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1.4 Fungal Growth Unit Damage Chart - Page 2

Forum Index > SC2 General
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NaldoR
Profile Joined November 2010
Singapore2198 Posts
September 20 2011 01:23 GMT
#21
On September 20 2011 10:19 Torte de Lini wrote:
I don't understand the clipping thing at all, can anyone reexplain?

i think it is like. When you fungal the 1st time on a group of stalkers then when the fungal is not completely over you fungal it again.
In the previous patch, it took 3.42 fungals to kill stalkers, so you could be doing some fungals early. But now since it is 4, you must be exact on the time yo do the next fungal or you have to fungal them again
Hikari
Profile Blog Joined May 2010
1914 Posts
September 20 2011 01:26 GMT
#22
clipping means you cannot overlap any fungals - since a stalker need exactly 4 FGs to kill (at full duration).
Elean
Profile Joined October 2010
689 Posts
September 20 2011 01:33 GMT
#23
I really think people underestimate his nerf.

20% damage difference is like 1 or 2 upgrades on an attacking unit.

It isn't directly visible, but at the end of the fight, it makes such a huge difference.
RisingTide
Profile Joined December 2008
Australia769 Posts
Last Edited: 2011-09-20 01:36:28
September 20 2011 01:36 GMT
#24
Thanks for the note about clipping. I'd been thinking that since it didn't require additional fungals to kill protoss units that it was a bit of a cop out, but since there can't be overlap of the spell, the zerg either has spend an extra fungal or give stalkers a split second opportunity to blink out.
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
Last Edited: 2011-09-20 01:37:31
September 20 2011 01:36 GMT
#25
On September 20 2011 10:33 Elean wrote:
I really think people underestimate his nerf.

20% damage difference is like 1 or 2 upgrades on an attacking unit.

It isn't directly visible, but at the end of the fight, it makes such a huge difference.


Fungal growth, as most damage spells, ignore armor completely.

(Psi Storm, Snipe, etc)


On September 20 2011 10:36 RisingTide wrote:
Thanks for the note about clipping. I'd been thinking that since it didn't require additional fungals to kill protoss units that it was a bit of a cop out, but since there can't be overlap of the spell, the zerg either has spend an extra fungal or give stalkers a split second opportunity to blink out.



I didn't think about this at all, and I think that's actually worth mentioning in OP. If you spam blink, fungal'd stalkers can escape between stacks (or be forced to use an extra fungal).
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
Stijx
Profile Blog Joined February 2011
United States804 Posts
September 20 2011 01:36 GMT
#26
The change to clipping is enough to make me content
TheLOLas
Profile Joined May 2011
United States646 Posts
September 20 2011 01:37 GMT
#27
very informative thank you very much. Its interesting that it will require 2 fungals to kill lings now.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
September 20 2011 01:38 GMT
#28
something people dont realize is zerg units regen their first hit point back right after they lose hp, which is why zerglings currently in 1.3 can survive with 1 hp after 1 fungal.
ModeratorBlame yourself or God
sylverfyre
Profile Joined May 2010
United States8298 Posts
September 20 2011 01:41 GMT
#29
On September 20 2011 10:36 michaelhasanalias wrote:
Show nested quote +
On September 20 2011 10:33 Elean wrote:
I really think people underestimate his nerf.

20% damage difference is like 1 or 2 upgrades on an attacking unit.

It isn't directly visible, but at the end of the fight, it makes such a huge difference.


Fungal growth, as most damage spells, ignore armor completely.

(Psi Storm, Snipe, etc)

You're missing the point It might take the same number of fungals if your ONLY dps were from fungals, but that isn't how you actually fight - you are not making 100% infestors, so other units are dealing damage. losing 20% of that damage output might not matter when you're locking down a small group of units until it dies, but when you're fighting the bigger armies, it matters a lot because that ball is going to stay alive longer, doing damage to your units longer, even if you DO have enough juice to take it down.

Also, fungal overlapping is considerably less powerful when it causes you to use more fungals - you HAVE to overlap (clip) on blink stalkers, for example, because otherwise they get away. So it DOES in effect take an extra fungal to kill them.
Hoon
Profile Joined December 2010
Brazil891 Posts
September 20 2011 01:43 GMT
#30

no more clipping

Awesome, now I will never be able to use two or more fungals in a row due to delay. T_T
If only there was lan support....
SEn Fanclub: http://www.teamliquid.net/forum/viewmessage.php?topic_id=170834
Makura
Profile Joined December 2010
United States317 Posts
September 20 2011 01:43 GMT
#31
im kinda curious who started the rumor that it took the same number of fungals for all toss units... did they just suck at math or did they just say it and hope no one would check?
SHOW THEM WHAT THE CATFISH COMBO IS ALL ABOUT!
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
September 20 2011 01:44 GMT
#32
On September 20 2011 10:38 Zelniq wrote:
something people dont realize is zerg units regen their first hit point back right after they lose hp, which is why zerglings currently in 1.3 can survive with 1 hp after 1 fungal.


forgot about this, fixed OP. thanks
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
Gatored
Profile Joined September 2010
United States679 Posts
September 20 2011 01:49 GMT
#33
On September 20 2011 10:43 Makura wrote:
im kinda curious who started the rumor that it took the same number of fungals for all toss units... did they just suck at math or did they just say it and hope no one would check?


Belial88 I believe. This fungal change is actually a pretty big change. A good one too. Fungal will now require a little more skill to use which is a good thing.
Temporarykid
Profile Blog Joined November 2010
Canada362 Posts
Last Edited: 2011-09-20 01:53:53
September 20 2011 01:52 GMT
#34
Clipping is where you would fungal on top of the first fungal with say a second left on the original. Your units would still be trapped, and the second fungal would be enough to kill your unit.

After the patch it will take two FULL fungals to kill most units. (for example I used 2.)

edit: whoah, I had this thread open and went to go eat dinner then came back to reply and there was a page of replies before mine. Shoulda noticed that before I posted. Sorry!~
ㅈㅈ
.Mystic
Profile Joined September 2010
Canada486 Posts
September 20 2011 01:53 GMT
#35
ty for this chart. Ghost require 4 like maruaders. Beefy lil units they are
Still same number of funguls vs stalkers, sentry, marines, roaches. :/
emc
Profile Joined September 2010
United States3088 Posts
Last Edited: 2011-09-20 01:58:20
September 20 2011 01:57 GMT
#36
good list but regarding the stalkers, unless you are fighting pure infestor vs stalker you're going to have an army backing you up so I don't think there will really be much of a difference in how many fungals you need to kill a stalker. This is a nice chart and very informative.

oh and you forgot workers? Is there any change?
NaldoR
Profile Joined November 2010
Singapore2198 Posts
September 20 2011 01:58 GMT
#37
On September 20 2011 10:53 HCmystic wrote:
ty for this chart. Ghost require 4 like maruaders. Beefy lil units they are
Still same number of funguls vs stalkers, sentry, marines, roaches. :/

its huge for stalkers... it takes 4 full fungals, or 5 if they miss... and since they will try to chain them perfectly, a 0.1 S miss will allow stalkers to blink away :D
Champi
Profile Joined March 2010
1422 Posts
September 20 2011 01:58 GMT
#38
i was underwhelmed by the fungal nerf when i saw it in the ptr notes, but now that this clipping thing has been brought to my attention i am hoping to be satisfied with its balance. but i wont give it the benefit of the doubt lol. its fungal growth after all
CursOr
Profile Blog Joined January 2009
United States6335 Posts
Last Edited: 2011-09-20 02:05:28
September 20 2011 02:00 GMT
#39
Basically, if you overlap your Fungal Casts, you're reducing the damage done by the first one. If you were to cast 2 instantly on units, at the exact same time from 2 Infestors, it would do the damage of 1. They no longer overlap and both do full damage. Units are either taking damage from fungal or not taking damage from fungal. There is no multiples of fungal at 1 time.

Edit: ...and yes this means no more 4 quick casts on a group to kill everything there. They would either have to wait for 4 fungals to do damage, or kill them with other units. Units will live for much longer in a fight from just fungal damage, and also it's harder for the Zerg to pull off.

Instead of just spamming FFFFFFF...
Zerg has to be there, and babysit the fungals, spacing them out and keeping them on to maximize their damage. No just spamming FFFFF then going back to your base to macro. Realistically, Zerg may have to macro in between fungal casts now.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
PopcornColonel
Profile Joined March 2011
United States769 Posts
September 20 2011 02:04 GMT
#40
You can't fungal auto-turrets. They're buildings, like PDDs.
Zerg delenda est.
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