• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 00:15
CET 05:15
KST 13:15
  • 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
Team Liquid Map Contest #22 - Presented by Monster Energy4ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13
Community News
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool21Weekly Cups (March 9-15): herO, Clem, ByuN win32026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12Blizzard Classic Cup - Tastosis announced as captains18
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Serral: 24’ EWC form was hurt by military service Weekly Cups (March 9-15): herO, Clem, ByuN win Team Liquid Map Contest #22 - Presented by Monster Energy Weekly Cups (August 25-31): Clem's Last Straw?
Tourneys
[GSL CK] #2: Team Classic vs. Team Solar 2026 KungFu Cup Announcement [GSL CK] #1: Team Maru vs. Team herO RSL Season 4 announced for March-April PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 517 Distant Threat Mutation # 516 Specter of Death Mutation # 515 Together Forever
Brood War
General
JaeDong's form before ASL Gypsy to Korea BGH Auto Balance -> http://bghmmr.eu/ ASL21 General Discussion BSL Season 22
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours IPSL Spring 2026 is here!
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread Path of Exile General RTS Discussion Thread Stormgate/Frost Giant Megathread Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion 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
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Mexico's Drug War Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations Cricket [SPORT]
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7617 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 Ireland26402 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
Denmark3483 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
Replay Cast
00:00
Code For Giants Cup LATAM #5
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
GuemChi 5927
Dewaltoss 168
Leta 57
Sexy 54
ggaemo 49
-ZergGirl 35
Bale 32
Noble 16
Icarus 8
Dota 2
NeuroSwarm147
LuMiX1
League of Legends
JimRising 694
Counter-Strike
Fnx 1502
C9.Mang0324
Super Smash Bros
hungrybox498
Mew2King84
amsayoshi38
Other Games
Trikslyr30
CosmosSc2 9
Organizations
Other Games
gamesdonequick853
Dota 2
PGL Dota 2 - Main Stream137
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• davetesta29
• practicex 28
• Sammyuel 20
• Kozan
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• Azhi_Dahaki25
• Diggity2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Lourlo1106
• Rush699
Other Games
• Scarra1662
Upcoming Events
KCM Race Survival
5h 46m
Protoss vs Terran
WardiTV Team League
7h 46m
Big Brain Bouts
12h 46m
LetaleX vs Babymarine
Harstem vs GgMaChine
Clem vs Serral
Korean StarCraft League
22h 46m
RSL Revival
1d 5h
Maru vs Zoun
Cure vs ByuN
uThermal 2v2 Circuit
1d 10h
BSL
1d 15h
RSL Revival
2 days
herO vs MaxPax
Rogue vs TriGGeR
BSL
2 days
Replay Cast
2 days
[ Show More ]
Replay Cast
3 days
Afreeca Starleague
3 days
Sharp vs Scan
Rain vs Mong
Wardi Open
3 days
Monday Night Weeklies
3 days
Sparkling Tuna Cup
4 days
Afreeca Starleague
4 days
Soulkey vs Ample
JyJ vs sSak
Replay Cast
5 days
Afreeca Starleague
5 days
hero vs YSC
Larva vs Shine
Kung Fu Cup
5 days
Replay Cast
5 days
The PondCast
6 days
WardiTV Team League
6 days
Replay Cast
6 days
Liquipedia Results

Completed

KCM Race Survival 2026 Season 1
WardiTV Winter 2026
Underdog Cup #3

Ongoing

Jeongseon Sooper Cup
BSL Season 22
CSL Elite League 2026
RSL Revival: Season 4
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
CSL 2026 SPRING (S20)
CSL Season 20: Qualifier 1
Acropolis #4
IPSL Spring 2026
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
NationLESS Cup
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.