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Since beta it has been thought that units warping in via warpgate take additional damage, but I believe somewhere between beta and now that this was removed (I believe the tooltip on the warping in unit formerly mentioned the additional damage taken while warping in, but that’s no longer the case either).
In order to test this hypothesis, I used zealots and sentries. Assuming a warping in unit generates health linearly over the 5 seconds within which they warp in, zealots should generate 30 health (including shields) per second.
Since zealots have 1 armor for effectively 2/3 of their total health, a sentry’s actual damage can be adjusted on a warping in zealot to 5.333 damage per second.
6 sentries kill a warping in zealot (takes a variable 2.5 seconds of the warping, I assume this is because the AI doesn’t respond instantaneously to a new hostile unit, and sentry damage is frontloaded): suggesting that a zealot’s warping in health per second is less than 32, supporting the theory that they generate 30 health per second. 6*5.333=32dps
Adding +1 shields to the zealot reduces sentry’s damage per second to 5, so the 6 will do 30 damage per second. When this zealot (+1sheilds) is warped in next to a group of 6 sentries, the zealot survives the warp-in, only dying after the full warp in finishes, indicating that the bonus damage from being warped is not likely present at all (or not significant enough to be noticeable).
Most significant flaw: sentry frontloaded damage combined with slightly inconsistent reaction speeds would distort the results if sentries respond too quickly/slowly to a unit warping in; using a voidrays may limit this possible source of error, due to faster attack rate, but that level of accuracy isn’t necessary to reject the theory that warping in units take additional damage.
I’m fairly certain that these results suggest that warping in units don’t take (a significant amount of, if any) of additional damage, but if anyone has any critiques or notices any major flaws in my methodology, I’d appreciate the feedback.
Results for other units: + Show Spoiler + Stalker-160hp/5s=32 hps; takes 6 sentries*5.5dps to kill=33dps; after +1 sheild, stalker survives against 6 sentries*5dps=30dps
DT-120hp/5s=24hps; after +1 armor takes 5 sentries*5.33 dps to kill=26.66dps; after +1 shields, survives against 5 sentries*4.333 dps=23.333dps Replay of the above scenarios (used megaupload b/c the rep upload site didn’t like the unit_tester_map’s lack of teams): + Show Spoiler + Zealot: [url blocked] Stalker: [url blocked] DT: [url blocked]
Edit: woah, I really overdid this...hah, you can just shoot a unit warping in once and see how much it takes, oh well, at least it was fun.
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On February 20 2011 11:12 Ichabod wrote: Since beta it has been thought that units warping in via warpgate take additional damage, but I believe somewhere between beta and now that this was removed (I believe the tooltip on the warping in unit formerly mentioned the additional damage taken while warping in, but that’s no longer the case either).
huh.. didn't know that they had removed this, so I tested it with an immortal and two stalkers, one warping in and one already finished. Both took the same amount of damage.
Good to know.
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WTF. WOW. All that wasted time target firing warping in units... >: I am sad.
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Going to take a while getting over the urge to focus fire down the units that are warping in.
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Huh, like many others I've been playing since beta and I swear that warping in units did take additional damage (if not now, then at some point?). This is a bit of a surprise to me, but thanks for clarifying!
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Wow, when did they remove this? I don't recall this being in any patch notes. Or did it never exist?
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ya no point attacking them cause they arent attacking you yet, go for the ones hurting you
cool to know thanks
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I had no idea this was removed either lol... always thought they took extra.
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Wow, really? So glad someone posted this, I always thought that units that were warping in took substantial additional damage.
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On February 20 2011 11:38 Fruscainte wrote: Wow, when did they remove this? I don't recall this being in any patch notes. Or did it never exist? Since it wasn't in any of the patch notes, I presume it was removed at release and everyone just took for granted that they took additional damage o.O
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i always wondered
I still shoot them because they have lower hp and easier to 1 shot if you get em early.
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Good job, Ichabod. Being a protoss this is nice to know when reinforcing close to enemy units.
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+ Show Spoiler +On February 20 2011 11:12 Ichabod wrote:Since beta it has been thought that units warping in via warpgate take additional damage, but I believe somewhere between beta and now that this was removed (I believe the tooltip on the warping in unit formerly mentioned the additional damage taken while warping in, but that’s no longer the case either). In order to test this hypothesis, I used zealots and sentries. Assuming a warping in unit generates health linearly over the 5 seconds within which they warp in, zealots should generate 30 health (including shields) per second. Since zealots have 1 armor for effectively 2/3 of their total health, a sentry’s actual damage can be adjusted on a warping in zealot to 5.333 damage per second. 6 sentries kill a warping in zealot (takes a variable 2.5 seconds of the warping, I assume this is because the AI doesn’t respond instantaneously to a new hostile unit, and sentry damage is frontloaded): suggesting that a zealot’s warping in health per second is less than 32, supporting the theory that they generate 30 health per second. 6*5.333=32dps Adding +1 shields to the zealot reduces sentry’s damage per second to 5, so the 6 will do 30 damage per second. When this zealot (+1sheilds) is warped in next to a group of 6 sentries, the zealot survives the warp-in, only dying after the full warp in finishes, indicating that the bonus damage from being warped is not likely present at all (or not significant enough to be noticeable). Most significant flaw: sentry frontloaded damage combined with slightly inconsistent reaction speeds would distort the results if sentries respond too quickly/slowly to a unit warping in; using a voidrays may limit this possible source of error, due to faster attack rate, but that level of accuracy isn’t necessary to reject the theory that warping in units take additional damage. I’m fairly certain that these results suggest that warping in units don’t take (a significant amount of, if any) of additional damage, but if anyone has any critiques or notices any major flaws in my methodology, I’d appreciate the feedback. Results for other units: + Show Spoiler + Stalker-160hp/5s=32 hps; takes 6 sentries*5.5dps to kill=33dps; after +1 sheild, stalker survives against 6 sentries*5dps=30dps
DT-120hp/5s=24hps; after +1 armor takes 5 sentries*5.33 dps to kill=26.66dps; after +1 shields, survives against 5 sentries*4.333 dps=23.333dps Replay of the above scenarios (used megaupload b/c the rep upload site didn’t like the unit_tester_map’s lack of teams): + Show Spoiler + Zealot: [url blocked] Stalker: [url blocked] DT: [url blocked]
Edit: woah, I really overdid this...hah, you can just shoot a unit warping in once and see how much it takes, oh well, at least it was fun. hm i thought that was common knowledge... i always thought when Sean said extra damage he was saying something along the lines of killing the unit early before it spawns or something.. makes sense if he didn't know or something tho
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I was never even aware that taking extra damage was ever in the game llol Seems like a silly idea, glad they removed it
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They do not take extra damage, but if you have enough units firing you can kill them before all of their HP generates, thereby doing, in effect, extra damage.
Try warping in a Zealot next to 15 Marauders. It should take 15 Marauders 2 volleys to kill a Zealot. I bet if they catch him warping in it will only take 1!
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My mind is effectively blown. I've done so much ineffective target firing, wow.
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I was never aware that warping in units took extra damage, even back in beta. It wouldn't make sense to put in that kind of arbitrary condition.
One thing though, do units warping in have their armor, or do they have 0 armor until they finish warping in the way buildings do?
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if i have enough units to one shot kill other units, i'll still go for the ones warping in. rather have a few dudes attacking me while doing it than to kill 2-3 and suddenly have 4 more at me with full health/shield instead of being damaged.
ESPECIALLY if they're zealots, those are the main one's i focus, a stalker is fine, sentries cause of one less FF
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This needs to be fixed warping in units should take increased damage
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On February 20 2011 12:00 Leeto wrote: I was never aware that warping in units took extra damage, even back in beta. It wouldn't make sense to put in that kind of arbitrary condition.
One thing though, do units warping in have their armor, or do they have 0 armor until they finish warping in the way buildings do? They have armor, since a stalker/zealot would have consistently died to 6 sentries each doing 6 dmg/second (since they only gain 32/30 health/second respectively). (and shield/armor upgrades had an effect)
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