• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:41
CEST 04:41
KST 11:41
  • 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
[ASL21] Ro4 Preview: On Course10Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16
Community News
Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !10Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12Code S Season 1 (2026) - RO12 Results1
StarCraft 2
General
Weekly Cups (May 4-10): Clem, MaxPax, herO win Code S Season 1 - RO8 Preview Behind the Blue - Team Liquid History Book Weekly Cups (April 27-May 4): Clem takes triple Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
2026 GSL Season 2 Qualifiers Maestros of The Game 2 announcement and schedule ! SC2 INu's Battles#16 <BO.9> Master Swan Open (Global Bronze-Master 2) GSL Code S Season 1 (2026)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 525 Wheel of Misfortune The PondCast: SC2 News & Results Mutation # 524 Death and Taxes Mutation # 523 Firewall
Brood War
General
Flashes ASL S21 Ro8 Review ASL Tickets to Live Event Finals? [ASL21] Ro4 Preview: On Course Quality of life changes in BW that you will like ? Why there arent any 256x256 pro maps?
Tourneys
[ASL21] Semifinals A [Megathread] Daily Proleagues [BSL22] RO16 Group Stage - 02 - 10 May [ASL21] Ro8 Day 3
Strategy
[G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers Fighting Spirit mining rates Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne PC Games Sales Thread Path of Exile Nintendo Switch Thread
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread UK Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1575 users

Multihit attacks are bugged - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 Next All
WombaT
Profile Blog Joined May 2010
Northern Ireland26785 Posts
October 15 2014 19:01 GMT
#21
That is indeed a bit odd

I'm generally always for cleaning up these inconsistencies, and sometimes it's bigger things that are only picked up upon by diligent testing such as this.

Anyone remember the WC3 bug with Mountain Giants? They had some pretty hefty upgrade to give them a reduction in damage taken, somehow in the game they had the ability by default
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
Last Edited: 2014-10-15 19:05:40
October 15 2014 19:01 GMT
#22
Edit: nvm

Really weird.

Doesn't work when a drone turns into a building or with any projectile (i.e. non-instant) attacks.
In Somnis Veritas
Big J
Profile Joined March 2011
Austria16289 Posts
October 15 2014 19:03 GMT
#23
On October 16 2014 03:57 graNite wrote:
Ah ok, you said two times the damage, I understood that as damage x2.
Why do you want to do it that way and not just check if the unit is still in range and then attack the 2nd time?


well, that obviously influences balance. And I think quite massively, given how tiny melee range is and how zealots have to stop when attacking. Basically they get into 0.25 range, attack once and then all the bio is out of 0.25. So effectively with kiting, you'd halve zealot damage.
Big J
Profile Joined March 2011
Austria16289 Posts
October 15 2014 19:05 GMT
#24
On October 16 2014 04:01 Pursuit_ wrote:
Edit: nvm


damage or animation? Because you cancel the animation, the damage should still be done as far as I understand attacks. Unless the reaper attack has been implemented very weirdly.
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
October 15 2014 19:06 GMT
#25
On October 16 2014 04:05 Big J wrote:
Show nested quote +
On October 16 2014 04:01 Pursuit_ wrote:
Edit: nvm


damage or animation? Because you cancel the animation, the damage should still be done as far as I understand attacks. Unless the reaper attack has been implemented very weirdly.


Replying to my original post, damage. You can get a reaper to only use one of it's 2 attacks by pulling it back too early. But that's not what the OP is talking about here.
In Somnis Veritas
graNite
Profile Blog Joined December 2010
Germany4434 Posts
October 15 2014 19:08 GMT
#26
On October 16 2014 04:03 Big J wrote:
Show nested quote +
On October 16 2014 03:57 graNite wrote:
Ah ok, you said two times the damage, I understood that as damage x2.
Why do you want to do it that way and not just check if the unit is still in range and then attack the 2nd time?


well, that obviously influences balance. And I think quite massively, given how tiny melee range is and how zealots have to stop when attacking. Basically they get into 0.25 range, attack once and then all the bio is out of 0.25. So effectively with kiting, you'd halve zealot damage.


Only if you kited perfectly. And should it be possible to dodge the attacks then? That is what the charge upgrade is for...
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
CakeSauc3
Profile Joined February 2011
United States1437 Posts
October 15 2014 19:10 GMT
#27
I knew that Zealots had a delayed second attack, and normally it looks okay. But the case in that GIF does make it look silly.

That poor SCV thought he had made it, too
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
October 15 2014 19:11 GMT
#28
Easiest way to test this would be to assign a second hit trigger to the second animation on the Zealot for the 2nd/half of the damage (meaning to check if the second attack actually connected rather than assume it did).

Then load up a unit tester and check the difference when a bunch of Zealots attacks some kiting marines.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
graNite
Profile Blog Joined December 2010
Germany4434 Posts
October 15 2014 19:11 GMT
#29
On October 16 2014 04:06 Pursuit_ wrote:
Show nested quote +
On October 16 2014 04:05 Big J wrote:
On October 16 2014 04:01 Pursuit_ wrote:
Edit: nvm


damage or animation? Because you cancel the animation, the damage should still be done as far as I understand attacks. Unless the reaper attack has been implemented very weirdly.


Replying to my original post, damage. You can get a reaper to only use one of it's 2 attacks by pulling it back too early. But that's not what the OP is talking about here.


Right, we are talking about the defender, not the attacker. You can cancel zealot attacks as the protoss player, but you can not cancel them as the defender with running away or being picked up.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-10-15 19:13:15
October 15 2014 19:12 GMT
#30
On October 16 2014 04:08 graNite wrote:
Show nested quote +
On October 16 2014 04:03 Big J wrote:
On October 16 2014 03:57 graNite wrote:
Ah ok, you said two times the damage, I understood that as damage x2.
Why do you want to do it that way and not just check if the unit is still in range and then attack the 2nd time?


well, that obviously influences balance. And I think quite massively, given how tiny melee range is and how zealots have to stop when attacking. Basically they get into 0.25 range, attack once and then all the bio is out of 0.25. So effectively with kiting, you'd halve zealot damage.


Only if you kited perfectly. And should it be possible to dodge the attacks then? That is what the charge upgrade is for...


It's really just kiting at all as far as I understand it.
Like: if you are moving in the moment the zealot attacks you it's 0.25range (because the zealot won't close in any further than that before triggering its attack), it means that regardless how slow you move, and regardless how tiny the delay between the attacks, movement*delay>0 so the distance traveled is >0 so the second attack gets canceled because 0.25 requirement is not fullfilled anymore.

On October 16 2014 04:11 graNite wrote:
Show nested quote +
On October 16 2014 04:06 Pursuit_ wrote:
On October 16 2014 04:05 Big J wrote:
On October 16 2014 04:01 Pursuit_ wrote:
Edit: nvm


damage or animation? Because you cancel the animation, the damage should still be done as far as I understand attacks. Unless the reaper attack has been implemented very weirdly.


Replying to my original post, damage. You can get a reaper to only use one of it's 2 attacks by pulling it back too early. But that's not what the OP is talking about here.


Right, we are talking about the defender, not the attacker. You can cancel zealot attacks as the protoss player, but you can not cancel them as the defender with running away or being picked up.


ah right, of course. That's the difference. If you order something else to your unit, you literally overwrite the previous command.
Serejai
Profile Blog Joined September 2010
6007 Posts
October 15 2014 19:12 GMT
#31
In Brood War, zealots also had two attacks but you could dodge the second attack with good micro.
I HAVE 5 TOAST POINTS
404AlphaSquad
Profile Joined October 2011
839 Posts
October 15 2014 19:14 GMT
#32
I dont get the "thats how its supposed to be talk". An scv inside a bunker dies from this attack. How is this how it is supposed to be?
aka Kalevi
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
October 15 2014 19:20 GMT
#33
On October 16 2014 04:14 404AlphaSquad wrote:
I dont get the "thats how its supposed to be talk". An scv inside a bunker dies from this attack. How is this how it is supposed to be?


Don't worry some people agree with you =)

On October 16 2014 03:47 DinoMight wrote:
The SCV dies while it's inside a bunker.

It's clearly a glitch.

I don't know what all this "this is the way it's supposed to be" nonsense is coming from.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
ejozl
Profile Joined October 2010
Denmark3491 Posts
October 15 2014 19:22 GMT
#34
Nice find, rly funny bug.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
hg2g2
Profile Joined January 2013
Canada71 Posts
October 15 2014 19:36 GMT
#35
On October 16 2014 04:14 404AlphaSquad wrote:
I dont get the "thats how its supposed to be talk". An scv inside a bunker dies from this attack. How is this how it is supposed to be?


The same way a ball of kiting marines look like they're shooting at eachother and not their attackers. As much as its a real-time strategy game, certain aspects will always be involve turn-based occurences.
H0i
Profile Joined October 2010
Netherlands484 Posts
October 15 2014 19:42 GMT
#36
The actual purpose/function behind the double attack mechanism that applies to thors and zealots, is that if they are killed after the first attack, but before the second, then the second never completes. Also, imagine a low hp zealot fighting some lings, in the end if the zealot did both damage instantly the ling will die. But instead, the ling attacks after the zealots 1st attack part and then dies to the second, at least allowing it to do some more damage.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-10-15 19:47:49
October 15 2014 19:47 GMT
#37
On October 16 2014 04:42 H0i wrote:
The actual purpose/function behind the double attack mechanism that applies to thors and zealots, is that if they are killed after the first attack, but before the second, then the second never completes. Also, imagine a low hp zealot fighting some lings, in the end if the zealot did both damage instantly the ling will die. But instead, the ling attacks after the zealots 1st attack part and then dies to the second, at least allowing it to do some more damage.


Thats not how it works though.

The second attack animation has to complete for the zealot to DO the damage. If you watch the GIF the SCV only dies after the Zealot swings his second attack. But the second attack animation doesn't check to see if the unit is still in range before killing the targeted unit. That's the glitch.

So in your example if the Zealot died before the second attack it would not deal the second damage.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
H0i
Profile Joined October 2010
Netherlands484 Posts
October 15 2014 19:55 GMT
#38
It's not a glitch. They want it to be possible to kill zealots mid-attack, or for units like lings to get another hit in before they die, but not to micro out of zealot attack to reduce it's damage by 50%. If that kind of micro was possible it would be really really strong on lings, although it would be interesting in zealot vs zealot.
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2014-10-15 20:08:44
October 15 2014 20:03 GMT
#39
Huh...it was always like this. Multihit attacks are there to fine tune damage/armor interactions. Like, a missile turret sends 2 simultaneous missiles that most likely will always both hit.
It's also what renders zealots very effective against immortals.

Edit: I agree that it does look visually strange that the SCV dies in the bunker ;D. But what can you do... just learn that you can't rely on the second attack not hitting, because unless the player cancels the animation (which cancels the second attack), the damage will be dealt.
Nightshake
Profile Joined November 2010
France412 Posts
October 15 2014 20:06 GMT
#40
Why is it 2 attacks when the second one kills an SCV inside a bunker ? Plus we can add the fact that it could be balancing the game to make single attack with zealot so that they dont get so strong with upgrades.
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
OSC
00:00
OSC Elite Rising Star #19
CranKy Ducklings94
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft323
RuFF_SC2 159
ProTech15
StarCraft: Brood War
GuemChi 7054
PianO 534
Terrorterran 18
Dota 2
monkeys_forever904
NeuroSwarm135
League of Legends
Doublelift4464
JimRising 707
Counter-Strike
Coldzera 1837
Other Games
summit1g10556
Liquid`RaSZi1955
Day[9].tv526
C9.Mang0336
XaKoH 199
Sick192
WinterStarcraft190
Maynarde120
Nina52
CosmosSc2 21
Organizations
Other Games
gamesdonequick922
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 16 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP46
• davetesta26
• Mapu3
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki7
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra1205
• Day9tv526
Upcoming Events
CranKy Ducklings
7h 19m
Afreeca Starleague
7h 19m
Light vs Flash
INu's Battles
8h 19m
ByuN vs herO
PiGosaur Cup
21h 19m
Replay Cast
1d 6h
Replay Cast
1d 21h
The PondCast
2 days
OSC
2 days
Replay Cast
2 days
RSL Revival
3 days
[ Show More ]
OSC
3 days
Korean StarCraft League
4 days
RSL Revival
4 days
BSL
4 days
GSL
5 days
Cure vs herO
SHIN vs Maru
BSL
5 days
Replay Cast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-05-11
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

Escore Tournament S2: W7
YSL S3
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
BLAST Bounty Summer 2026: Closed Qualifier
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 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.