How the Hell Does Damage Work in SC Remastered?

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I explain all of the damage types and unit Sizes in Starcraft Remastered.
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That's why an early game Zealot survives the attack of a Yamato Gun (260 - 60 shields is 200, -1 armour of the Zealot is 199, divided by two due to the light armour type of the Zealot is 99.5, the Zealot has got 100 health cheers is alive... a pity the Battle Cruiser then hits him )'= )

A bit of important information here:
- Splash damage is three circular areas that receive - from the centre to the border - 100, 50 and 25 percent of the damage.
- If a splash damage attack misses its target the receiving unit does not dodge the whole attack, instead, they are hit by the second area, that of 50% of damage. (e.g. a Siege Tank attacks a Marine on the high ground and misses, so the Marine receives 50% of the half damage from the 70 damage output of the ST due to its light armour modifier, hence the Marine only takes 17.5 damage)
- Units on high ground have a 30% chance of not receiving missile attacks. Unites below trees (like those surrounding the ruins in the centre of Lost Temple) also have got a similar chance (I dunno if 30% as well)
- Numerical armour subtracts to the total damage of the attacker, then the type of armour acts (e.g. a Sunken Colony attacks a Marine with 40 explosive damage, the Marine has got the *three* upgrades of armour, so (40-3 = 37) /2 the Marine receives 18.5 damage)
- No amount of armour grants a unit invincibility, that's why Zerg Larvae can be killed by prolongued attacks of basic units (Zealots, Marines, Zerglings) ALWAYS a minimum of 0.5 damage is received by any attack.

Kriegerdammerung
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I really really appreciate the starcraft remastered content, it's got me refreshing your channel to see if you have any new content out. thanks pig!!

sleepywhale
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Hey PiG! You are awesome!

I'm glad you share this kind of content. This is a big help for us learning SC1. Thanks a lot man! :)

krionisa
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also defensive buildings:
• Terran turret - 20 explosive dmg
• Zerg sunken - 40 explosive dmg
• Zerg spore - 15 normal dmg
• Protoss cannon - 20 normal dmg (ground/air)

poorsight
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what I find interesting is corsairs do explosive damage meaning they only do half damage to mutas yet corsairs wreck mutas. Must be the attack speed and splash that dose it.

stevemorris
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PiG, Hydras have explosive, but mass Hydras are still very strong vs zealots (and pretty much everything Protoss) in ZvP meta. Just gotta dodge those storms.

I think it's important to realize there are no hard counters in BW like in sc2, so damage types aren't set in stone. For example, yes Hydras deal explosive and tanks are large, but Hydras will still lose vs well positioned 200/200 tank lines with mech upgrades. Also you said small Mutas do well vs explosive Goliaths, but mech openings with Goliaths in TvZ still give mutas trouble if your Muta micro is off. Korean 2 port wraith players can outmicro/straight up win vs mutas even if Wraiths deal less damage vs mutas.

And about Dragoons... just click on my channel name if you want to see how Dragoons can counter everything even with explosive damage type.

HyralGambit
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Worth mentioning key upgrades like +1 hydra attack in ZvP allows hydras to do 25% more damage to zealots (5 vs 4)

RenamedChannel
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I always thought zealots were medium :o So basically same situation as you are. That's why Hydras do so bad against them.

ailst
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what do armor values and armor and weapons upgrades do?

bennymacaroni
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Answer: the same way they worked in Starcraft broodwar

JustinK
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Wow, seems you just learnd how to read

philipdang
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