General:
- This could be known info, but transport size doesn't always correlate with actual unit size. The known examples of this are: zealot(actual unit size small), high templar(small), dark templar(small), goliath(large) and lurker(medium).
- Armor is substracted from damage before the calculation of unit size/weapon type.
- Units can take fractional damage from attacks. A dragoon deals (20-1)/2=9,5 damage to a zealot. The fractional value of hit points is not shown on screen, but exists in game and is used for death calculations.
- Again, this is usually known, but since this is for newcomers: all units have a characteristic "number of attacks", which, for the most of them, is 1. Those with 2, however, attack twice during one attack, and that is not reflected on any stats indicators in-game. This means that they don't attack once with their full damage, but attack twice with half their damage. This has two effects on the actual game: first, each of their two attacks is counted as a separate one, thus, armor is deducted twice from their in-game listed damage. The second effect is very small and often neglible, but these attacks are not delivered at the same time (i.e. goliath missiles chasing a moving unit, or a zealot, if you look closer at the hitpoints of the target, hits twice with about 200-300 millisecond delay between the attacks for 8 damage each). What effect this could have on the gameplay is hard for me to say. Units that share this trait: zealot(does 2x8 damage), firebat(2x8), goliath anti-air(2x10) and scout anti-air(2x14). As shameful as I may be, I don't know whether it's applied to wraiths, but IIRC, they deal 1x20 damage despite firing two missiles.
Protoss:
- Unlike stated on most sites and even in BW broodunits.doc(!), corsairs deal explosive damage. This means 50% damage to small units, 75% to medium and 100% to large.
- Shields take full damage from all kinds of attacks. This means archons take 20 damage from vultures, despite having large unit size. This also means dragoons are slightly less durable vs vultures than they may seem, as are tanks vs zealots.
- While archons are ideologically melee units, their range is not 0, therefore, they DON'T work under dark swarm. They still do damage, however, due to the fact they have splash. The exact calculations for Archon vs Ultralisk damage are being provided by stambe:
+ Show Spoiler +
Archon's damage under swarm against ultras is calculated this way(this applys to other types of ground splash). Lets examine FU Archon and FU ultra. As we all know when ranged units attack units under swarm their attack sprite animation is displaced or moved 1 matrix(32 pixels) towards the attacker. When archon attack an ultra under the swarm, it hits it with its 25% splash range which extends in the range of about 15 - 30 matrices.
It still hits the ultra and any other unit, even that its 25% splash range is little shorter than the displacement of the attack animation, because no unit is - let say 5 matrices wide either vertically or horizontally and part of it enters the splash range of the archon. Contrary to the formula for normal hits where the damage dealt is calculated in this manner -
(damage of the unit-defender's armor)xdamage type. FU Tank fire at FU Hydra > (85-3)x0.75=61.5
the splash dmg is calculated like this:
Example- FU Archon- 39 normal dmg, FU Ultra 6 armor
(damage ot attacker) x splash range damage[also considering armor and weapon types] - armor of the defender
So the numbers are as follows: 39 x 0.25 - 6 = 9.75 - 6 = 3.75 i the damage FU Archon does against FU ultra under swarm considering both targets are staying still because if the ultra i moving toward the archon it may enter its 50% splash range and suffer more damage, or the opposite - running away and escape damage completly.
If you ignore zerg regeneration so after two hit archon will deal 7.5 of which only the 7 damage will be applied and the other 0.5 damage will be stored for next hits. After 4 hits the damage will be 15 - 1 damage healed cause of regen = 14.
It still hits the ultra and any other unit, even that its 25% splash range is little shorter than the displacement of the attack animation, because no unit is - let say 5 matrices wide either vertically or horizontally and part of it enters the splash range of the archon. Contrary to the formula for normal hits where the damage dealt is calculated in this manner -
(damage of the unit-defender's armor)xdamage type. FU Tank fire at FU Hydra > (85-3)x0.75=61.5
the splash dmg is calculated like this:
Example- FU Archon- 39 normal dmg, FU Ultra 6 armor
(damage ot attacker) x splash range damage[also considering armor and weapon types] - armor of the defender
So the numbers are as follows: 39 x 0.25 - 6 = 9.75 - 6 = 3.75 i the damage FU Archon does against FU ultra under swarm considering both targets are staying still because if the ultra i moving toward the archon it may enter its 50% splash range and suffer more damage, or the opposite - running away and escape damage completly.
If you ignore zerg regeneration so after two hit archon will deal 7.5 of which only the 7 damage will be applied and the other 0.5 damage will be stored for next hits. After 4 hits the damage will be 15 - 1 damage healed cause of regen = 14.
- On the contrary, while reavers are ideologically a ranged unit, they do their FULL damage under dark swarm. This happens due to the game mechanics. Mechanically, reaver doesn't even have a weapon - the scarabs it fires are not projectiles, but individual units instead that, much like spider mines, are impossible to control directly. A scarab is a melee unit (pretty obvious, huh?), hence, it isn't affected by dark swarm in any way.
Zerg:
- Much like the previous one, most sites (and probably the same .doc, but I don't remember) list lurker's size as large. This is incorrect, lurker's size is medium, meaning it takes 75% damage from exposive attacks and 50% damage from concussive. All armor types take 100% damage from normal weapons though.
- This is usually not mentioned on stat pages and impossible to acquire via editors like Arsenal Zero: acid spores, the side-effect of devourer's attack, not only increase weapon cooldown on the affected unit, but also reduce it's armor by the number that is displayed on the unit status bar. The resulting armor value can go below zero. So, Acid Spores(9) means the affected unit will take +9 effective damage from all attacks, before unit size/weapon type calculations. This does apply to spells and mutalisk's glave wurm bounce, making irradiate, storm and mutalisks do incredible damage to affected units.
- Again, maybe known issue, but queen's ensnare not only reduces movement speed, but also reveals cloaked units and increases weapon cooldown on the affected targets. The exact formula for cooldown increase is yet to be found out.
Edit: a real gem from GrandInquisitor on ensnare:
+ Show Spoiler +
I did, as promised, some tests to calculate the %decrease in fire rate of ensnaire. Since zerg and toss have regeneration and teran buildings tend to die faster when at red HP i used tanks for ground damage and BC's or vessels for air damage. Before giving the results(which are very interesting and strange) i wanna state that they came from experiments and because of that may not be 100% precise.
OK, enough with the silly introduction, let the numbers talk!!!!!!!
Zerg Units
-Lings 15% decrease
-Hydras 15% decrease
-Mutes 15% decrease (quite boring huh?)
-Ultras UNCHAGED!!!! Yes u read right. Ensnaire does not affect ultras.
-Cracklings 25% decrease
Terran Units
-Marines 17% decrease
-Stimmed Marines 23% decrease (though other tests suggests it's more of 45-50%, negating stim entirely)
-Golies UNCHANGED BOTH AIR AND GROUND. So next time dont be surprised if your lings get raped of ensnaired gollies
-Wraith 16% decrease
-BCs air 16%....BCs ground 4%. Pretty strange but i did this many times and the results were the same. Ensnaire has different effect on air and ground BCs attack!!!!
-Valks 18-20% decrease.
-I left firebats for the end because they are so hard to calculate. The trick is to have the tanks that take the damage at exactly the same angle towards firebats fire. If tanks are at 45 angle towards firebat fire they take more damage for some reason compared to 90 or 0 angle. Anyway, all things considered equal ensnaire decreases firebat rate by 29%. That's the largest decrease of all!!!
Toss Units
-Zealots 16% decrease
-Goons air 14%, Goons ground 11% decrease. Pretty strange again but that's what i found, period.
-Archon air 20%, Archon ground 3% decrease. What can i say people, hope u correct me.
-Dts 22% decrease
-Carriers UNCHANGED. When ensnairing carriers directly, fire rate doesn't decrease. Then i tried to ensnaire some interceptors. I didn't notice any change either. That gave me much grieve!!!!!
-Sairs 12% decrease
-Scout air 16% decrease. Forgot to test ground.
I'd like to add that guradian's decrease is about 11% while (to my great dissapointment) siege tanks and reavers are not affected.
Lurker cooldown IS affected by ensnaire, but you have to ensnaire it while it is above the ground first in order to take affect. Ensnaring a burrowed lurker even though detected does nothing to its cooldown.
Using the terran tank as a target, I allowed the ensnared lurker to get the first hit, and the unensnared lurker to attack right after, the result being the unensnared lurker winning and the ensnared lurker's tank having 17 hp left at the time the first tank was destroyed.
I just woke up, so maybe my numbers are off but it would be around 11% decrease.
OK, enough with the silly introduction, let the numbers talk!!!!!!!
Zerg Units
-Lings 15% decrease
-Hydras 15% decrease
-Mutes 15% decrease (quite boring huh?)
-Ultras UNCHAGED!!!! Yes u read right. Ensnaire does not affect ultras.
-Cracklings 25% decrease
Terran Units
-Marines 17% decrease
-Stimmed Marines 23% decrease (though other tests suggests it's more of 45-50%, negating stim entirely)
-Golies UNCHANGED BOTH AIR AND GROUND. So next time dont be surprised if your lings get raped of ensnaired gollies
-Wraith 16% decrease
-BCs air 16%....BCs ground 4%. Pretty strange but i did this many times and the results were the same. Ensnaire has different effect on air and ground BCs attack!!!!
-Valks 18-20% decrease.
-I left firebats for the end because they are so hard to calculate. The trick is to have the tanks that take the damage at exactly the same angle towards firebats fire. If tanks are at 45 angle towards firebat fire they take more damage for some reason compared to 90 or 0 angle. Anyway, all things considered equal ensnaire decreases firebat rate by 29%. That's the largest decrease of all!!!
Toss Units
-Zealots 16% decrease
-Goons air 14%, Goons ground 11% decrease. Pretty strange again but that's what i found, period.
-Archon air 20%, Archon ground 3% decrease. What can i say people, hope u correct me.
-Dts 22% decrease
-Carriers UNCHANGED. When ensnairing carriers directly, fire rate doesn't decrease. Then i tried to ensnaire some interceptors. I didn't notice any change either. That gave me much grieve!!!!!
-Sairs 12% decrease
-Scout air 16% decrease. Forgot to test ground.
I'd like to add that guradian's decrease is about 11% while (to my great dissapointment) siege tanks and reavers are not affected.
Lurker cooldown IS affected by ensnaire, but you have to ensnaire it while it is above the ground first in order to take affect. Ensnaring a burrowed lurker even though detected does nothing to its cooldown.
Using the terran tank as a target, I allowed the ensnared lurker to get the first hit, and the unensnared lurker to attack right after, the result being the unensnared lurker winning and the ensnared lurker's tank having 17 hp left at the time the first tank was destroyed.
I just woke up, so maybe my numbers are off but it would be around 11% decrease.
Well, that's all from me, hope someone posts something that will surprise me.

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