Good video. Only thing missing imo is Plasma Shields, which take full damage from everything and Hallucinations which take double damage from everything.
@@StarCraftExplained I guess it's irrelevant tho, cuz that means it deals 100% of large units and kills all medium and small units in one shot anyways. Is that true?
Besides missing Plasma shields there's a few other interesting tid bits like Valks dont do splash to Carriers Interceptors, I forgot the rest but there's a couple more for sure. Great explanation for more newer players tho! 😊
I remember having the StarCraft Prima guide back in the day. It had a blurb about shooting from low to high and how attacks had a chance to miss. Really made attacking up a ramp deadly especially with the clunky pathing that makes BW unique
Goliaths are large units but there is medium/large status on some units for dropships medium units x4 while larges are x2. Goliaths taking medium size on dropships. Also Dark Archon's "Feedback" is ability damage equals the target's mana. Also let me add , Protoss's Carrier - Interceptors , when interceptors take damage and they go back to carrier ; They heal %100 of their shields and %25 of max hp when they are out attacking again. Just added fyi :)
WRONG: Goliaths are large units; don't be tricked by their transport size, they may take up the same ammount of space in a transport as a hydralisk or vulture but they take full damage from explosive attacks.
There is Large/Medium/Small for armor type and Heavy/Normal/Light for transport size and some units have different types for both categories i.e. Zealots are Small/Normal and Goliaths are Large/Normal. Most units have the same type of armor as their dropship size taken i.e. Zerglings small/light, Ultras Large/Heavy, Defilers Medium/Normal etc.
The statement "with the exception of lurkers" is false. Lurkers deal purely splash damage and splash can't miss, thats why they work under darkswarm. Edit: Small tidbit, that's why firebats work below darkswarm, they aren't melee like some may believe but actually ranged with 100% splash concussive damage. Also the misschance on highground isn't 50% but more like 47%~ Also, technically, units aren't immune to ranged attack below darkswarm but the attacker just misses. This is important because some missed shots can still hit another nearby unit and deal damage. For example a missed tank shot can still hit another nearby unit with its splash damage, even burrowed lurkers who are not hitable with direct attacks from siegetanks below darkswarm. This is because the missed shot gets slightly offset and thus the splash part of the tank shot too.
I have always hated the fact that ghost and especially firebat is cursed by concussive/plasma damage modifier. If firebats weren’t gimped like that, i can promise you they would see a lot more game time. Fun fact: if you line up 4 zerglings next to each other, the firebat’s splash damage will reach all the way to the 4th one. Granted it won’t be a lot, but it will still hurt him.
@ i would love to see plenty. I mean they do that with all these games and they call it “seasons” and lots of times just revert or undo patches/buffs/nerfs
Darn... I did not expect such nuances! Like, when I get to know about spider mines and hovering units I was really surprised and now this! Thanks for the video!
Nice but we need: What type of damage is nuke and yamato gun. Is there a miss chance when unit goes cloak (detection radius)? The effect of ensnare on certain units Plasma shield - how it works? How it works when dmg i greater than remaining shield. Valkyrie missing shots Mutalisc bounce dmg Probe vs SCV vs Drone mechanics Spider Mines and most importantly: REAVER!
@ManAtPogo yeah I may do a deep dive on those topics latter. This one it's basically and introduction with some examples and very basic knowledge of how the dmg works. But Yamato and Nukes, although there are abilities, they don't do ability damage. It's explosive damage, so armor would reduce some
Nuke = Attack type Explosion . Deals 1000 dmg to buildings 500 damage to units. (600 dmg on units drop location of nuke and small hexadecimal around it) This damage can be reduced by unit / building armor. There for if you EMP enemy NEXUS before nuke it one shots the building. (only Main building can be one shotted by Nuke ) Yamato Gun = Attack type Explosion. Damage 260 ( can be reduced by armor ). If spell is fired going cloaked not working , if cloaked while casting stops the attack as there is no target. Muta damage = Normal attack . Isolated targets taking full damage of 9 (default). Can hit up to 3 targets by single Mutalist if the target is not dead. Damage would be either 3-3-3 or 4-3-2. Each shot either isolated nor bounced can be reduced by armor. Shields - Full damage from all sources but reduced by shields upgrade. also. Example fast - Protoss Probe has 20/20 but Dark deals 40damage. If probe either +1 armor or +1 plasma shields , Dark won't one shot it. Spider Mines ; Explosive damage ( see the explosive damage dealing units by size in video ). A protoss zealot requires 3 clean mines shot to be killed. Reavers : Imagine reaver shots treat as Spider Mines sent from Reavers. However it can be bugged if a few seconds it did not contact an enemy unit to "dud" status. If this was a Spider Mine it burrows again on the Terrain and works again. Valkrie - Fixed on remastered. No longer misses shots or reduced count on per missile.
I thought the high ground gave closer to a 47% chance to miss (learned that from GiantGrantGames in his deathless Terran run, and checked on a wiki too). Like, it's real close to 50%, but in a video like this it's worth getting the right number because nerds love these details :D
@@TheTrooperMB Thats called allied splash damage. There are 3 types of splash damage depending on alliances - enemy/allied/friendly. If a unit does friendly splash damage you can bet your ass that it hurts allies and enemies as well :)
Correct me if I am wrong but Buildings don’t have an armor type in SC1 do they? I remember Firebats do 100% damage to buildings and if buildings counted as large or heavy armor types then it should be reduced, but I could be wrong.
Is it true that Zerg Creep disappears faster when nothing is alive on it? Like if you kill the larva and walk off the creep it will disappear faster than if you leave an army standing on it
Types of damage normal, explosive and concussion. Dragoon is explosive means large 100% Medium 75 Small 50 Concussion only on vulture ghost and firebat 100 small 50 medium 25 large Normal is 100 on everything
You've made two errors, plague is affected by armor, why else would some units be left with 3 or 4 hp and others 1? The minimum damage a unit can take is 0.5 not 1.
@@StarCraftExplained observations, I admit it took me a while to figure out, I didn;t think armor had anything to do with 'spells'. But plague seems to be the only exception.
@@StarCraftExplained Dud a test using unmodified units in a map editor, the carrier (4 armor) was left with 5 HP, a zealot (1 armor) was left with 2 and a probe was left with 1. Addemdum: Upgrades do not count so a carrier with 3 armor upgrades or 0 armor upgrades will be left with 5 hp.
Plauge is not affected by armor at all, only by Restoration and Stasis Field spells - the first one removes the effect, the 2nd one stops the effect from damaging the target and wears its duration out.
@@stambe8605 I've been performing tests though, a carrier ends up with 5 hp a zealot with 2. there's obviously some interaction with armor but I can't pin it down.
Wait, so why do I see Terran players use Vultures against Dragoons so often in matchups? Yeah, Protoss shields take full damage from all sources, but the goon's body itself is 100 HP with 1 armor. Wouldn't the vultures do a paltry 4 damage at base per shot, whereas the goon is returning 15 damage per?
@Conan_the_Based yeah vultures are terrible fighting goons. But vultures are one of the most efficient units in the game. Fastest unit in the game, good for controlling the map, good at killing zealots and ffs for just 75 minerals and no gas you can plant 3 spider mines. Those wreck goons if undetected. You plant them everywhere on the map to get vision, slow down Protoss movement and basically need they need to go through a bomb field before reaching the tanks. So yeah, vultures are great against Protoss, just don't sit and fight goons with autoattacks
@@StarCraftExplained Fair enough. Though, I've seen lots of scenarios where the Terran is micro'ing his vultures against goons. I guess he's trying to take potshots and leave range before the goons fire, since there is a pre-shoot lag, but dang, how ineffective xD
@@Conan_the_Based Oh yeah. It takes a long time for dragoons to open their hatch before they can start attacking. It's insane. Why don't they just keep it open?
Size does not corrispond with the collision of the unit. It's just a confusing name for an armor type. Units have twice the amount of health that is shown in the UI. If ultralisk's armor is greater than damage they recieve. They take 0,5 damage. It's not random. 5:00 Well, I guess it's a nuke. Hmm.. I would consider this a passive ability, but ok. It's not a damage type though. Don't they deal explosive damage? Yes they do. What the hell man? Who told you that? Defilers also have Concussive splash attack but they don't have an attack. Firebats attack with 3 invisible explosions in a line. You can make them visible with a EUD editor. Lurkers can hit under dark swarm because they have similar little splash explosions like Firebats. They never directly hit their enemies. This is why you can actually dodge their attacks if you are fast enough. The chance to miss on even ground is actually 1 in 255. (I didn't check it myself though.)
@karpai5427 Nukes deal explosive dmg. If you nuke a 500hp BC with 3 armor it'll survive with 3hp. I'm making a video about Ghost next and I'll have that example. I used liquipedia a lot among other sites to research all this info and tested most of the stuff in game before putting this video together. I didn't know about that firebat attack thing, thanks for sharing! Cheers
Is it only range attacks that miss when firing up, or is it normal attacks as well? Ie. Does zerglings miss some of their attacks when attacking zealots on a ramp, and if so, where on the ramp is the up/down limit?
What gets applied first, size modifier or armor? If a goon attacks a ling with +1 armor, is it: (20-1)/2=9.5 OR (20/2)-1=9. I assume it’s the first one because the second one would be busted
@@karpai5427 if the mechs check Kerrigan would survive. 500 explosion dmg (600 dmg on impact of nuke and small area around it ) Also reduced by armor. Since she is considered small unit (explosive deals half)
Only 3 units have ability damage.... Battlecruiser reporting? And the correct formula is (base damage -armor) *(modifier, than depends on size and damage type). Armor do not being multiplied on anything. And very few word were said about rounding.
@jianqiuwu actually hydras are very good against goons, more dps and less resources. But ofc if you have the.same amount of goons vs hydras, goons will win
@@StarCraftExplained Its actually 0,004 rounded up if we want to be more exact. Its a tiny chance, but in a recent ASL match i saw a Turret miss the last hit on a fleeing Shuttle + Reaver inside, that would have killed it otherwise. The commentators didnt react to it, but ive noticed it and i was wow that made an impact in an important game. Was cool to see it making a difference, maybe not so cool if you are on the receiving end.
Sorry to say, but this was a rather *INEXHAUSTIVE* video... Not very thorough AT ALL !! >=O ... There's *SO MUCH MORE* that barely even scratches the surface !! *LIKE, FOR EXAMPLE:* 1) PROTOSS SHIELDS always receive FULL DAMAGE, regardless of the interaction between receiving unit size and incoming damage type. 2) What types of damage are *NUKES and YAMATO ??* What about *SPIDER MINES ?!* etc. ... LOTS of stuff missed here !! :O 3) There's actually *YET ANOTHER WAY TO MISS AN ATTACK* -- _IF_ the targeted unit enters CLOAK (becomes INVISIBLE) *at JUST the right time* before the shot reaches it !! 4) That *LAST WAY* of missing an attack demonstrated HERE in this video is *NOT* presented accurately !! The chance is actually *1 in 255 !!* ... _NOT_ the *"0.01 % (percent)* shown HERE !! (ONE in two-hundred-fifty-five CHANCE !!) ... I subs'd for now, but you need to step it up, homie !! :O .
Good video. Only thing missing imo is Plasma Shields, which take full damage from everything and Hallucinations which take double damage from everything.
@@Galacsia thanks for mentioning those ones :) I forgot to add them
@@StarCraftExplainedhmmm before I watch, this better be artosis approved 🤔
And yamato cannon for spell damage, well I assume it's spell damage.
@@davidm2031 Yamato deal explosive dmg
@@StarCraftExplained I guess it's irrelevant tho, cuz that means it deals 100% of large units and kills all medium and small units in one shot anyways. Is that true?
Besides missing Plasma shields there's a few other interesting tid bits like Valks dont do splash to Carriers Interceptors, I forgot the rest but there's a couple more for sure. Great explanation for more newer players tho! 😊
I remember having the StarCraft Prima guide back in the day. It had a blurb about shooting from low to high and how attacks had a chance to miss. Really made attacking up a ramp deadly especially with the clunky pathing that makes BW unique
I thought about the Ghost’s nukes that deal 500 or 2/3 of total HP, whichever is greater as a special damage.
@@Mou3allembelgayb you got the numbers right but it's explosive dmg. My next video is on Ghosts and ill explain nukes there
Goliaths are large units but there is medium/large status on some units for dropships medium units x4 while larges are x2. Goliaths taking medium size on dropships. Also Dark Archon's "Feedback" is ability damage equals the target's mana. Also let me add , Protoss's Carrier - Interceptors , when interceptors take damage and they go back to carrier ; They heal %100 of their shields and %25 of max hp when they are out attacking again. Just added fyi :)
WRONG: Goliaths are large units; don't be tricked by their transport size, they may take up the same ammount of space in a transport as a hydralisk or vulture but they take full damage from explosive attacks.
Where did u find that info about the Goliath? I Made my research before making this video and never read something like that
@@StarCraftExplained scrach that i was mentioned for dropships carry. Edited.
@@StarCraftExplainedi’ve known about it for years, just from gameplay
There is Large/Medium/Small for armor type and Heavy/Normal/Light for transport size and some units have different types for both categories i.e. Zealots are Small/Normal and Goliaths are Large/Normal. Most units have the same type of armor as their dropship size taken i.e. Zerglings small/light, Ultras Large/Heavy, Defilers Medium/Normal etc.
The statement "with the exception of lurkers" is false. Lurkers deal purely splash damage and splash can't miss, thats why they work under darkswarm. Edit: Small tidbit, that's why firebats work below darkswarm, they aren't melee like some may believe but actually ranged with 100% splash concussive damage. Also the misschance on highground isn't 50% but more like 47%~
Also, technically, units aren't immune to ranged attack below darkswarm but the attacker just misses. This is important because some missed shots can still hit another nearby unit and deal damage. For example a missed tank shot can still hit another nearby unit with its splash damage, even burrowed lurkers who are not hitable with direct attacks from siegetanks below darkswarm. This is because the missed shot gets slightly offset and thus the splash part of the tank shot too.
I have always hated the fact that ghost and especially firebat is cursed by concussive/plasma damage modifier.
If firebats weren’t gimped like that, i can promise you they would see a lot more game time.
Fun fact: if you line up 4 zerglings next to each other, the firebat’s splash damage will reach all the way to the 4th one. Granted it won’t be a lot, but it will still hurt him.
Agreed. I'd love to see one more Brood War patch 🔥
@ i would love to see plenty. I mean they do that with all these games and they call it “seasons” and lots of times just revert or undo patches/buffs/nerfs
I want a Normal Damage upgrade for firebats with green flames. They don't need it to be effective but it would be cool.
Also, Defensive Matrix should be explained in this segment as well. Or at least mentioned that it will be explained in another video.
The damage types are NOT secret. It was in the manuals all along.
Darn... I did not expect such nuances!
Like, when I get to know about spider mines and hovering units I was really surprised and now this!
Thanks for the video!
Thank goodness. I've been looking for this for a while
Nice but we need:
What type of damage is nuke and yamato gun.
Is there a miss chance when unit goes cloak (detection radius)?
The effect of ensnare on certain units
Plasma shield - how it works? How it works when dmg i greater than remaining shield.
Valkyrie missing shots
Mutalisc bounce dmg
Probe vs SCV vs Drone mechanics
Spider Mines
and most importantly:
REAVER!
@ManAtPogo yeah I may do a deep dive on those topics latter. This one it's basically and introduction with some examples and very basic knowledge of how the dmg works.
But Yamato and Nukes, although there are abilities, they don't do ability damage. It's explosive damage, so armor would reduce some
Nuke = Attack type Explosion . Deals 1000 dmg to buildings 500 damage to units. (600 dmg on units drop location of nuke and small hexadecimal around it) This damage can be reduced by unit / building armor. There for if you EMP enemy NEXUS before nuke it one shots the building. (only Main building can be one shotted by Nuke )
Yamato Gun = Attack type Explosion. Damage 260 ( can be reduced by armor ). If spell is fired going cloaked not working , if cloaked while casting stops the attack as there is no target.
Muta damage = Normal attack . Isolated targets taking full damage of 9 (default). Can hit up to 3 targets by single Mutalist if the target is not dead. Damage would be either 3-3-3 or 4-3-2. Each shot either isolated nor bounced can be reduced by armor.
Shields - Full damage from all sources but reduced by shields upgrade. also. Example fast - Protoss Probe has 20/20 but Dark deals 40damage. If probe either +1 armor or +1 plasma shields , Dark won't one shot it.
Spider Mines ; Explosive damage ( see the explosive damage dealing units by size in video ). A protoss zealot requires 3 clean mines shot to be killed.
Reavers : Imagine reaver shots treat as Spider Mines sent from Reavers. However it can be bugged if a few seconds it did not contact an enemy unit to "dud" status. If this was a Spider Mine it burrows again on the Terrain and works again.
Valkrie - Fixed on remastered. No longer misses shots or reduced count on per missile.
@@StarCraftExplained Nukes do 600 damage or 2/3s of affected units total hp/shield whichever is higher at ground zero.
Excellent video! It reminds me day9 from whose video series on SC:BW, finally, after 25 years, I learned how to play the game! ;)
Wow great interesting content. Cant wait for future videos thank you
isn't 0,5 the minimum amount of damage a hit can deal? 4:05
Yes it is.
I thought the high ground gave closer to a 47% chance to miss (learned that from GiantGrantGames in his deathless Terran run, and checked on a wiki too). Like, it's real close to 50%, but in a video like this it's worth getting the right number because nerds love these details :D
I didn't know amor ❤️ was part of the formula. Maybe that's what Arty is missing
6:50
The probability goes up to near absolute certainty when your name is Artosis and having a bad day
Lurker attack is not exception, it is whole splash and splash works under dark sworm
Why is Terran the only race where splash damage harms friendly units? I’m looking at you Lurker and Reaver!
@@skyvipers because we as human race like to hurt each other
@@StarCraftExplained #Deep
you can still harm your allies in a 2v2 or 3v3 with lurk , reaver , firebats..
@@TheTrooperMB Thats called allied splash damage. There are 3 types of splash damage depending on alliances - enemy/allied/friendly. If a unit does friendly splash damage you can bet your ass that it hurts allies and enemies as well :)
firebat dont do splash friendly units
SCVs are a ranged unit with the range of 0. Making it having a lower range than melee units because melee attacks have a range of 1
Learned alot here! Thx for this video
Please explain more on each unit. Or give us exel file to study. Can't wait to see your new video
The kind of content I didn’t even know I needed.
what a fantastic video made! well done
Thanks bro!
What !!?? The AIR shoot miss just blew my mind.
It's so useless only Blizzard would do it actually. 😂
Just one small detail no one will probably notice.
Really nice video. I never know how much ability damage count up until now
Subscribed instantly! Great video!!
Thanks! Helped me a lot
Amazing video, tks a lot!
Explain the splash damage of reavers/spider mines please. They seem to either be a dud, hit one unit, or nuke 7 units all at once.
Stop mentioning artosis.
What’s the bleed through for Protoss shields? Does the armor apply to remaining damage? Or does it only kick in after that?
Correct me if I am wrong but Buildings don’t have an armor type in SC1 do they? I remember Firebats do 100% damage to buildings and if buildings counted as large or heavy armor types then it should be reduced, but I could be wrong.
Is it true that Zerg Creep disappears faster when nothing is alive on it? Like if you kill the larva and walk off the creep it will disappear faster than if you leave an army standing on it
Types of damage normal, explosive and concussion.
Dragoon is explosive means large 100%
Medium 75
Small 50
Concussion only on vulture ghost and firebat 100 small
50 medium
25 large
Normal is 100 on everything
You've made two errors, plague is affected by armor, why else would some units be left with 3 or 4 hp and others 1?
The minimum damage a unit can take is 0.5 not 1.
I'm pretty sure plague is not affected by armor. Where did u get that info?
@@StarCraftExplained observations, I admit it took me a while to figure out, I didn;t think armor had anything to do with 'spells'.
But plague seems to be the only exception.
@@StarCraftExplained Dud a test using unmodified units in a map editor, the carrier (4 armor) was left with 5 HP, a zealot (1 armor) was left with 2 and a probe was left with 1. Addemdum: Upgrades do not count so a carrier with 3 armor upgrades or 0 armor upgrades will be left with 5 hp.
Plauge is not affected by armor at all, only by Restoration and Stasis Field spells - the first one removes the effect, the 2nd one stops the effect from damaging the target and wears its duration out.
@@stambe8605 I've been performing tests though, a carrier ends up with 5 hp a zealot with 2. there's obviously some interaction with armor but I can't pin it down.
Wait, so why do I see Terran players use Vultures against Dragoons so often in matchups?
Yeah, Protoss shields take full damage from all sources, but the goon's body itself is 100 HP with 1 armor. Wouldn't the vultures do a paltry 4 damage at base per shot, whereas the goon is returning 15 damage per?
@Conan_the_Based yeah vultures are terrible fighting goons. But vultures are one of the most efficient units in the game. Fastest unit in the game, good for controlling the map, good at killing zealots and ffs for just 75 minerals and no gas you can plant 3 spider mines. Those wreck goons if undetected. You plant them everywhere on the map to get vision, slow down Protoss movement and basically need they need to go through a bomb field before reaching the tanks. So yeah, vultures are great against Protoss, just don't sit and fight goons with autoattacks
@@StarCraftExplained Fair enough. Though, I've seen lots of scenarios where the Terran is micro'ing his vultures against goons. I guess he's trying to take potshots and leave range before the goons fire, since there is a pre-shoot lag, but dang, how ineffective xD
@@Conan_the_Based Oh yeah. It takes a long time for dragoons to open their hatch before they can start attacking. It's insane. Why don't they just keep it open?
Size does not corrispond with the collision of the unit. It's just a confusing name for an armor type.
Units have twice the amount of health that is shown in the UI.
If ultralisk's armor is greater than damage they recieve. They take 0,5 damage. It's not random.
5:00 Well, I guess it's a nuke. Hmm.. I would consider this a passive ability, but ok. It's not a damage type though. Don't they deal explosive damage? Yes they do. What the hell man? Who told you that?
Defilers also have Concussive splash attack but they don't have an attack.
Firebats attack with 3 invisible explosions in a line. You can make them visible with a EUD editor.
Lurkers can hit under dark swarm because they have similar little splash explosions like Firebats. They never directly hit their enemies. This is why you can actually dodge their attacks if you are fast enough.
The chance to miss on even ground is actually 1 in 255. (I didn't check it myself though.)
@karpai5427 Nukes deal explosive dmg. If you nuke a 500hp BC with 3 armor it'll survive with 3hp. I'm making a video about Ghost next and I'll have that example.
I used liquipedia a lot among other sites to research all this info and tested most of the stuff in game before putting this video together.
I didn't know about that firebat attack thing, thanks for sharing!
Cheers
@@StarCraftExplained Ok. I didn't use Nukes very often. Maybe Sarrah Kerrigan will survive a direct nuclear strike.
I'll take a look.
@@karpai5427 Let me know what u find
Great video
Is it only range attacks that miss when firing up, or is it normal attacks as well? Ie. Does zerglings miss some of their attacks when attacking zealots on a ramp, and if so, where on the ramp is the up/down limit?
@Witnessdomaining melee attacks don't miss. Not sure about the ramp, but I guess if u don't lose vision you shouldn't. I might try it to see
What gets applied first, size modifier or armor? If a goon attacks a ling with +1 armor, is it: (20-1)/2=9.5 OR (20/2)-1=9. I assume it’s the first one because the second one would be busted
The first one :)
Did you guess the Unit? Let me know!
no
Nope, at first i thought the special damage were done by heroic units like raynor or zeratul 😅
I was thinking it's Battlecruiser because of Yamato Gun
@Olagfigh yeah common mistake. Yamato is explosive dmg :)
@@StarCraftExplained like scarab?
omgomgomgomg a new channl. Holy fuck I've wanted content like this for soooooo long. FUck yes.
What type of damage is a nuke?
Explosive dmg
Checks out
@@StarCraftExplained And how did you test that?
Does Sarrah Kerrigan survive a direct nuclear strike?
@@karpai5427 if the mechs check Kerrigan would survive. 500 explosion dmg (600 dmg on impact of nuke and small area around it ) Also reduced by armor. Since she is considered small unit (explosive deals half)
What kind of armor are the larvae in the lairs. They have 20 hp but take way more than 20 shots
Larvae are small units with 10 armor. So, pretty hard to kill with normal autoattacks
@@StarCraftExplaineddoes that mean it takes 20 shots? Or how come it feels more
@@SaltyRamen. If armor is more than the attack damage, it takes 0.5 damage
What about reavers damage?
Scarab is basicly an uncontrollable, invulnerable, tiny, normal damage infested terran that does not deal damage to your own units.
Its normal damage with splash. So medium size units like a lurk would take 100 dmg minus the armor
What type of damage does the nuke deal?
@@bencebalogh3319 explosive. Armor would reduce dmg
Only 3 units have ability damage.... Battlecruiser reporting? And the correct formula is (base damage -armor) *(modifier, than depends on size and damage type). Armor do not being multiplied on anything. And very few word were said about rounding.
BC Yamato is explosive dmg
5th way of missing a shot? Shuttle/Overlord/dropship micro.
I thought Nukes was the special damage tbh haha
Subscribed, gj!
But Any, what happened with channel's presentation?
Did we cover nukes and I missed it?
Nukes deal explosive dmg. I'm working on a Ghost video next. I'll explain them there
It's not clear from the formula how damage is calculated. Is it (attack-armor) * modifier or attack*modifier - armor?
@@jianqiuwu attack minus armor then x the ( )result
Thanks. Why are dragoons so effective against hydras then? They should only deal 75% damage to hydras but hydras deal 100% damage in return.
@jianqiuwu actually hydras are very good against goons, more dps and less resources. But ofc if you have the.same amount of goons vs hydras, goons will win
@@jianqiuwu Goons are only effective in critical mass. If you don't have Zealots for soaking some damage (peel) goons are blue soup.
Mutas are effective against goliaths for the same reason as well. Mutas are small units while goliaths are large units dealing explosive damage.
I’ve never heard of the 0.01% chance miss until now… is this real 😫
@woongbinkang yeah 1 in 256. As you saw in the example that I had to shoot like 1000 times to record haha
@@StarCraftExplained Its actually 0,004 rounded up if we want to be more exact. Its a tiny chance, but in a recent ASL match i saw a Turret miss the last hit on a fleeing Shuttle + Reaver inside, that would have killed it otherwise. The commentators didnt react to it, but ive noticed it and i was wow that made an impact in an important game. Was cool to see it making a difference, maybe not so cool if you are on the receiving end.
@stambe8605 which game was that, I totally missed that one
@@stambe8605 ye me and my bro also spotted that turret missing :)
@@StarCraftExplained It was a desert tileset. That i can remember. So you have to search all TvPs on a desert tileset :)
They should've included missed shots in SC2.
Feedback is also missing
Protoss is op.
Psi storm is enough to make them win
Yeah storm is def one of the best abilities in the game
making firebats useless against ultralisks is just mean man, just mean.
Great video!
Is not yours this video?
@@Aldaris777what do u mean?
@szqrnsk sorry a miss understanding 😅
a ( in English)
4th one seems like a bug tbh
Sorry to say, but this was a rather *INEXHAUSTIVE* video... Not very thorough AT ALL !! >=O ... There's *SO MUCH MORE* that barely even scratches the surface !!
*LIKE, FOR EXAMPLE:*
1) PROTOSS SHIELDS always receive FULL DAMAGE, regardless of the interaction between receiving unit size and incoming damage type.
2) What types of damage are *NUKES and YAMATO ??* What about *SPIDER MINES ?!* etc. ... LOTS of stuff missed here !! :O
3) There's actually *YET ANOTHER WAY TO MISS AN ATTACK* -- _IF_ the targeted unit enters CLOAK (becomes INVISIBLE) *at JUST the right time* before the shot reaches it !!
4) That *LAST WAY* of missing an attack demonstrated HERE in this video is *NOT* presented accurately !! The chance is actually *1 in 255 !!* ... _NOT_ the *"0.01 % (percent)* shown HERE !!
(ONE in two-hundred-fifty-five CHANCE !!)
...
I subs'd for now, but you need to step it up, homie !! :O
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Why would I put all the info in my first video? I plan to make many more about this topic and others.
in skill damage you missed FEEDBACK by dark archon!
Couldn't find any source of info which can support that, so I didn't put it. And I looked everywhere.
Where did u get the info?
Subb this channel is gold
Really nice video. I never know how much ability damage count up until now