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Active: 1552 users

1.4 Fungal Growth Unit Damage Chart

Forum Index > SC2 General
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michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
Last Edited: 2011-09-22 00:44:30
September 20 2011 00:57 GMT
#1
1.4 Fungal Growth Unit Damage Chart

Sorry if this is a repost, but I looked around and didn't see a post showing these numbers. So, since the patch just went live I thought I would post this:

[image loading]
units where the critical number of fungals did not change are not listed, unless they can't be clipped
1.3 Fungal - 36 (46.8 v armored)
1.4 Fungal - 30 (40 v armored)


Some of these things are probably already well-known by now, but I will list them for completion's sake:


No More Clipping (Overlapping)
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 (overlap) them. You must let the full duration tick each time, and then re-stack fungal (extraneous damage notwithstanding). It's important to note that you can still clip fungals on any unit in the game, but doing so against these units means you now require an extra fungal to kill them.

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.


Blink Stalkers (thanks to RisingTide for mentioning this)
Because you can no longer clip Stalkers with 4 fungals and must be precise, zerg players must now make the decision whether to continue to clip versus Blink Stalkers and use a 5th fungal to kill them, or allow them the opportunity to blink away if the protoss player is spamming the blink command (extraneous damage notwithstanding).


Warp Prism
The new changes to both warp prism and fungal growth make for the biggest change in fungal requirement. In 1.3 it took only three fungals to kill a warp prism, while the new patch requires five.


ZvZ
Another notable change to fungal in 1.4 is in ZvZ. Banelings and Broodlings could be killed in a single fungal. However, they now require two fungals (or other unit damage).

Further, while Infestors could be double fungaled, they now require three fungals.

Essentially, nearly every zerg unit requires an extra fungal to kill except the roach. This leaves roach wars almost unchanged, but nerfs infestors slightly vs everything else (except zerglings) in zvz.


Closing Comments
At least in my opinion, while on its face it doesn't seem that fungal growth has been affected all that much, I do believe it now requires greater skill to use equally, as you must use greater care with stacking fungal growth. The inability to clip many units and kill them solely with fungal growth will add a risk of those units being able to flee, and require more attention and better timing by zerg players. I think players highly skilled with Infestors will find no notable difference in most situations, regardless of the new inability to clip many units. Those whose sense of timing fungals is not very good will now need to learn this skill.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
stanik
Profile Blog Joined June 2010
Canada213 Posts
September 20 2011 01:03 GMT
#2
Ty for the list. I'm sure people will point out missing units. For example marine / combat shield marine, workers, medivac, battle cruiser, HT, zealot, sentry, reaper, hydra.
Dalavita
Profile Joined August 2010
Sweden1113 Posts
September 20 2011 01:03 GMT
#3
The main part where fungal gets nerfed is in combination with your attacking units, i.e fungaling a protoss army while you have roaches or lings hitting them will still make the army die slower because you will need additional ling/roach hits to kill a unit to compensate for the lowered fungal damage.
Mythito
Profile Joined January 2011
Canada230 Posts
September 20 2011 01:05 GMT
#4
On September 20 2011 09:57 michaelhasanalias wrote:
ZvZ
Another notable change to fungal in 1.4 is in ZvZ. Zerglings, Banelings and Broodlings could be killed in a single fungal. However, they now require two fungals (or other unit damage).

Further, while Infestors could be double fungaled, they now require three fungals.

Essentially, nearly every zerg unit requires an extra fungal to kill except the roach. This leaves roach wars almost unchanged, but nerfs infestors slightly vs everything else in zvz.



just wanted to note that zerglings always needed 2 fungals, they'd survive a fungal with 1 health
Did everything just taste purple for a second?
Blazinghand *
Profile Blog Joined December 2010
United States25560 Posts
September 20 2011 01:07 GMT
#5
On September 20 2011 10:03 stanik wrote:
Ty for the list. I'm sure people will point out missing units. For example marine / combat shield marine, workers, medivac, battle cruiser, HT, zealot, sentry, reaper, hydra.


That's an interesting point. I think, however (and I may be wrong) that he was only counting those units against which the critical number of fungals changed. For example, the sentry, with 80 hp, goes from like 2.3 fungals to 2.4 fungals-- a relatively insignificant change.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
SoKHo
Profile Joined April 2011
Korea (South)1081 Posts
Last Edited: 2011-09-20 01:11:20
September 20 2011 01:10 GMT
#6
On September 20 2011 10:05 Mythito wrote:
Show nested quote +
On September 20 2011 09:57 michaelhasanalias wrote:
ZvZ
Another notable change to fungal in 1.4 is in ZvZ. Zerglings, Banelings and Broodlings could be killed in a single fungal. However, they now require two fungals (or other unit damage).

Further, while Infestors could be double fungaled, they now require three fungals.

Essentially, nearly every zerg unit requires an extra fungal to kill except the roach. This leaves roach wars almost unchanged, but nerfs infestors slightly vs everything else in zvz.



just wanted to note that zerglings always needed 2 fungals, they'd survive a fungal with 1 health


Pretty sure it was 1 pre patch... 36 damage fungal v 35 hp ling?

edit: I don't think the regen was fast enough either
"If you don't understand my silence, you won't understand my words"|| Big Nal_rA fan boy!! Nal_rA, Bisu, Huk, MC, Hero fighting! SKT1---->
Tortious_Tortoise
Profile Blog Joined November 2010
United States944 Posts
September 20 2011 01:11 GMT
#7
This is a really cool list-- thanks for this.

I think the 1.4 nerf doesn't change the power of the Infestor, it only increases the amount of skill it takes to use infestors as a whole. People need to be more time- and cost-efficient with their fungal growths instead of being able to just spam them everywhere and just plain win.
Treating eSports as a social science since 2011; Credo: "The system is never wrong"-- Day9 Daily #400 Part 3
Zill
Profile Joined August 2010
United States34 Posts
September 20 2011 01:13 GMT
#8
On September 20 2011 10:10 SoKHo wrote:
Show nested quote +
On September 20 2011 10:05 Mythito wrote:
On September 20 2011 09:57 michaelhasanalias wrote:
ZvZ
Another notable change to fungal in 1.4 is in ZvZ. Zerglings, Banelings and Broodlings could be killed in a single fungal. However, they now require two fungals (or other unit damage).

Further, while Infestors could be double fungaled, they now require three fungals.

Essentially, nearly every zerg unit requires an extra fungal to kill except the roach. This leaves roach wars almost unchanged, but nerfs infestors slightly vs everything else in zvz.



just wanted to note that zerglings always needed 2 fungals, they'd survive a fungal with 1 health


Pretty sure it was 1 pre patch... 36 damage fungal v 35 hp ling?

edit: I don't think the regen was fast enough either



100% sure they needed two fungals to die. This is so easy to test I'm not sure why it's even in question.
FeiLing
Profile Joined March 2011
Germany428 Posts
September 20 2011 01:14 GMT
#9
I don't think auto-turrets can be fungal'd; they most likely are treated as buildings in every regard.
Benzzro
Profile Joined August 2011
Australia167 Posts
September 20 2011 01:15 GMT
#10
Damn awesome to hear about the no clipping part. Infestors was a way to unforgiving unit to vs. You get your units caught out once and perm fungal'd, glad to see it will actually take skill to time now.
AGIANTSMURF
Profile Blog Joined September 2010
United States1232 Posts
September 20 2011 01:15 GMT
#11
someone define the way the word clip is used in the OP, im pretty lost here...
Thats "Grand-Master" SMURF to you.....
ReaperX
Profile Blog Joined January 2011
Hong Kong1758 Posts
September 20 2011 01:15 GMT
#12
Awesome, as a Protoss I am happy with the Infestor changes this patch, no only to nerf KR Terrans.
Artosis : Clide. idrA : Shut up.
XavierGr
Profile Joined October 2010
Greece15 Posts
September 20 2011 01:16 GMT
#13
Indeed what is this "clip" issue?
stanik
Profile Blog Joined June 2010
Canada213 Posts
September 20 2011 01:17 GMT
#14
On September 20 2011 10:07 Blazinghand wrote:
Show nested quote +
On September 20 2011 10:03 stanik wrote:
Ty for the list. I'm sure people will point out missing units. For example marine / combat shield marine, workers, medivac, battle cruiser, HT, zealot, sentry, reaper, hydra.


That's an interesting point. I think, however (and I may be wrong) that he was only counting those units against which the critical number of fungals changed. For example, the sentry, with 80 hp, goes from like 2.3 fungals to 2.4 fungals-- a relatively insignificant change.


You could be right, although he did post hellion / seige tank where critical numbers don't change.
ELA
Profile Joined April 2010
Denmark4608 Posts
September 20 2011 01:17 GMT
#15
On September 20 2011 10:07 Blazinghand wrote:
Show nested quote +
On September 20 2011 10:03 stanik wrote:
Ty for the list. I'm sure people will point out missing units. For example marine / combat shield marine, workers, medivac, battle cruiser, HT, zealot, sentry, reaper, hydra.


That's an interesting point. I think, however (and I may be wrong) that he was only counting those units against which the critical number of fungals changed. For example, the sentry, with 80 hp, goes from like 2.3 fungals to 2.4 fungals-- a relatively insignificant change.


Pardon me for probably being stupid - But decimals dosn't really matter much do they? Be it 2.1 or 2.9, you still need to Fungal the unit 3 times?
The first link of chain forged, the first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
September 20 2011 01:19 GMT
#16
I don't understand the clipping thing at all, can anyone reexplain?
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
SharkWithLaz0rs
Profile Joined April 2011
19 Posts
September 20 2011 01:19 GMT
#17
Where's the marine?
AGIANTSMURF
Profile Blog Joined September 2010
United States1232 Posts
September 20 2011 01:20 GMT
#18
On September 20 2011 10:17 ELA wrote:
Show nested quote +
On September 20 2011 10:07 Blazinghand wrote:
On September 20 2011 10:03 stanik wrote:
Ty for the list. I'm sure people will point out missing units. For example marine / combat shield marine, workers, medivac, battle cruiser, HT, zealot, sentry, reaper, hydra.


That's an interesting point. I think, however (and I may be wrong) that he was only counting those units against which the critical number of fungals changed. For example, the sentry, with 80 hp, goes from like 2.3 fungals to 2.4 fungals-- a relatively insignificant change.


Pardon me for probably being stupid - But decimals dosn't really matter much do they? Be it 2.1 or 2.9, you still need to Fungal the unit 3 times?



decimals matter quite a bit, in a realistic battle there will be units attacking, meaning you might be fungaling a unit thats already been damaged

Thats "Grand-Master" SMURF to you.....
stanik
Profile Blog Joined June 2010
Canada213 Posts
September 20 2011 01:22 GMT
#19
On September 20 2011 10:19 Torte de Lini wrote:
I don't understand the clipping thing at all, can anyone reexplain?


I guess another word for it would be overlapping fungals.

Before you could overlap a fungal on stalkers and still kill them in 4 fungals.

Now if you don't let each and every tick do its damage and are a little early on the fungal, they will need 5 fungals.
sh4w
Profile Blog Joined August 2010
United States713 Posts
September 20 2011 01:22 GMT
#20
On September 20 2011 10:19 Torte de Lini wrote:
I don't understand the clipping thing at all, can anyone reexplain?

He means you can't reapply fungal while there is already a fungal active before the full duration has damaged a unit. so if something took 3 in 1.3 while applying fungal before the last one was over, in 1.4 if you overlap it could take 4 if it wouldve taken 3 had you not overlapped them.
I want to go back to being weird. I like being weird. Weird is all I've got. That and my sweet style.
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