• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:59
CEST 18:59
KST 01:59
  • 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] Ro4 Preview: Mirror Mirror4[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10
Community News
SC4ALL: II SC2 Complete Invited Player Lineup9StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)71Weekly Cups (Sept 21-27): herO and ByuN double2Weekly Cups (Sep 13-20): herO scores triple3BSL Season 2316
StarCraft 2
General
StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026) SC4ALL: II SC2 Complete Invited Player Lineup How do you feel about the mass reverts in the 5.0.17 PTR? Back to SC2 after 14 years - Protoss CTRL groups? October World Ranking: herO stays #1, ByuN returns
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Grand Finals Sea Duckling Open (Global, Bronze-Diamond) SC2 INu's Battles#21 [ 3-Days tournament ]
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 546 Catch the Train The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble
Brood War
General
20-year-old Valorant player starting StarCraft Sagi.gg Launcher Released Fantasy returning? Bot on ladder [ASL22] Ro4 Preview: Mirror Mirror
Tourneys
[ASL22] Semifinal A [Megathread] Daily Proleagues [ASL22] Ro8 Day 4 2v2v2v2 Tournament
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Total Annihilation Zero
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Escaping Into Video Games: G…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8273 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 Ireland27460 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
TL+ Member
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
Denmark3553 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
Monday Night Weeklies
01:00
#66
RotterdaM604
TaKeTV 238
IndyStarCraft 124
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 2218
RotterdaM 604
ByuN 272
MaxPax 153
IndyStarCraft 124
BRAT_OK 102
UpATreeSC 35
StarCraft: Brood War
Calm 3578
Shuttle 850
Stork 408
Mini 387
EffOrt 314
Horang2 229
Rush 217
Mind 158
Dewaltoss 100
910 78
[ Show more ]
Mong 75
Zeus 70
Yoon 68
hero 60
Snow 53
Shinee 40
JYJ 35
HiyA 35
sorry 31
Bale 28
ToSsGirL 23
Killer 20
Sea.KH 18
Terrorterran 15
Sexy 11
zelot 11
scan(afreeca) 10
Sacsri 8
Dota 2
Gorgc5845
qojqva2823
Counter-Strike
fl0m5010
Fnx 678
pashabiceps171
Heroes of the Storm
Grubby231
Other Games
singsing2218
Beastyqt581
ceh9540
Hui .214
XaKoH 141
Trikslyr80
QueenE57
Chillindude27
Organizations
Other Games
BasetradeTV199
Dota 2
PGL Dota 2 - Main Stream22
[ Show 12 non-featured ]
StarCraft 2
• StrangeGG 22
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• iopq 26
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Shiphtur228
• WagamamaTV41
Upcoming Events
Replay Cast
6h 1m
Afreeca Starleague
17h 1m
Soma vs Soulkey
INu's Battles
18h 1m
SHIN vs Cure
ByuN vs Zoun
PiGosaur Cup
1d 7h
Patches Events
1d 23h
The PondCast
2 days
INu's Battles
2 days
Percival vs TBD
TBD vs herO
OSC
3 days
Replay Cast
4 days
BSL: Ladder Tournament
5 days
[ Show More ]
Sparkling Tuna Cup
5 days
Patches Events
5 days
BSL Open Qualifier
6 days
BSL Open Qualifier
6 days
Liquipedia Results

Completed

CSL 2026 AUTUMN (S22)
Blizzard Classic Cup 2026
Copium Cup

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
Acropolis #5 - GSB
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual

Upcoming

Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
HCC Season 3
eXTREMESLAND 2026
PGL Major Singapore 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
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.