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Zero-K v 1.3.10.0

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Date Editor Before After
11/3/2015 6:55:24 PMCArankPxtl before revert after revert
11/3/2015 6:54:26 PMCArankPxtl before revert after revert
11/3/2015 6:53:53 PMCArankPxtl before revert after revert
11/2/2015 10:53:26 PMCArankPxtl before revert after revert
11/2/2015 10:53:12 PMCArankPxtl before revert after revert
Before After
1 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. 1 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.
2 \n 2 \n
3 If I'm reading it correctly: 3 If I'm reading it correctly:
4 \n 4 \n
5 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. 5 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.
6 \n 6 \n
7 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. 7 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.
8 \n 8 \n
9 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. 9 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.
10 \n 10 \n
11 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. 11 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.
12 \n 12 \n
13 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. 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.
14 \n 14 \n
15 (edit: added GoogleFrog's explanation of on-fire and fireballs to complete this explanation). 15 (edit: added GoogleFrog's explanation of on-fire and fireballs to complete this explanation).