.


..i'm not sure you understand.

Yes it does 30% more to armoured. And yes marines aren't armoured. Tht's completely unrelated.

The DPS has doubled for unarmoured units and it's even better for armoured units now.


Show me where it says this in the patch notes. It doesn't.

Besides, you're not understanding.

Oh hello siege tank. I'm going to fungal growth you for 1 damage every second for 8 seconds. So I hit you for 8 damage with my fungal growth.

Oh hello siege tank. I'm going to fungal growth you for 1.3 damage for 4 seconds. So I damage you for 5.2 damage with my fungal growth.

!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!
benefluence
Profile Joined January 2010
United States158 Posts
Last Edited: 2011-03-13 02:34:13
March 13 2011 02:31 GMT
#252
On March 13 2011 11:19 CreepCrepe wrote:
Show nested quote +
On March 13 2011 09:25 Sv1 wrote:
People who say that any changes to the infestor are nerfs in some way or another are bonkers. This completely gives zerg an edge in marine/bio play, almost to a point which terran may have to build ghosts to counter them.

It means that terran will certainly need a Raven to limit creep spread because an instant cast fungal when an opposing army of marines is approaching is going to be dead meat if they don't stay spread out. I'm happy to see the change so dummy zergs can stop going mutaling every game, there's no reason that they shouldn't have been using infestors more and now they will and I'm happy to see it.


..... Have you had a stroke recently?

The infestor changes do NOT affect bio-balls at all, apart from making it easier for Terran SEEING AS THOUGH FUNGAL GROWTH NOW LASTS FOUR SECONDS INSTEAD OF EIGHT. THAT IS HALF THE DAMAGE DEALT.


Fungal now does the same total damage, but lasts half the time, i.e. its DPS has been doubled, ignoring the 30% boost to armored. The notes are ambiguous, but ask people who have played on the PTR.
L3gendary
Profile Joined October 2010
Canada1470 Posts
March 13 2011 02:34 GMT
#253
I think warping in a few ht's as soon as the templar archives are done would be a good way for toss players to adapt to these changes. No KA will mean you don't have an incentive to wait till it finishes before warping in ht's. Then the emp nerf will further promote advanced warping and accumulating ht energy, similar to how sentries are often used.
Watching Jaedong play purifies my eyes. -Coach Ju Hoon
CreepCrepe
Profile Joined January 2011
37 Posts
March 13 2011 02:35 GMT
#254
On March 13 2011 11:31 benefluence wrote:
Show nested quote +
On March 13 2011 11:19 CreepCrepe wrote:
On March 13 2011 09:25 Sv1 wrote:
People who say that any changes to the infestor are nerfs in some way or another are bonkers. This completely gives zerg an edge in marine/bio play, almost to a point which terran may have to build ghosts to counter them.

It means that terran will certainly need a Raven to limit creep spread because an instant cast fungal when an opposing army of marines is approaching is going to be dead meat if they don't stay spread out. I'm happy to see the change so dummy zergs can stop going mutaling every game, there's no reason that they shouldn't have been using infestors more and now they will and I'm happy to see it.


..... Have you had a stroke recently?

The infestor changes do NOT affect bio-balls at all, apart from making it easier for Terran SEEING AS THOUGH FUNGAL GROWTH NOW LASTS FOUR SECONDS INSTEAD OF EIGHT. THAT IS HALF THE DAMAGE DEALT.


Fungal now does the same total damage, but lasts half the time, i.e. its DPS has been doubled, ignoring the 30% boost to armored. The notes are ambiguous, but ask people who have played on the PTR.


Oh cool. Carry on everyone.
Jugan
Profile Blog Joined July 2009
United States1566 Posts
March 13 2011 02:37 GMT
#255
On March 12 2011 22:47 Apolo wrote:
Show nested quote +
On March 12 2011 22:16 GiantEnemyCrab wrote:
they nerfs the ghost emp so the protoss players who were complaining about HT should not cry now lol


As if the nerfs were even comparable.


As if buy-a-storm is comparable to emp.
Even a Savior couldn't fix all problems. www.twitch.tv/xJugan
SeRenExZerg
Profile Blog Joined August 2010
United States401 Posts
March 13 2011 02:38 GMT
#256
On March 13 2011 11:29 CreepCrepe wrote:
Show nested quote +
On March 13 2011 11:28 blooblooblahblah wrote:
On March 13 2011 11:25 CreepCrepe wrote:
On March 13 2011 11:24 chenchen wrote:
On March 13 2011 11:19 CreepCrepe wrote:
On March 13 2011 09:25 Sv1 wrote:
People who say that any changes to the infestor are nerfs in some way or another are bonkers. This completely gives zerg an edge in marine/bio play, almost to a point which terran may have to build ghosts to counter them.

It means that terran will certainly need a Raven to limit creep spread because an instant cast fungal when an opposing army of marines is approaching is going to be dead meat if they don't stay spread out. I'm happy to see the change so dummy zergs can stop going mutaling every game, there's no reason that they shouldn't have been using infestors more and now they will and I'm happy to see it.


..... Have you had a stroke recently?

The infestor changes do NOT affect bio-balls at all, apart from making it easier for Terran SEEING AS THOUGH FUNGAL GROWTH NOW LASTS FOUR SECONDS INSTEAD OF EIGHT. THAT IS HALF THE DAMAGE DEALT.


Last four seconds instead of eight . . . and does twice the dps.

Keep your insults and your ignorance to yourself.


It does 30% increased to armoured units. Marines aren't armoured.


..i'm not sure you understand.

Yes it does 30% more to armoured. And yes marines aren't armoured. Tht's completely unrelated.

The DPS has doubled for unarmoured units and it's even better for armoured units now.


Show me where it says this in the patch notes. It doesn't.

Besides, you're not understanding.

Oh hello siege tank. I'm going to fungal growth you for 1 damage every second for 8 seconds. So I hit you for 8 damage with my fungal growth.

Oh hello siege tank. I'm going to fungal growth you for 1.3 damage for 4 seconds. So I damage you for 5.2 damage with my fungal growth.

!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!



the damage is not given in terms of duration. It is not like you did 1 dmg per second over 8 seconds to marines, and now you only do 1 dmg per second over 4 seconds=half DPS.

the damage TOTAL, regardless of the time it takes to be dealt, was 36 to non armored before the patch. FG STILL DOES 36 damage, now over a 4 second time period. that is, the SAME amount of damage is being dealt, over a shorter period of time.

36/8= 4.5 DPS
36/4= 9 DPS

im really amazed youre calling people out for being idiots after posting what you did.....
One thing about deer: They have good vision. One thing about me: I am better at hiding than they are at vision.
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
Last Edited: 2011-03-13 02:45:52
March 13 2011 02:39 GMT
#257
On March 13 2011 11:29 CreepCrepe wrote:
Show nested quote +
On March 13 2011 11:28 blooblooblahblah wrote:
On March 13 2011 11:25 CreepCrepe wrote:
On March 13 2011 11:24 chenchen wrote:
On March 13 2011 11:19 CreepCrepe wrote:
On March 13 2011 09:25 Sv1 wrote:
People who say that any changes to the infestor are nerfs in some way or another are bonkers. This completely gives zerg an edge in marine/bio play, almost to a point which terran may have to build ghosts to counter them.

It means that terran will certainly need a Raven to limit creep spread because an instant cast fungal when an opposing army of marines is approaching is going to be dead meat if they don't stay spread out. I'm happy to see the change so dummy zergs can stop going mutaling every game, there's no reason that they shouldn't have been using infestors more and now they will and I'm happy to see it.


..... Have you had a stroke recently?

The infestor changes do NOT affect bio-balls at all, apart from making it easier for Terran SEEING AS THOUGH FUNGAL GROWTH NOW LASTS FOUR SECONDS INSTEAD OF EIGHT. THAT IS HALF THE DAMAGE DEALT.


Last four seconds instead of eight . . . and does twice the dps.

Keep your insults and your ignorance to yourself.


It does 30% increased to armoured units. Marines aren't armoured.


..i'm not sure you understand.

Yes it does 30% more to armoured. And yes marines aren't armoured. Tht's completely unrelated.

The DPS has doubled for unarmoured units and it's even better for armoured units now.


Show me where it says this in the patch notes. It doesn't.

Besides, you're not understanding.

Oh hello siege tank. I'm going to fungal growth you for 1 damage every second for 8 seconds. So I hit you for 8 damage with my fungal growth.

Oh hello siege tank. I'm going to fungal growth you for 1.3 damage for 4 seconds. So I damage you for 5.2 damage with my fungal growth.

!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!


Omg, i can't believe your level of maths. Tht is not how you calculate DPS at all. Of course it's not in the patch notes because it's so obvious.

Right now the infestor does 36 damage over 8 seconds. Tht's 4.5 damage per second i believe (or something close to tht).

In patch 1.3 the infestor does 36 damage over 4 seconds. Tht's 9 damage per second.

Asking someone whether they had a stroke recently is extremely rude, considering how wrong u are.
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
Haydin
Profile Joined December 2010
United States1481 Posts
March 13 2011 02:40 GMT
#258
On March 13 2011 11:25 CreepCrepe wrote:
Show nested quote +
On March 13 2011 11:24 chenchen wrote:
On March 13 2011 11:19 CreepCrepe wrote:
On March 13 2011 09:25 Sv1 wrote:
People who say that any changes to the infestor are nerfs in some way or another are bonkers. This completely gives zerg an edge in marine/bio play, almost to a point which terran may have to build ghosts to counter them.

It means that terran will certainly need a Raven to limit creep spread because an instant cast fungal when an opposing army of marines is approaching is going to be dead meat if they don't stay spread out. I'm happy to see the change so dummy zergs can stop going mutaling every game, there's no reason that they shouldn't have been using infestors more and now they will and I'm happy to see it.


..... Have you had a stroke recently?

The infestor changes do NOT affect bio-balls at all, apart from making it easier for Terran SEEING AS THOUGH FUNGAL GROWTH NOW LASTS FOUR SECONDS INSTEAD OF EIGHT. THAT IS HALF THE DAMAGE DEALT.


Last four seconds instead of eight . . . and does twice the dps.

Keep your insults and your ignorance to yourself.


It does 30% increased to armoured units. Marines aren't armoured.

It doesn't take a genius to understand that if fungal growth lasts for half the time, half the damage is going to be dealt? 30% does not equal double, in fact it's so far from it when we are dealing with numbers below ten.



If you deal 36 damage in 4 seconds, you are doing damage twice as fast as if you were doing 36 damage over 8 seconds. Same damage per cast, but shorter duration with bigger ticks. This dps is even HIGHER on armored units, where you get another 30% damage on top of the base damage.
aka ilovesharkpeople
thesauceishot
Profile Joined July 2010
Canada333 Posts
March 13 2011 02:42 GMT
#259
On March 13 2011 11:35 CreepCrepe wrote:
Show nested quote +
On March 13 2011 11:31 benefluence wrote:
On March 13 2011 11:19 CreepCrepe wrote:
On March 13 2011 09:25 Sv1 wrote:
People who say that any changes to the infestor are nerfs in some way or another are bonkers. This completely gives zerg an edge in marine/bio play, almost to a point which terran may have to build ghosts to counter them.

It means that terran will certainly need a Raven to limit creep spread because an instant cast fungal when an opposing army of marines is approaching is going to be dead meat if they don't stay spread out. I'm happy to see the change so dummy zergs can stop going mutaling every game, there's no reason that they shouldn't have been using infestors more and now they will and I'm happy to see it.


..... Have you had a stroke recently?

The infestor changes do NOT affect bio-balls at all, apart from making it easier for Terran SEEING AS THOUGH FUNGAL GROWTH NOW LASTS FOUR SECONDS INSTEAD OF EIGHT. THAT IS HALF THE DAMAGE DEALT.


Fungal now does the same total damage, but lasts half the time, i.e. its DPS has been doubled, ignoring the 30% boost to armored. The notes are ambiguous, but ask people who have played on the PTR.


Oh cool. Carry on everyone.

Apparently you = very far from a genius
King of Blades
Profile Blog Joined November 2010
United States94 Posts
March 13 2011 02:43 GMT
#260
On March 13 2011 11:29 CreepCrepe wrote:
Show nested quote +
On March 13 2011 11:28 blooblooblahblah wrote:
On March 13 2011 11:25 CreepCrepe wrote:
On March 13 2011 11:24 chenchen wrote:
On March 13 2011 11:19 CreepCrepe wrote:
On March 13 2011 09:25 Sv1 wrote:
People who say that any changes to the infestor are nerfs in some way or another are bonkers. This completely gives zerg an edge in marine/bio play, almost to a point which terran may have to build ghosts to counter them.

It means that terran will certainly need a Raven to limit creep spread because an instant cast fungal when an opposing army of marines is approaching is going to be dead meat if they don't stay spread out. I'm happy to see the change so dummy zergs can stop going mutaling every game, there's no reason that they shouldn't have been using infestors more and now they will and I'm happy to see it.


..... Have you had a stroke recently?

The infestor changes do NOT affect bio-balls at all, apart from making it easier for Terran SEEING AS THOUGH FUNGAL GROWTH NOW LASTS FOUR SECONDS INSTEAD OF EIGHT. THAT IS HALF THE DAMAGE DEALT.


Last four seconds instead of eight . . . and does twice the dps.

Keep your insults and your ignorance to yourself.


It does 30% increased to armoured units. Marines aren't armoured.


..i'm not sure you understand.

Yes it does 30% more to armoured. And yes marines aren't armoured. Tht's completely unrelated.

The DPS has doubled for unarmoured units and it's even better for armoured units now.


Show me where it says this in the patch notes. It doesn't.

Besides, you're not understanding.

Oh hello siege tank. I'm going to fungal growth you for 1 damage every second for 8 seconds. So I hit you for 8 damage with my fungal growth.

Oh hello siege tank. I'm going to fungal growth you for 1.3 damage for 4 seconds. So I damage you for 5.2 damage with my fungal growth.

!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!


You're either an idiot or you haven't played the PTR at all.


Oh hello siege tank. I'm going to fungal growth you for 1 damage every second for 8 seconds. So I hit you for 8 damage with my fungal growth.
This is correct prepatch.

Oh hello siege tank. I'm going to fungal growth you for 1.3 damage for 4 seconds. So I damage you for 5.2 damage with my fungal growth.
This is wrong.

Oh hello marine. I'm going to fungal growth you for 2 damage every second for 4 seconds. So I hit you for 8 damage with my fungal growth.
This is postpatch.

Oh hello siege tank. I'm going to fungal growth you for 2.6 damage for 4 seconds. So I damage you for 10.4 damage with my fungal growth.
Postpatch armored.
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