Starcraft 2 how does armor work




















What else do you want to do with all your money? Armor upgrades work on Strike Fighters, fragile units which outrun outfly? Tychus has no gas issues and can get up to 5 armor upgrades that also give more health. Also medivac and rattlesnake healing rate scales with max hp. If your floating extra resources, then sure, go for both.

But again, this is for optimized gameplay. It really seems to depend on who you are playing as and if you have extra resources. I usually like to try and get them because I do think they help more than Aonmaster gives them credit for, but they are a resource drain. If you have to choose one over the other, choose attack. Most commanders under casual play should have their games lasting long enough such that you can get both upgrades.

Optimized Abby, however, should be getting armor upgrades way last. Gas is a premium for him, especially after gutting his economy to rush ultimate evolutions, so at most he can only run upgrades on a single Spire and single Evo, and even then you might delay 2nd or 3rd attack upgrades until much later depending on the mission.

Unless the upgrading armor increase your unit Health, prioritize Attack Upgrade is always a best choice especially if you are playing mutation map that trying to restricting your mining and forced to end the game as fast as possible. However, usually you are gas strapped going carriers, so you skip armor on carrier after say lvl 1 for Karax or favor shield for Fenix. Is armor upgrade really that bad? Co-op Missions Discussion.

What do you think? If I discarded it as wrong, do you think I would ask on the forum about it? They regenerate at 2 points per second. Shields take the same bonus damage as the unit they are protecting. These Protoss upgrades affect the armor of Protoss Shields, on both units and structures.

Shield armor reduces all incoming damage until no shield health remains. Upgrades the shields for all Protoss units and structures. Armor is an attribute possessed by every unit and structure with health points. The amount of armor reduces damage from incoming attacks: each point of armor reduces the damage received by one point. Units commonly have a base armor ranging from 0 to 3 and gain 1 additional armor for each armor upgrade affecting them. The Shield Battery is an uncommonly used Protoss defensive building which can replenish the Plasma Shields of an injured Protoss unit.

It generates Energy which can be quickly converted into Shield hit points on nearby units, whether it be a single unit or a group of them. The purpose of the Plasma. Shield is designed to shield a target object chemically and thermally by engulfing an area subjected.

A lot of units have a "minimum" damage. For example the marine. Even against an enemy with infinite armor they would do a certain amount of damage. Sendlirn : Go In SC2 melee attacks made with weapons are reduced just like that by armor, but the minimum damage a unit will take is 1.

It is possible to take fractions like you described and they are added normally. Spells are not reduced by damage. But in the editor you can alter the exact values, or even change it to more complex interactions.

There are ways to reduce or increase the minimum and maximum damage a unit takes too. SoulFilcher : Go. Sendlirn : Go That not a global rule actually, these things are defined per effect. In melee there aren't units that cause 0. In that case I think the minimum damage is smaller, but I never really checked. If you want to do percentage armor, rather than flat reduction, you will have to use Combat: Damage Response with a Location of Defender.

MasterWrath : Go. Sendlirn : Go. I've noticed that each damage effect cannot go under. The armor is applied to the damage effects from the weapon so if it has several damage effects it will do.



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