1.4 Fungal Growth Unit Damage Chart - Page 5
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oOOoOphidian
United States1402 Posts
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spbelky
United States623 Posts
On September 20 2011 23:11 Sbrubbles wrote: 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
Hungary229 Posts
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Koshi
Belgium38797 Posts
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. | ||
ALPINA
3791 Posts
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R3N
740 Posts
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
England4983 Posts
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Seiber
Singapore35 Posts
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thelok
31 Posts
Has storm always functioned the same way? | ||
Big J
Austria16289 Posts
On September 21 2011 01:00 Sated wrote: 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 ![]() ![]() | ||
Uhh Negative
United States1090 Posts
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stanik
Canada213 Posts
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
Canada1 Post
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
36 Posts
On September 20 2011 23:29 Big J wrote: I'm just so glad, that I never went for that fungal style... ![]() 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
United States515 Posts
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. | ||
hugman
Sweden4644 Posts
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gauz
Sweden16 Posts
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freetgy
1720 Posts
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
Sweden1006 Posts
On September 20 2011 10:43 Hoon wrote: 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. | ||
Eps
Canada240 Posts
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. | ||
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