Marine Arena


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PostPosted: 18 Apr 2017, 17:43 
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Ranged mercs will deal 15% more damage to units with one tag they counter, and 32.25% more damage to units with both tags (Behavior damage bonuses stack multiplicatively).
Melee mercs (and the one ranged merc that will fill a melee slot) will take 13% less damage from a unit with one of the tags they counter, and 24.04% less damage from a unit with both tags (Behavior damage reduction combines with diminishing returns). 13% damage reduction is roughly equivalent to 15% damage bonus.

Phantoms->Lancers->Hunters->Immortals->Destroyers->Goliaths->Maraiders->Phantoms
Beetles-->DevilDogs->Warplots->Crawlers->Cracklings->Templots->Reavers--->Beetles

(Units vertically above each other fill the same spot. Each unit soft counters units two and three steps behind it. So for example, Spectres soft-counter Goliaths, Destroyers, Cracklings and Templots)

These counters only apply to units after they've been morphed. Non-morphed units will neither have tags nor deal more or less damage to enemies with tags.

Tier 1 units have their own small circle (+20% ranged, -17% melee) that goes Spectre>Zealot>Marauder>Zergling>Spectre.
Written by Thomulf



-----------------------------------------------------------------------------------------
Tier 1 Circle
-----------------------------------------------------------------------------------------

Spectre counters Zealot
Zealot counters Marauder
Marauder counters Zergling
Zergling counters Spectre

-----------------------------------------------------------------------------------------
Higher Tier Circle
-----------------------------------------------------------------------------------------

SC = softcounters
HC = hardcounters

Phantoms, SC --> Cracklings, Templots, Goliaths, Destroyers
Phantoms, HC --> Lancers, DevilDogs

Lancers, SC --> Maraiders, Goliaths, Reavers, Templots
Lancers, HC --> Hunters, Warplots

Hunters, SC --> Phantomes, Beetles, Maraiders, Reavers
Hunters, HC --> Immortals, Crawlers

Immortals, SC --> Lancers, Phantoms, DevilDogs, Beetles
Immortals, HC --> Destroyers, Cracklings

Destroyers, SC --> Hunters, Lancers, Warplots, DevilDogs
Destroyers, HC --> Goliaths, Templots

Goliaths, SC --> Immortals, Hunters, Crawlers, Warplots
Goliaths, HC --> Maraiders, Reavers

Maraiders, SC --> Destroyers, Immortals, Cracklings, Crawlers
Maraiders, HC --> Phantoms, Beetles

Beetles, SC --> Cracklings, Templots, Goliaths, Destroyers
Beetles, HC --> DevilDogs, Lancers

DevilDogs, SC --> Reavers, Templots, Maraiders, Goliaths
DevilDogs, HC --> Warplots, Hunters

Warplots, SC --> Beetles, Reavers, Phantoms, Maraiders
Warplots, HC --> Crawlers and Immortals

Crawlers, SC --> DevilDogs, Beetles, Lancers, Phantomes
Crawlers, HC --> Cracklings, Destroyers

Cracklings, SC --> Warplots, DevilDogs, Hunters, Lancers
Cracklings, HC --> Templots, Goliaths

Templots, SC --> Crawlers, Warplots, Immortals, Hunters
Templots, HC --> Reavers, Maraiders

Reavers, SC --> Cracklings, Crawlers, Destroyers, Immortals
Reavers, HC --> Beetles, Phantoms

This list was compiled by Re-Patch


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PostPosted: 18 Apr 2017, 19:09 
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We thank you vero!


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PostPosted: 18 Apr 2017, 20:50 
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Fabulous

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Errare humanum est, ignoscere divinum
Vero=best mod.
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https://www.youtube.com/watch?v=yFE6qQ3ySXE


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PostPosted: 19 Apr 2017, 07:49 
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Joined: 04 Jan 2017, 21:03
Posts: 119
I would like to point out some hidden mechanism behind, about final damage calculation:
Bonus damage for range units apply after armor reduction.
Reduction Damage for melee units apply before armor reduction.

However, any other bonus damage or damage reduction from any other effect apply only after armor reduction (ppd drones, thor shield ability, corruptors, darktemplar/D.archon ...)

So in conclusion only melee counter circle damage reduction works differently and this is why the damage reduction numbers are different from melee to range.


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PostPosted: 12 May 2018, 16:58 
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I add this for anyone who wants to have a quick view on all counters.

Image


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PostPosted: 12 May 2018, 17:14 
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Joined: 14 Jul 2017, 15:42
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Dr Lolotor wrote: I add this for anyone who wants to have a quick view on all counters.

Image
Wow great work this is insane !
This will buff all MA Player using multiple Screens - Thanks

Maybe add that this overview is not including marines ( because warps definetly not counter reaver + marines for example ) just unit-unit interactions


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PostPosted: 12 May 2018, 17:45 
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personally i think veronidis list was much much easier tot understand

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+1 anything crow says because he is right about everything




Errare humanum est, ignoscere divinum
Vero=best mod.
Vero4admin
https://www.youtube.com/watch?v=yFE6qQ3ySXE


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PostPosted: 12 May 2018, 18:39 
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all can also print it!!!
No need to have multiple screen


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