How does splash damage work in sc2




















The bunker is being attacked by zerglings and hydralisks. If the tank attacks the zerglings, it'll damage the bunker with splash damage, but if it attacks the hydralisks it won't. However, left alone, the tank will attack the zerglings first. Sometimes the tank ends up doing more damage to the bunker than the zerglings did.

So, is it possible to make the tank shoot at the hydralisks first, and only turn its cannon on the zerglings when there are no other targets? Make it prioritize higher valued targets first. Corrupted : If the defender is affected by Corruption , then this equals 1.

Hallucinated : If the defender is a Hallucination , then this equals 2; otherwise, this equals 1. Prismatic : If the attacker is a Void Ray and the defender is a Massive unit, then this equals 1. Bypass : If the attacker is a Baneling and the defender is a Structure , this equals 0; otherwise, this equals 1. Spell : If the attacker's damage comes from a spell , this equals 0; otherwise, this equals 1. Hardened : If the defender is an Immortal with Shield Points remaining and thus Hardened Shield , then this equals 10; otherwise, this equals Guardian : If the defender is protected by Guardian Shield , then this equals 2; otherwise, this equals 0.

Otherwise, this equals Armor Defense. Otherwise, this equals the Damage Inflicted. Imagine a giant roof that follows your zerglins around as they run. You see what i mean? His own atributes are working againts his purpose. To give you an idea from a completly different game, TF2.

The Heavy has the biggest hitbox, and highest hp, he is easy to hit, but he can work around to cover other things with his size. But in TF2, allies can walk through allies, so anyone standing close to him will take the damage he was supposed to absorb alone just like ultras , but the heavy cannot control what his allies do, in SC2 you can controll all your units, though, this has proven to be very hard.

Seconded, he is slow and has a high DPS, but this works best when people are forced to come to the Heavy, rather than him chasing them. There is where i see ultras have some unexplored options. Ultras seem to work better when protecting and stopping an incomming wave of units like Zealots or Zerglings. As a side note, ultras seem to clash a bit with the roll of the banelings no pun intended , other rts i have played tried to get rid of units that you want to sacrifice on purpose.

Banelings are a necessity however, but they are much more effective at splash damage and breaking into a defensive position because they are much smaller, have a better structure damage and are, well, designed to splash all around, wich is ok, but then again, Why would you use ultras to do this when banes could do better?.

Maybe Ultras could get their structure special attack back. Im not sure. But the sheer size of the unit is the only thing that seems to be working againts the concepts that make the ultra what he is, and even worse, taking it away could make the ultra stop being what he is. If specified, it will re-damage units in an area when there are fewer targets than this number availlable.

Identifies alternate names known as aliases that allow all effects with the same alias to be treated as equivalent in requirement checks. To be confirmed Parameters about the reveal are probably imputed in the behavior named "Attack Reveal".

This behavior seems to be set at 3 seconds duration. Specifies a flat amount of damage to deal per vital type. If the current vitals are less than this amount, then they are used instead. Specifies an amount to be multiplied by the unit's current vitals that may be dealt as damage. Speicifes an amount to be multiplied by the unit's maximum vitals that may be dealt as damage, if the current vitals are less than this amount, then they are used instead.

If the "Area" field is used, this field offsets the impact location by displacing it with a X,Y distance the numeric value is equal to radius's distance. Just as the arc can be complicated to set in some cases, this fields can inherit the same problematic of relating source to impact location. In rare case this field is used.



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