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Staredit Network -> UMS Assistance -> 0 damage units
Report, edit, etc...Posted by r[s]t on 2004-11-06 at 18:26:12
i seen the damageon soem untis is 0

how do i do that?

does it do 0 dmg or is it a very hi-number?
Report, edit, etc...Posted by DT_Battlekruser on 2004-11-06 at 18:27:14
Set the unit attack to "0" is Starforge. Kepp in mind these units still inflict damage (see Moose's armor formula.
Report, edit, etc...Posted by Screwed on 2004-11-06 at 21:07:42
If a unit does 0 dmg, it inflicts 1/2 damage to all units.
Report, edit, etc...Posted by KlowN. on 2004-11-06 at 21:50:17
its kinda pointless cause it still does dmg... starfore can do it though... what u wanna use it for though??
Report, edit, etc...Posted by KaboomHahahein on 2004-11-07 at 00:09:18
well, it's because starcraft never expected you to have a unit with attack to nothing to a unit. That's why it won't do 0 damage.

I think he was just wondering how some people did it. Besides it looks a bit cool in bounds where unit attacks are not important.
Report, edit, etc...Posted by BeeR_KeG on 2004-11-07 at 09:25:45
0 damage isn't actually 0.5 damage.

it iwll do 0 damage and then 1 damage respectively in a cycle.
If you put in the armor factor in it might take more tunrs to make the 1 point of damage.
Report, edit, etc...Posted by DT_Battlekruser on 2004-11-07 at 11:17:18
God for once Beer you are stinking WRONG!

QUOTE(an ownage staff member)
Start with the damage.
Subtract shield upgrades from the damage.
Apply damage to shields.
Carry over the remaining damage to regular HP.
Subtract the unit's armor.
Multiply the damage by the percentage of the damage type and armor type of the target. (100%, 75%, 50%, 25%)

If the damage at any point is zero, it will take two attacks to do one point of damage.

Example...
Seiged Tank (70 damage) attacks a Zealot (60sh, 100hp) with 1 Armor Upgrades.
70 - 0 Shields, 70 Dmg to shields.
70 - 60, takes out shields with 10 left over.
10 - 2 factors in the base Armor plus the upgrade, bringing the damage to 8.
Zealot is a light armored unit, whereas Tank does explosive damage, cutting the damage in half.
8 / 2 = 4 damage to HP.
The Zealot has no shields left and 96 HP left.


The resulting "damage" will alwayse be <0 so it get's upped to 1/2 automatically. no matter how much armor the target has, it could have a 0 dmg unit attacking a unit with 510 armor; it will ALWAYS take two turns to inflict one point of damage.
Report, edit, etc...Posted by Lisk on 2004-11-07 at 16:01:49
actualy it does 0.5 (none visable) because any other 0-0.5 damaging unit does the 0.5 (1 visable) damage tongue.gif so it is 0.5 but it's not visable ^_^
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-11-07 at 19:57:46
In practice it doesn't always do 1 point of damage after 2 turns so apparently that information is wrong.
Report, edit, etc...Posted by BeeR_KeG on 2004-11-07 at 20:33:25
QUOTE(DT_Battlekruser @ Nov 7 2004, 12:17 PM)
God for once Beer you are stinking WRONG!

QUOTE(an ownage staff member)
Start with the damage.
Subtract shield upgrades from the damage.
Apply damage to shields.
Carry over the remaining damage to regular HP.
Subtract the unit's armor.
Multiply the damage by the percentage of the damage type and armor type of the target. (100%, 75%, 50%, 25%)

If the damage at any point is zero, it will take two attacks to do one point of damage.

Example...
Seiged Tank (70 damage) attacks a Zealot (60sh, 100hp) with 1 Armor Upgrades.
70 - 0 Shields, 70 Dmg to shields.
70 - 60, takes out shields with 10 left over.
10 - 2 factors in the base Armor plus the upgrade, bringing the damage to 8.
Zealot is a light armored unit, whereas Tank does explosive damage, cutting the damage in half.
8 / 2 = 4 damage to HP.
The Zealot has no shields left and 96 HP left.


The resulting "damage" will alwayse be <0 so it get's upped to 1/2 automatically. no matter how much armor the target has, it could have a 0 dmg unit attacking a unit with 510 armor; it will ALWAYS take two turns to inflict one point of damage.
[right][snapback]95761[/snapback][/right]


How could I be wrong, I said besicly what you said.
And i've seen maps with a ghost(dose 1/4 dmg to buildings and heavy armor) attack a tank fully armored 255+255(510 armor) with 1 HP. It took about 4 hits to kill.
Report, edit, etc...Posted by .Coko[CK] on 2004-11-08 at 11:24:00
Thats because you've got to take into account the attacking unit and defending unit as it where, certain units do "Half Damage" to others anyway, and a Zealot is an interesting choice, since it will only do half its damage anyway, so that if it has 20 attack and someone has armour 10 it will do only 1 for each, and taking it to zero will mean that whatever it will attack it will 1 overall. Therefore you can slightly get lower than normal.

Firebat does three attacks correct? There it gets more interesting, while Ghost does half damage to Mech units and buildings.
Report, edit, etc...Posted by Thels on 2004-11-08 at 12:10:07
Bat does x2 too. Valk does x8. Goliath does x2 against air. There's some other stuff.

Ghosts does x0.25 against large units and buildings, x0.50 against small units. Same for Bats and Vults.

A firebat that says to do 80 damage, does only 1 damage overall when attacking a tank with 10 armor.
Report, edit, etc...Posted by .Coko[CK] on 2004-11-08 at 13:00:10
You mean 10.
Firebat versus Siege Tank
Firebat (attack; 80)
Siege Tank (armour; 10)

80/2 for Target of Large Target
40/2 for Two Attacks
20

Therefore it will do 10 pieces of damage.
Report, edit, etc...Posted by Thels on 2004-11-08 at 14:22:38
Concussive does 25% against large units.
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