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Fireballs have two components, the damage-over-time fireball (which is stackable) and the "on-fire" component (where a unit glows and continues to take damage after they have left the flames) which is not stackable.
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Fireballs have two components, the damage-over-time fireball (which is stackable) and the "on-fire" component (where a unit glows and continues to take damage after they have left the flames) which is not stackable.
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If I'm reading it correctly:
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If I'm reading it correctly:
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With the direct damage of 80, the Blasting now has 3 damage-components. First, it does 80 damage (this is obviously stackable). The fireball itself does 16 damage-per-second to a unit standing in its exact centre (lasts 20(!) seconds so it does a total of 320 damage in DOT to anything immobile or moronic). That's a total of 400 stackable damage to immobile targets.
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With the direct damage of 80, the Blasting now has 3 damage-components. First, it does 80 damage (this is obviously stackable). The fireball itself does 16 damage-per-second to a unit standing in its exact centre (lasts 20(!) seconds so it does a total of 320 damage in DOT to anything immobile or moronic). That's a total of 400 stackable damage to immobile targets.
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Then anything standing in the fire will be ignited for 2 seconds. Burn damage is 15 dps, so this deals another 30 damage to the target, non-stackable.
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Then anything standing in the fire will be ignited for 2 seconds. Burn damage is 15 dps, so this deals another 30 damage to the target, non-stackable.
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edit: That 2-second counter will be re-set as the unit remains in the fireball, leading to an upper-limit of (20+2)*15=330 damage. However, there are random elements to "on-fire" state starting and ending, so that's an upper-bound. Call it 300-330 of non-stackable damage for standing in the fireball for its entire 20 seconds.
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edit: That 2-second counter will be re-set as the unit remains in the fireball, leading to an upper-limit of (20+2)*15=330 damage. However, there are random elements to "on-fire" state starting and ending, so that's an upper-bound. Call it 300-330 of non-stackable damage for standing in the fireball for its entire 20 seconds.
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So yes, the Blastwing is still *very* stackable, but it takes a long time to kill a target and moving targets like comms can simply walk out of the fire and can repair buildings through the damage.
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So yes, the Blastwing is still *very* stackable, but it takes a long time to kill a target and moving targets like comms can simply walk out of the fire and can repair buildings through the damage.
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Remember
that
all
those
stackable
damages
above
are
ignoring
radius
falloff
-
so
assume
you'll
see
less
than
400
even
for
a
direct-looking
hit.
The
non-stackable
damages,
however,
are
not
affected
by
radius
falloff.
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13 |
Remember
that
all
those
stackable
damages
above
are
ignoring
radius
falloff
-
so
assume
you'll
see
substantially
less
than
400
even
for
a
direct-looking
hit.
The
non-stackable
damages,
however,
are
not
affected
by
radius
falloff.
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(edit: added GoogleFrog's explanation of on-fire and fireballs to complete this explanation).
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(edit: added GoogleFrog's explanation of on-fire and fireballs to complete this explanation).
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