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1.4 Fungal Growth Unit Damage Chart - Page 5

Forum Index > SC2 General
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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.
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