• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:57
CEST 23:57
KST 06:57
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro16 Preview: Rough Waters9[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism8Official StarCraft website teases new content ahead of BlizzCon?124Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!46
StarCraft 2
General
Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism SC4ALL: II Winner will earn a spot at HSC 30! SC4ALL II: StarCraft 2 Player Announcement 7/8 Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game Balance hotfix patch 5.0.16b (July 16)
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) 2026 GSTL Announcement Stellar Fest TWO the Moon (Dec 16-20) IntoTheTV X SOOP SC2 League : Weekly & Monthly
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 542 The Ascended Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This
Brood War
General
[D] Brainstorming a balance patch for Brood war BW General Discussion Terran or Protoss Official StarCraft website teases new content ahead of BlizzCon? BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL22] Ro16 Group A [ASL22] Ro16 Group B KCM Race Survival 2026 Season 3 BWCL Season 65 Announcement
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread EVE Corporation Diablo IV [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Trading/Investing Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7778 users

1.4 Fungal Growth Unit Damage Chart - Page 5

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 7 Next All
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
September 20 2011 14:40 GMT
#81
I agree with the assessment. When I looked into the numbers as you did I saw that for the most part all that changed was the skill required to use fungal (or in some cases, an additional use of the spell or outside damage dealer). I suppose there's nothing wrong with this and the DPS is a fair amount lower now as well which has quite an impact.
Creator of sc2unmasked.com
spbelky
Profile Blog Joined October 2010
United States623 Posts
September 20 2011 14:44 GMT
#82
On September 20 2011 23:11 Sbrubbles wrote:
Show nested quote +
On September 20 2011 09:57 michaelhasanalias wrote:

Some of these things are probably already well-known by now, but I will list them for completion's sake:


No More Clipping (Stacking)
The biggest thing to note is all the whole numbers in 1.4. This means that while you can still kill many units with the same number of fungals, you can no longer clip (stack) them. You must let the full duration tick each time, and then re-stack fungal (extraneous damage notwithstanding).

Units you can no longer clip: Stalker, Dark Templar, Observer, MULE, Hellion, Siege Tank

edit: Clipping is defined as when you overwrite the existing damage over time spell with a new one. Fungal does damage over time, and if you cast a new fungal growth before the old one has finished, the first fungal can't do its full damage.



I'm confused, can you explain this change in detail? I really don't understand how this is different from before.


If you actually read what you quoted, I don't see how there can be any confusion... But since you clearly need help, I'll try my best.

Ok so let's look at one example, and hopefully it will be clear.

Stalker. Pre patch took 3.42 fungals to kill, but since you obviously can't cast 0.42 of a fungal, you must cast a 4th fungal to kill the stalker. However, if you were to cast one of your fungals BEFORE the previous fungals duration ran out, you had some leeway. For example, if you were to cast 1 fungal every 3.5 seconds exactly, you would be cutting off 0.5s of the fungal damage (0.5s/4.0s = .125 or 1/8th) so you would only get 7/8ths or .875 of a fungal. Take that .875 and x4, and you get 3.5 fungals worth of damage, enough to kill a stalker.

HOWEVER, Post patch, it now takes EXACTLY 4 fungals to kill a stalker. Meaning if you "clip" or "stack" a single fungal, you will require an additional 5th fungal to kill a stalker. Taking the example from above, the 4 fungals that only dealt 3.5 fungals worth of damage would NOT kill the stalker.

The OP is saying that all these WHOLE numbers that come up in the new patch mean that you can no longer "stack" or "clip" fungals unless you want to spend an extra fungal. Why is this important? Two main reasons: You now have to be PERFECT to keep a unit permafungaled to death, or else risk having 1) to spend an extra fungal, or 2) the unit escapes outside the fungal range.
Atlasy
Profile Blog Joined August 2010
Hungary229 Posts
September 20 2011 14:47 GMT
#83
Its time for über mass baneling!!
Koshi
Profile Blog Joined August 2010
Belgium38799 Posts
September 20 2011 14:59 GMT
#84
Infestors from 2 to 3 fungals is nice for ZvZ.

Also, Infestors shoudln't kill units alone, so I like that it are round numbers now. It makes it harder to solely use the infestor.
I had a good night of sleep.
ALPINA
Profile Joined May 2010
3791 Posts
September 20 2011 15:09 GMT
#85
Banelings in 2 hits are pretty cool. I always thought just 1 hit on huge clump of banelings was too good.
You should never underestimate the predictability of stupidity
R3N
Profile Joined March 2011
740 Posts
September 20 2011 15:28 GMT
#86
On September 20 2011 23:18 R3N wrote:
Was an OP spell anyways. Now it's still the strongest AoE in the game but slightly less so :D
Neural change was retarded and I don't know how we're to stop maxed archon/HT balls anymore. Back to banebombs I guess sigh...


I forgot they got nerfed too. Pretty heavily too. Hello Roch-Hydra-Corruptor. How I've missed you.
Sated
Profile Blog Joined March 2011
England4983 Posts
September 20 2011 16:00 GMT
#87
--- Nuked ---
Seiber
Profile Joined June 2011
Singapore35 Posts
September 20 2011 16:00 GMT
#88
poor hydra. it cant even get itself into the list. lol
thelok
Profile Joined August 2010
31 Posts
September 20 2011 16:06 GMT
#89
I never knew the fungal damage before 1.4 could be stacked, I used to fungal mutas and then wait for the cast to almost be over before adding another one.

Has storm always functioned the same way?
SCRAAAAAWWWWW
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-09-20 16:25:28
September 20 2011 16:13 GMT
#90
On September 21 2011 01:00 Sated wrote:
Show nested quote +
On September 20 2011 22:43 Gotmog wrote:
At the core, the nerf means that you will need ~1 extra fungal to kill most of the unit. It's quite a nerf.

I am glad we can still 2shot observers.
However, i have no clue how is Z going to deal with Warp prisms....It will be same as vs Terran, but without mutas. Wait and see.

Protoss can't put anything in a Warp Prism that has anything near the damage/cost ratio of 8 stimmed marines or 4 stimmed marauders, so it kinda balances out. DT drops or Storm drops might become a bit more popular, same with sentry drops, but that's a lot of gas to lose if your Warp Prism gets caught out of position!



I agree with the 8stimmed marines... but droping marauders in ZvT is just aweful
But I guess the beauty of the warp prism isn't, that it can just load units an drop them "You think 4roaches are enough against those 4chargelots? Have another 4!"
Uhh Negative
Profile Joined May 2010
United States1090 Posts
September 20 2011 16:20 GMT
#91
All the units needing an exact number of fungals to kill now are harder to chain fungal which is good, IMO. You need perfect micro to kill blink stalkers with just 4 fungals now.
stanik
Profile Blog Joined June 2010
Canada213 Posts
September 20 2011 16:27 GMT
#92
On September 21 2011 01:06 thelok wrote:
I never knew the fungal damage before 1.4 could be stacked, I used to fungal mutas and then wait for the cast to almost be over before adding another one.

Has storm always functioned the same way?


I think you are misunderstanding the issue.

Fungals stack in the same way storm does, that is it doesn't.

Stacking a fungal or storm will in essence just reset the timer, where you end up losing whatever time was left on the original cast.
AkaokA
Profile Joined September 2011
Canada1 Post
Last Edited: 2011-09-20 16:38:43
September 20 2011 16:37 GMT
#93
I think the issue people are having here is that the OP made it sound like there was a fundamental change in the way fungals are applied, *in addition* to the damage change... it took reading through this whole thread to realize that it's just the numbers alone that are responsible for the required change in micro.

What I was imagining the OP was talking about was that if you fungal a group and then land another fungal with 1 second left, those units you fungaled with the 1st fungal would have the fungal *wear off* after the normal time and the second one would NOT take any effect at all (rooting or damage), effectively wasting all subsequent fungals unless you leave a little gap of time between them. And that would be a panic-inducing change.

Throughout this thread everyone was saying "so now you have to be precise with your timing and risk the enemy units running away", and that still applies with the big mechanics change I was imagining.

I was scared.
Declination
Profile Joined June 2010
36 Posts
September 20 2011 17:32 GMT
#94
On September 20 2011 23:29 Big J wrote:
I'm just so glad, that I never went for that fungal style...


Show nested quote +
On September 20 2011 23:18 R3N wrote:
Was an OP spell anyways. Now it's still the strongest AoE in the game but slightly less so :D


ahm... no?! Fungal has 7.5/10dps --> Psi Storm has 20dps;
Sieged Tanks have 11.7/16.8dps,
Colossus 18.2 dps
Ultralisks 17.4/40.6 dps

Its my understanding that the Fungal area is somewhere between 60% and 80% larger than a Psi Storm meaning that it does something like 90% of the damage of a Psi Storm but all of the damage is guaranteed to be applied where almost no one ever eats a full Psi Storm.
theBullFrog
Profile Blog Joined April 2010
United States515 Posts
September 20 2011 17:51 GMT
#95
i don't think i ever used fungal to actually kill something , aside from dropships and harasssing air.
In a battle fungal is to hold them, not kill them. My units kill them.
As long as they don't remove the "hold" part of the spell i'm ok.. oh and the range.
thebullfrog
hugman
Profile Joined June 2009
Sweden4644 Posts
September 20 2011 17:59 GMT
#96
Vikings take one Fungal more now, I can imagine that changing the outcome of some ZvTs
gauz
Profile Joined May 2011
Sweden16 Posts
September 20 2011 17:59 GMT
#97
I'm not sure if this has been written but, banelings do not die from one fungal in 1.4 right?
Mind is everything
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-09-20 18:11:19
September 20 2011 18:10 GMT
#98
On September 21 2011 01:27 stanik wrote:
I think you are misunderstanding the issue.

Fungals stack in the same way storm does, that is it doesn't.

Stacking a fungal or storm will in essence just reset the timer, where you end up losing whatever time was left on the original cast.


well you could call fungal stacking, cause it 100% dmg for the last fungal.
I mean it is used against Workers for example, does it matter in that sense that the full duration of 2 fungals is not applied when all workers die in the end?

while obviously a stacked storm is an absolut waste of energy
Firkraag8
Profile Joined August 2010
Sweden1006 Posts
Last Edited: 2011-09-20 18:49:36
September 20 2011 18:43 GMT
#99
I hope this change as OP say will require more skill from Zerg's to use them. Anything that raises the skill ceiling without being nonsensical is a welcome change.

On September 20 2011 10:43 Hoon wrote:
Show nested quote +

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....


Yeah, because LAN support would really help you on battle.net. Feels like people use any opportunity to kick this dead horse one more time.
Too weird to live, too rare to die.
Eps
Profile Joined April 2011
Canada240 Posts
Last Edited: 2011-09-20 18:59:35
September 20 2011 18:57 GMT
#100
On September 20 2011 16:33 Noocta wrote:
If fungal is great because it root thing, why everyone agree that the 36 damage 8s root was worse than the one we have today ?


On September 20 2011 21:24 Elean wrote:
when FG was changed to 4s from 8s, everyone agreed this was a huge buff because of the extra DPS. Now 1/3 of this extra DPS is gone, and people are saying this is nothing what matters is the root ability ?!


These are very limited ways of looking at FG's issue and why people dislike the rooting effect. Pre 1.3, it could not kill units efficiently. Those numbers are also grossly exaggerated, it's a damage reduction of 17%/14.6% Armored.
Take the example of the Marine in Pre 1.3. You'd need to wait for at least 4 seconds of FG for it to apply its damage, then recast on another FG +8seconds. That would be 54 damage over 12 seconds. It'd be able to kill a bunch of Marines in 12 seconds.

Post 1.3 Patch with FG root duration halved and DPS doubled. First FG - 2 seconds, second one cast after that = 54 damage = 6 seconds.
You can kill Marines in 6 seconds.

In the pre 1.3 Patch, Terrans could potentially leap frog Siege Tanks to save this group of Marines. 4 seconds Un-siege, 4 seconds Re-Siege.
Post 1.3. Your Marines are caught out of position and not covered by Tank fire. They're as good as dead. Thus the rise of Ghosts in TvZ Terran armies to help with this issue.

I don't understand why Zergs don't see the difference in the patch change and its benefits, and blindly defend FG's rooting ability with talk about how nobody complained about Pre 1.3 FG. It's not just the Rooting effect, it's the doubled DPS and the potential to kill units with this DPS.

Could you kill with the original pre-1.3 FG? Yes but it requires 12seconds to kill a Marine. Post-1.3, it takes 6seconds.
This change forces Zergs to be more careful of FG usage and helps A lot as they can no longer Clip some units.
Prev 1 2 3 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 33m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nathanias 67
Trap 40
StarCraft: Brood War
Britney 11121
firebathero 58
Mong 42
Dota 2
monkeys_forever287
Counter-Strike
fl0m1155
minikerr19
Super Smash Bros
C9.Mang0208
Heroes of the Storm
Liquid`Hasu412
Other Games
summit1g9010
Grubby2253
Liquid`RaSZi1736
shahzam445
XaKoH 156
NeuroSwarm58
JuggernautJason42
ViBE33
Organizations
Other Games
BasetradeTV32
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH325
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21837
Other Games
• imaqtpie975
• Scarra338
• Shiphtur174
Upcoming Events
OSC
33m
Escore
12h 3m
IntoTheTV X SOOP
13h 3m
CranKy Ducklings
1d 12h
Sparkling Tuna Cup
2 days
Shopify Rebellion Sundays
2 days
Spirit vs Mixu
Clem vs TBD
RSL Revival
2 days
Serral vs Rogue
BlizzCon
2 days
IdrA vs MC
Replay Cast
3 days
Afreeca Starleague
3 days
[ Show More ]
WardiTV Weekly
3 days
Monday Night Weeklies
3 days
Afreeca Starleague
4 days
GSL
4 days
PiGosaur Cup
5 days
The PondCast
5 days
Kung Fu Cup
5 days
Replay Cast
6 days
IntoTheTV X SOOP
6 days
Liquipedia Results

Completed

Proleague 2026-09-08
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
RSL Revival: Season 6
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Escore Tournament S3: King of Kings
Acropolis #5 - GSA
Blizzard Classic Cup 2026
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Blizzard Classic Cup 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.