• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:22
CET 00:22
KST 08:22
  • 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] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down20ISSL (IntoTheTV x SOOP SC2 League): Premier6Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League93
StarCraft 2
General
Behind the Blue - Team Liquid History Book No more SC2 streamers on team liquid? SC2 Power Rank: epic29 Weekly Cups (October 19-25): Clem triples first in 5.0.17 How do you feel about the mass reverts in the 5.0.17 PTR?
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22 ISSL (IntoTheTV x SOOP SC2 League): Premier RSL 2026 Offline Finals LCQ Sign-Ups
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[D] the control group Simple Questions/Answers [G] How to playtest arcade maps [A] Nemrods 1/4 players
External Content
Mutation # 549 Endless Sparkles The PondCast: SC2 News & Results Mutation # 548 Shining Bright Mutation # 547 Temple Of Terror
Brood War
General
BW General Discussion SCHNAIL now supports Remastered Ziemie's Starcraft 1 Prequel Campaign Bot on ladder Rollback Netcode in Brood War
Tourneys
[BSL23] RO24 Group D - Sunday 21:00 CET [Megathread] Daily Proleagues [IPSL] IPSL Winter 26-27 Ro24 is HERE! [$1250] International ShieldBattery League
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Deus Ex 3!? Stormgate/Frost Giant Megathread Nintendo Switch Thread Mobile Legends: Bang Bang Armies of Exigo - YesYes?
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
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 European Politico-economics QA Mega-thread Trading/Investing Thread
Fan Clubs
Reynor Fan Club The Flash Fan Club Serral Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10061 users

[Proposal]A list of popular stats misconceptions

Forum Index > Brood War Strategy
Post a Reply
1 2 3 4 5 6 7 Next All
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
Last Edited: 2007-03-30 20:37:51
March 29 2007 23:41 GMT
#1
Well, I'm not sure if this is needed, but there are several internet sites that list incorrect unit stats for some units. What I'm trying to do is list the corrections to the most popular mistakes, so that new players can find such a list useful. Add up others if you know them.

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.


- 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.



Well, that's all from me, hope someone posts something that will surprise me.
You want 20 good men, but you need a bad pussy.
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
March 29 2007 23:48 GMT
#2
Here's the stats on ensnare and attack: http://p200.ezboard.com/ftsunamisstrategyforumfrm1.showMessage?topicID=222.topic

From that topic (someone REALLY REALLY needs to do some independent verification):

===

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.
What fun is it being cool if you can’t wear a sombrero?
SonuvBob
Profile Blog Joined October 2006
Aiur21552 Posts
March 29 2007 23:49 GMT
#3
Aren't Corsairs medium? =P

I guess I could add that plague, maelstrom, and acid spores reveal cloaked units too.
Administrator
oddeye
Profile Joined March 2005
Canada716 Posts
March 29 2007 23:49 GMT
#4
Devourer -- not only increase weapon cooldown on the affected unit Wow I actually only tought it increased the damage delt per attack T_T such a surprise to me.
Your soul shall suffer!
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
Last Edited: 2007-03-29 23:57:52
March 29 2007 23:53 GMT
#5
On March 30 2007 08:49 SonuvBob wrote:
Aren't Corsairs medium? =P

I guess I could add that plague, maelstrom, and acid spores reveal cloaked units too.
Don't have SC here to doublecheck, but afaik corsairs are large. As I can't really check it on-the-fly, I will remove that line from the initial post for the time being.
You want 20 good men, but you need a bad pussy.
Locked
Profile Joined September 2004
United States4182 Posts
Last Edited: 2007-03-30 00:00:45
March 29 2007 23:56 GMT
#6
corsairs are medium

so are queens

.... yeah that's all for air


also the official blizzard starcraft compendium online has all the stats correctly i believe (including lurkers as medium, corsair damage as explosive)

and as someone mentioned somewhat ironically i think it is actually more known that acid spores decrease armor than increase cooldown although both is true

i actually haven't seen the formula for cooldown increase though, i wonder if that's been tested (i know ensnare has, for both movement and attack, ah it's posted )


oh and fractional damage is only halves i believe (so all damage is computed in increments of 0.5)
probably easiest to see with something like dmatrix that makes your armor 20 or something


hmm some other little known things include.... the units that deal their damage in separated hits so armor counts more for them (i think zeals are the biggest example but also goliath air attack.... what else..)
UMS map pack http://teamliquid.net/forum/viewmessage.php?topic_id=50442
SonuvBob
Profile Blog Joined October 2006
Aiur21552 Posts
March 30 2007 00:02 GMT
#7
Ooh, another fun one: SCVs, drones, and probes can't hit anything under dark swarm.
Administrator
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
March 30 2007 00:03 GMT
#8
That irony is easily reversed from the side of the race I play - I play toss and cooldown effect is much more evident on corsairs than armor reducing.

I've always thought it directly adds it's value to the cooldown, i.e. acid spores(9) on sairs would be 8+9=17 cooldown. But I never bothered to check, so can't list that as a fact. I'm also very interested about how it works on carriers.

Nice job people, keep 'em coming.
You want 20 good men, but you need a bad pussy.
Locked
Profile Joined September 2004
United States4182 Posts
Last Edited: 2007-03-30 00:11:41
March 30 2007 00:06 GMT
#9
pretty sure it's similar to ensnare, carrier attack isn't affected at all

another funny thing about devourers is how the acid spore is splash but the actual damage isn't splash ~_~ that used to confuse me a bit

heh you're right about corsair attack being noticeably slowed
harder to notice with stuff like mutas (so rare anyhow to get devs zvz, or hell if both of you have devourers haha) or scouts (who gets those) valks/wraiths/battlecruisers (lol)


oh addition to the multi-hitting zeals/gols i believe firebats actually shoot THREE (3) splash cones of 8 damage even though it says 16 damage on it...

i think it's just very rare to get all 3 of the cones on one unit (unless it's big like an ultralisk) that it is usually only 16 damage...


where's excalibur :O he was always the best with random unit info hehehe
UMS map pack http://teamliquid.net/forum/viewmessage.php?topic_id=50442
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
Last Edited: 2007-03-30 00:22:22
March 30 2007 00:20 GMT
#10
Btw, back then when I checked stats at sclegacy.com to clarify corsair attack, they definetely messed up both sair and lurker stats. Now, everything at their site seems to be in order.

Can anyone enlighten me on what "attack mod" means? An integer value ranging from 0 for most weapons to 4 on goliath air.

I would gladly add the stuff on firebats into the list, but I need more clarification on how exactly does it work.
You want 20 good men, but you need a bad pussy.
Myrmidon
Profile Blog Joined December 2004
United States9452 Posts
March 30 2007 00:29 GMT
#11
Attack mod means damage increase per upgrade afaik without looking.
stambe
Profile Joined May 2005
Bulgaria499 Posts
March 30 2007 00:34 GMT
#12
Acid Spores are cumulative in effects, each spore increases
cooldown in weaponry by 1/8th of the original cooldown value. They also
make the affected units suffer additional damage when being attacked.

This means that for example a valk has 64 cooldown. With 9 acid spores
it's cooldown will be 64+64x9/8=136. Thats the cooldown between separate
volleys not between each missile fired. And Ensnare cooldown effect stacks
with Acid spores. I have the numbers of my calculations but cant find them
at the moment.

Devourer's Acid Spores hit about 1.5x1.5 matrix space.

Acid Spores increase the overall damage done by Irradiate and Psi Storm.
Example : Irradiate decrease life by 3 hp each time. If a unit has 9 acid spores
and is irradiated it's life decreases by 12 hp each time !!! Storm does 112 dmg
overall divided in 8 times 14 damage each. A unit with 9 spores will take 8x(14+9)=184
dmg storm. Thats in my mind right now. Hope you guys find it usefull.



Valks rulzz
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
March 30 2007 00:43 GMT
#13
On March 30 2007 09:29 Myrmidon wrote:
Attack mod means damage increase per upgrade afaik without looking.
Hah, yeah. How stupid I am. =)))
You want 20 good men, but you need a bad pussy.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
March 30 2007 00:44 GMT
#14
On March 30 2007 09:34 stambe wrote:
Acid Spores are cumulative in effects, each spore increases
cooldown in weaponry by 1/8th of the original cooldown value. They also
make the affected units suffer additional damage when being attacked.

This means that for example a valk has 64 cooldown. With 9 acid spores
it's cooldown will be 64+64x9/8=136. Thats the cooldown between separate
volleys not between each missile fired. And Ensnare cooldown effect stacks
with Acid spores. I have the numbers of my calculations but cant find them
at the moment.

Devourer's Acid Spores hit about 1.5x1.5 matrix space.

Acid Spores increase the overall damage done by Irradiate and Psi Storm.
Example : Irradiate decrease life by 3 hp each time. If a unit has 9 acid spores
and is irradiated it's life decreases by 12 hp each time !!! Storm does 112 dmg
overall divided in 8 times 14 damage each. A unit with 9 spores will take 8x(14+9)=184
dmg storm. Thats in my mind right now. Hope you guys find it usefull.



I need another man saying it's true and it's added. Thx!
You want 20 good men, but you need a bad pussy.
Empyrean
Profile Blog Joined September 2004
17082 Posts
March 30 2007 01:08 GMT
#15
I remember Bill307 approximated Ensnare cool down rates over four years ago.

I might still have the document somewhere.
Moderator
Last Romantic
Profile Blog Joined June 2006
United States20667 Posts
March 30 2007 01:14 GMT
#16
Attack mod is basically how much atk is gained per upgrade, I think.

As for the ensnare thing not working on Ultra/Tank/Goli, it's because ensnare affects the "body" of the unit, and not its weapon. Ultra scythe, tank turret, and goli head are considered "different" parts, and ensnare doesn't affect them.
ㅋㄲㅈㅁ
Continuity
Profile Joined June 2006
United Kingdom34 Posts
March 30 2007 01:22 GMT
#17
Small request: archon attack under dark swarm? Because that seems to come up kind of regularly. I *think* it works, like, there is 30 'direct' damage that it would do, plus splash (1/2 in some area and 1/4 in some bigger area), and under swarm it doesn't do the direct damage. But someone was saying it would do such and such (5?) damage against upgraded ultas under swarm and I don't understand how you get that..

Um.

Also, I think the fractional attacks might not work like that, I heard someone say e.g. corsairs firing at a small targets (50% of usual damage) would do 2 damage then 3 then 2 then 3.. so over every 2 attacks they do 5 damage, so average 2.5 damage. (Is there any actual difference in what happens? I can't think why there would be, actually...)

p.s. How does corsair splash work? (more specifically than 'hope you didn't need those mutas' :p)
what the hell do you mean gg, I'm being murdered here
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
Last Edited: 2007-03-30 01:32:04
March 30 2007 01:30 GMT
#18
On March 30 2007 10:14 Last Romantic wrote:
Attack mod is basically how much atk is gained per upgrade, I think.

As for the ensnare thing not working on Ultra/Tank/Goli, it's because ensnare affects the "body" of the unit, and not its weapon. Ultra scythe, tank turret, and goli head are considered "different" parts, and ensnare doesn't affect them.
I was into modding a couple of years ago, such things are described as subinits. Yes, goliath and tank have them (in fact, in ScmDraft or any other advanced map editor you can place Tank Turret and Goliath Turret as separate units). But nothing like that for Ultralisk, so this is not completely true. Ultralisk, saying that again, has no subunits.
You want 20 good men, but you need a bad pussy.
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
March 30 2007 01:59 GMT
#19
when a shield battery is used on an unit, that unit pauses for a moment instead of conintuously attacking.
Locked
Profile Joined September 2004
United States4182 Posts
March 30 2007 02:22 GMT
#20
On March 30 2007 10:22 Continuity wrote:
Also, I think the fractional attacks might not work like that, I heard someone say e.g. corsairs firing at a small targets (50% of usual damage) would do 2 damage then 3 then 2 then 3.. so over every 2 attacks they do 5 damage, so average 2.5 damage. (Is there any actual difference in what happens? I can't think why there would be, actually...)


this is precisely what i meant by damage being dealt in increments of 0.5

in fact the corsairs ARE dealing exactly 2.5 damage every time just that obviously since the health meter is in whole units it can't show that, so it approximates it and that's why it LOOKS like it's changing damage from 2 to 3 then 2 to 3
it's really doing 2.5 damage
UMS map pack http://teamliquid.net/forum/viewmessage.php?topic_id=50442
1 2 3 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 14h 38m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 147
ViBE109
Codebar 35
StarCraft: Brood War
White-Ra 213
NaDa 18
Dota 2
monkeys_forever533
NeuroSwarm148
LuMiX1
League of Legends
JimRising 744
Heroes of the Storm
Grubby3724
Other Games
FrodaN1742
C9.Mang0335
PiGStarcraft303
ToD283
XaKoH 229
KnowMe210
Liquid`Hasu188
syndereN160
JuggernautJason36
Organizations
Other Games
gamesdonequick1582
CranKy Ducklings17
[ Show 18 non-featured ]
StarCraft 2
• musti20045 31
• HeavenSC 15
• davetesta13
• CranKy Ducklings SOOP11
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Laughngamez YouTube
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21085
League of Legends
• Nemesis3245
• Jankos2970
• Scarra1168
Other Games
• imaqtpie511
Upcoming Events
OSC
14h 38m
Yamato Cup
15h 38m
IPSL
17h 38m
Artosis vs RiceHat
Kyrie vs Sony
Map Test Tournament
23h 38m
WardiTV Weekly
1d 12h
Ultimate Battle
1d 12h
Rush vs BeSt
Replay Cast
1d 23h
Rogue vs Classic
Patches Events
2 days
PiGosaur Cup
3 days
Kung Fu Cup
3 days
[ Show More ]
The PondCast
4 days
KCM Race Survival
4 days
IntoTheTV X SOOP
6 days
WardiTV Invitational
6 days
IPSL
6 days
WorsT vs nOmaD
Dewalt vs andersOn
Liquipedia Results

Completed

Proleague 2026-10-30
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
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

Upcoming

1xBet Invitational
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
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
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.