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Some stats from the gameplay video. All damage calculations are made without considering damage types. Please feel free to discuss or add any other stats if you find new sources
If there is any info lacking like a unit psicost but no mineral or gas cost that doesnt mean the unit is free. It means that there is no info yet.
PROTOSS:
Probe (Ground) cost: ? hp: 20 shields: 20 built from: Nexus abilities: Gather minerals and gas, Warp in buildings damage: ?
Zealot (Ground) cost: 100 2 hp: 100 shields: 60 built from: Gateway/Warpgate abilities: Charge damage: With no upgrades kills marines in 3 hits. If marines still hav 40 armor that is between 14 and 19 damage per hit. They also kill the barracks in around 40-45 hits which would place the rax at around 550-800 hp.
Immortal (Ground) cost: 3 hp: 240 shields: 100 build from: Gateway/Warpgate abilities: Harden Shield (Passive) damage: Kills tanks in 6 hits. If tanks still have 150 hp that puts the immortals damage around 25. But with immortals 340 added hp and shields compared to the old goons total 180, maybe tanks also have their hp raised?
Stalker (Ground) cost: 125 50 2 hp: 120 shields: 60 built from: Gateway/Warpgate abilitys: Blink damage: The cooldown on the blink is 8 sec. Kills reapers in 4 shots and zerglings in 3. Guessing reapers have 40 hp and zerglings 35 that would put their damage around 12-13.
High Templar (Ground) cost: ? hp: ? shields: ? build from: Gateway/Warpgate Abilities: Psionic Storm, Stasis Field, Merge any combination of 2 HT/DT to make a Twilight Archon. damage: ?
Dark Templar (Ground) cost: ? hp: ? shields: ? build from: Gateway/Warpgate Abilities: Invisibility, Merge any combination of 2 HT/DT to make a Twilight Archon. damage: Propebly high 
Twilight Archon (Ground) cost: ? hp: ? shields: ? build from: Merging two templar. damage: Propebly high with a nice splash 
Phase Prism (Ground) cost: 2 hp: 100 shields: 40 build from: Robotics Facility damage: none
Colossus (Ground) cost: 6 hp: 400 shields: 325 built from: Robotics Facility abilities: Cliff Walking damage: Hard to judge from the video since its a beam but it looks like it does around 50-100 damage per second to those lings while the beam is on.
Reaver (Ground) cost: ? hp: ? shields: ? built from: Robitics Facility abilities: Produces and fires splash damage scarabs. damage: high(?)
Observer (Air) cost: ? hp: ? sheilds: ? built from: Robotics Facility abilities: Invisibility, Detector damage: none
Phase Prism (Air) cost: hp: 100 sheilds: 40 built from: Robotics Facility abilities: Phasing Mode(Mimics a pylon), Transportation damage: none
Phoenix (Air) cost: 2 hp: 120 shields: 80 build from: ? damage: Again hard to judge from the video. Doesnt look like the single target attack does much damage but the special ability sure does.
Warp Ray (Air) cost: 3 hp: 125 shields: 75 built from: ? damage: Increases by time if the ray isnt broken.
Star Relic (Air) cost: ? hp: ? shields: ? built from: Stargate abilities: Cloaking field damage: ?
Tempest (Air) cost: ? hp: ? shields: ? built from: Stargate abilities: Holds and launches interceptors. damage: ?
Mothership (Air) cost: 400 400 8 hp: 850 shields: 350 built from: ? abilities: Time Bomb, 75 Energy Planet Cracker, 100 Energy Black Hole, 150 Energy damage: a lot O_O
Remember that nothing so far is final and all of these stats will propebly change.
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You still collect minerals and gas 8 at a time.
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what'd you expect? Re-Invention of the wheel? ^_^;
Thanks for doing the math though. Make sure to update it once we get to see some more videos!
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Watching the hi-res video, I saw that the mothership regenerated mana (out of 300) rather quickly (probably just for the purposes of demo of the three spells). I also noticed that its shield did not regenerate until its mana reached around 200.
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On May 21 2007 13:31 useless wrote: Watching the hi-res video, I saw that the mothership regenerated mana (out of 300) rather quickly (probably just for the purposes of demo of the three spells). I also noticed that its shield did not regenerate until its mana reached around 200.
Thats probably from a trigger. Thats pretty tech if that campaign editor can do shit like that.
Condition If shields are X.
Action Make Energy Y.
Preserve trigger!
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On May 21 2007 13:38 CharlieMurphy wrote:Show nested quote +On May 21 2007 13:31 useless wrote: Watching the hi-res video, I saw that the mothership regenerated mana (out of 300) rather quickly (probably just for the purposes of demo of the three spells). I also noticed that its shield did not regenerate until its mana reached around 200. Thats probably from a trigger. Thats pretty tech if that campaign editor can do shit like that. Condition If shields are X. Action Make Energy Y. Preserve trigger!
Quote from Blizzard:
"In a real game the mothership would be out of energy and out of shields..."
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United States7166 Posts
On May 21 2007 12:29 DrainX wrote:
Stalker hp: 120 shields: 60 psi:2 damage: The cooldown on the blink is 8 sec. Kills reapers in 4 shots and zerglings in 3. Guessing reapers have 40 hp and zerglings 35 that would put their damage around 12-13.
Colossus hp: 400 shields: 325 psi: 6 damage: Hard to judge from the video since its a beam but it looks like it does around 50-100 damage per second to those lings while the beam is on.
remember these are seconds in a demo that is being played on a speed slower than the Fastest speed setting
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On May 21 2007 13:31 useless wrote: Watching the hi-res video, I saw that the mothership regenerated mana (out of 300) rather quickly (probably just for the purposes of demo of the three spells). I also noticed that its shield did not regenerate until its mana reached around 200.
yeah, the voice over explained that. its unrealistic and trigger based
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Canada9720 Posts
how much supply they take
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On May 21 2007 13:45 il0seonpurpose wrote: What is the psi?
Psi is the number of units the Protoss has, Psi used/psi Available.
Same goes for Terran but it's called Supply, and for Zerg.....I can't remember keke T_T;
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Did you also count different amour types and how they would take damage from different attack types? -_________-
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On May 21 2007 13:49 funKie wrote:Psi is the number of units the Protoss has, Psi used/psi Available. Same goes for Terran but it's called Supply, and for Zerg.....I can't remember keke T_T;
For Zerg it's called Control.
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On May 21 2007 13:51 Jyvblamo wrote:Show nested quote +On May 21 2007 13:49 funKie wrote:On May 21 2007 13:45 il0seonpurpose wrote: What is the psi? Psi is the number of units the Protoss has, Psi used/psi Available. Same goes for Terran but it's called Supply, and for Zerg.....I can't remember keke T_T; For Zerg it's called Control.
I always call it farms.
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On May 21 2007 13:51 nitram wrote: Did you also count different amour types and how they would take damage from different attack types? -_________- "All damage calculations are made without considering damage types."
Since we dont know anything about damage/armor types yet or if its even implemented yet I did not no.
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I wonder if they'll implement the Wacraft 3 armor system or not, the starcraft one didn't scale very well (not noticable in competetive play but very noticable in customs when you had 200 armor upgrades).
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*Updated with unit costs on Zealot and Stalker*
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Netherlands19135 Posts
since stalkers prolly do explosive like goons and reapers and lings are both small, it doesnt matter. If they keep that the same at least which seems likely, its a good system imho.
Really dislike the WC3 one, its all about getting right dmg vs right armor or your fucked along with BO importance.
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On May 21 2007 14:12 Zironic wrote: I wonder if they'll implement the Wacraft 3 armor system or not, the starcraft one didn't scale very well (not noticable in competetive play but very noticable in customs when you had 200 armor upgrades). the starcraft armor system was superior in that it created another method in which a unit can be countered (1 armor is a lot vs a 6 damage marine but not a 70 damage tank)
war3 armor was essentially free hp except vs spells...they could have used it to a great effect but they didn't
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You may also like to add what the Prism -> Pylon conversion "costs" ? It looks like that is 2 psi and a 2 sec cooldown. Or maybe it gives you 2 extra psi? Either way, the psi counter at the top right doesn't change, so either it's something else or not implemented yet.
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Also I believe Phase Prism uses 2 psi to create. After the stalkers die the psi is 39. A second later (presumably a trigger brang the 2 phase prisms into being) the psi is 43.
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On May 21 2007 13:51 nitram wrote: Did you also count different amour types and how they would take damage from different attack types? -_________- He said he didn't in the second line...
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I seriously doubt they will use the same damage types and armor types/sizes they did in Brood War. I think that was one of the big limitations of BW, and they probably agreed.
For instance, the Immortals die faster to reapers than to sieged tanks. I don't think simply making it 'explosive damage on a small target' or whatever can account for such a weaker weapon killing something with so many hit points at a comparable rate. .
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United States20661 Posts
The two psi is the same as like morphing a mutalisk into a guardian.
It says "2 [zerg symbol]", but it doesn't actually cost you any psi, because you are also consuming two psi by losing your mutalisk.
Similarly, an unmorphed psi prism takes up 2 psi. After morphing, your psi goes up by 2, but it also goes down by 2, resulting in net change of 0.
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On May 22 2007 23:30 BaconatedGrapefruit wrote: I seriously doubt they will use the same damage types and armor types/sizes they did in Brood War. I think that was one of the big limitations of BW, and they probably agreed.
For instance, the Immortals die faster to reapers than to sieged tanks. I don't think simply making it 'explosive damage on a small target' or whatever can account for such a weaker weapon killing something with so many hit points at a comparable rate. .
Since the shield only has 100 hp and resisted THAT much damage I guess that the shield has either massive damage reduction or each shield hp counts as alot of normal hp.
Once the shield went down though the Immortal took heavy damage from the siege tank.
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On May 22 2007 23:34 LastRomantic wrote: The two psi is the same as like morphing a mutalisk into a guardian.
It says "2 [zerg symbol]", but it doesn't actually cost you any psi, because you are also consuming two psi by losing your mutalisk.
Similarly, an unmorphed psi prism takes up 2 psi. After morphing, your psi goes up by 2, but it also goes down by 2, resulting in net change of 0.
Ah yeh, makes sense.
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Bit off topic, but with the Phasing mode being hotkeyed to E, it doesn't look like they are using the q-r a-d z-v hotkey system since it is on the left column, second row.
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On May 22 2007 23:42 nagash wrote: Bit off topic, but with the Phasing mode being hotkeyed to E, it doesn't look like they are using the q-r a-d z-v hotkey system since it is on the left column, second row.
E though, that letter is barely in Phasing Mode at all (last letter). Now I'm really wondering how they're planning to set up the hotkeys.
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United States4991 Posts
On May 22 2007 23:44 Zironic wrote:Show nested quote +On May 22 2007 23:42 nagash wrote: Bit off topic, but with the Phasing mode being hotkeyed to E, it doesn't look like they are using the q-r a-d z-v hotkey system since it is on the left column, second row. E though, that letter is barely in Phasing Mode at all (last letter). Now I'm really wondering how they're planning to set up the hotkeys. I would be surprised if they didn't let people define their own hotkeys (I don't know about default hotkeys, but if you don't like default ones you can probably change them much easier than with BW)
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On May 22 2007 23:44 Zironic wrote:Show nested quote +On May 22 2007 23:42 nagash wrote: Bit off topic, but with the Phasing mode being hotkeyed to E, it doesn't look like they are using the q-r a-d z-v hotkey system since it is on the left column, second row. E though, that letter is barely in Phasing Mode at all (last letter). Now I'm really wondering how they're planning to set up the hotkeys.
Well, P will be taken by 'Patrol' I assume. Probably just be same as BW.
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EDIT: Already covered by someone else's post.
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Cayman Islands24199 Posts
armor type will be closer to w3 system, at least in terms of what options are offered etc. maybe you can write yor own formulas in map editor. i dont think offering more options is that bad, good for custom map making. however, i been playing w3 for some years and still dont really understand teh way armor works there.
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On May 24 2007 11:49 oneofthem wrote: armor type will be closer to w3 system, at least in terms of what options are offered etc. maybe you can write yor own formulas in map editor. i dont think offering more options is that bad, good for custom map making. however, i been playing w3 for some years and still dont really understand teh way armor works there.
How do you know this? WC3 armor is simply a % of reduction and different types of armor/damage types interact in different ways(Similar to SC, but instead of being halved/doubled there is some bonus amount).
I find the WC3 armor system absolutely convoluted as hell. Im really hoping they stick with the SC system as it is pretty good(Though lent itself to be stilted towards weapon upgrades in the very late game as armor simply wasnt as useful vs anything with a 2 or more attack bonus).
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On May 24 2007 11:56 red.venom wrote:Show nested quote +On May 24 2007 11:49 oneofthem wrote: armor type will be closer to w3 system, at least in terms of what options are offered etc. maybe you can write yor own formulas in map editor. i dont think offering more options is that bad, good for custom map making. however, i been playing w3 for some years and still dont really understand teh way armor works there. How do you know this? WC3 armor is simply a % of reduction and different types of armor/damage types interact in different ways(Similar to SC, but instead of being halved/doubled there is some bonus amount). I find the WC3 armor system absolutely convoluted as hell. Im really hoping they stick with the SC system as it is pretty good(Though lent itself to be stilted towards weapon upgrades in the very late game as armor simply wasnt as useful vs anything with a 2 or more attack bonus).
The armor/attack type table is just like in BW, but the damage varies between 35%(if we exclude divine armor type, which is campaign only and takes 5% from everything) and 200%, while in BW it's between 25% and 100%, but the armor effect is simply bland +6% hp effective increase against normal attacks, while for BW armor is effective against low damage/fast attacking units, while hp are more efficient against high damage/slow attacks.
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Maybe a bit off-topic, but, does anyone know for a fact that they're using speed below fastest in the gameplay-demo?
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On May 24 2007 13:41 forbanus wrote: Maybe a bit off-topic, but, does anyone know for a fact that they're using speed below fastest in the gameplay-demo? I think I remember them saying so in some interview, cant remember where now though. They basicly said that to make a good gameplay video they didnt want to use the fastest speed setting.
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Btw, the Phase Prism is built at the Robotics Facility, according to starcraft2.com
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United States7166 Posts
On May 24 2007 13:48 DrainX wrote:Show nested quote +On May 24 2007 13:41 forbanus wrote: Maybe a bit off-topic, but, does anyone know for a fact that they're using speed below fastest in the gameplay-demo? I think I remember them saying so in some interview, cant remember where now though. They basicly said that to make a good gameplay video they didnt want to use the fastest speed setting.
aye, it was the developer Q&A 'roundtable' discussion at WWI
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I think that the improved shield for immortals is very simple. I think it just removes any damage above a certain threshold. So if this threshold is 15dmg, anythinge above 15dmg is nullified. That would certainly explain why the many tiny reaper attacks go straight through while the tanks only do a small fraction of the normal damage.
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Uhm, as for the immortal thingy, I can think of at least two scenarios:
1) The shield is only subtracted from when hit by what's classified as heavy firepower - ie siegetanks first reduce shield, then health, reapers hp only leaving shield intact.
This means that 3 siegetanks and like 4 reapers firing at an immortal will only waste the siegetanks fire, since the reapers may kill it before the shield is gone.
2) The Immortal negates a percentage of all damage when hit by HFP as long as shield is intact, and the word he used was "very little damage" hints at <50%. (like 25-33 % is very little imo in this regard.)
Edit: or as Krikker said
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On May 22 2007 23:44 Zironic wrote:Show nested quote +On May 22 2007 23:42 nagash wrote: Bit off topic, but with the Phasing mode being hotkeyed to E, it doesn't look like they are using the q-r a-d z-v hotkey system since it is on the left column, second row. E though, that letter is barely in Phasing Mode at all (last letter). Now I'm really wondering how they're planning to set up the hotkeys.
It's pretty obvious they are making the hotkeys on the left side of the keyboard, so they are easily reachable and still have a common letter with the order given...
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On May 29 2007 09:38 Luhh wrote:Uhm, as for the immortal thingy, I can think of at least two scenarios: 1) The shield is only subtracted from when hit by what's classified as heavy firepower - ie siegetanks first reduce shield, then health, reapers hp only leaving shield intact. This means that 3 siegetanks and like 4 reapers firing at an immortal will only waste the siegetanks fire, since the reapers may kill it before the shield is gone. 2) The Immortal negates a percentage of all damage when hit by HFP as long as shield is intact, and the word he used was "very little damage" hints at <50%. (like 25-33 % is very little imo in this regard.) Edit: or as Krikker said 
In the gameplay video, the Reapers first have to break through the immortal's shield.
It is most likely that the immortals only have one shield. Whenever an attack of a certain amount of damage or of a certain attack type hits the shield, it prevents a percentage of that damage.
It obviously does not nullify the damage as was suggested earlier, because a few of the immortals die when attacking the tanks.
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*Added: More units, Mothership cost(), Probe hp/shields(from german scans) among other things.*
Please tell me if you find any information not already in the stats. Its hard to keep it updated solo Im waiting until we know more about the stats of the Terran units before I add them. Right now the terran units would just be a long list of "?".
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On June 13 2007 22:19 T-P-S wrote:Show nested quote +On May 29 2007 09:38 Luhh wrote:Uhm, as for the immortal thingy, I can think of at least two scenarios: 1) The shield is only subtracted from when hit by what's classified as heavy firepower - ie siegetanks first reduce shield, then health, reapers hp only leaving shield intact. This means that 3 siegetanks and like 4 reapers firing at an immortal will only waste the siegetanks fire, since the reapers may kill it before the shield is gone. 2) The Immortal negates a percentage of all damage when hit by HFP as long as shield is intact, and the word he used was "very little damage" hints at <50%. (like 25-33 % is very little imo in this regard.) Edit: or as Krikker said  In the gameplay video, the Reapers first have to break through the immortal's shield. It is most likely that the immortals only have one shield. Whenever an attack of a certain amount of damage or of a certain attack type hits the shield, it prevents a percentage of that damage. It obviously does not nullify the damage as was suggested earlier, because a few of the immortals die when attacking the tanks.
The hardened shield is a second sheild. Look at the gameplay video, you see the first couple rounds fall on the hardened shields, but then you see rounds land on the immortal but no shield activates
either the hardened shield has its own life (like dmatrix) or it has a timed life (like dmatrix, but shorter) or it has both and expires depending on which one activates first (also..like dmatrix). Then theres a cooldown before the shield can be reactivated
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