Spell Damage
Jun 26 2008, 2:17 am
By: Heretic  

Jun 26 2008, 2:17 am Heretic Post #1



I know I've seen this done on a few other maps where Psi Storm and Scarabs can do more damage then normal or be upgraded more. I looked through a few tutorials and found references, but never a step by step on how to do it. Can someone please explain this to me?



None.

Jun 26 2008, 2:33 am Echo Post #2



Scarab = Go to scarab upgrade and change it from 1 to 255.
Psi Storm = Go to other upgrades and change it to default of 1/1 or so on. (Warning : This will make turrets and scv/other workers have upgrades too)



None.

Jun 26 2008, 2:35 am stickynote Post #3



You need to have starforge or scmdraft. For the psi storm, you can't upgrade the damage in-game, but you can set a upgrade for each player. On starforge, it would be unused upgrade 60. On scmdraft, it would be the last unused upgrade.



None.

Jun 26 2008, 2:42 am Heretic Post #4



Quote from EcHo
Scarab = Go to scarab upgrade and change it from 1 to 255.
Just some clarification, does it need to be 255 or can it be any number in between?



None.

Jun 26 2008, 2:45 am DT_Battlekruser Post #5



Any number in between - the scarab's damage will be x + uy, where x is its base damage and y is its upgrade damage and u is the number of upgrades. You can set it to any number of upgrades, but in the game you can only upgrade it once (using the Scarab Damage research).



None.

Jun 26 2008, 3:00 am stickynote Post #6



If you set the upgrade max for scarab damage higher, you can upgrade more than once in the game.



None.

Jun 26 2008, 3:04 am DT_Battlekruser Post #7



True. The reason an upgrade exists though is because of the once-only normal melee upgrade.



None.

Jun 26 2008, 5:17 am Kaias Post #8



There are eleven Unlabeled / Unused Other techs in SCMDraft, are there any tutorials or references on what those are about?



None.

Jun 26 2008, 6:41 am Echo Post #9



Quote from Kaias
There are eleven Unlabeled / Unused Other techs in SCMDraft, are there any tutorials or references on what those are about?
If you can't find it in SCMDraft, just preset it for all of it. It doesn't have any other effects.



None.

Jun 26 2008, 3:53 pm Vi3t-X Post #10



The unused upgrades were upgrades which were removed from SC: BETA, some of which include After Burners and Roar, Unused Upgrade 60 is the only thing you really need to know though.



None.

Jun 26 2008, 5:40 pm NudeRaider Post #11

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from DT_Battlekruser
Any number in between - the scarab's damage will be x + uy, where x is its base damage and y is its upgrade damage and u is the number of upgrades. You can set it to any number of upgrades, but in the game you can only upgrade it once (using the Scarab Damage research).
Scarab damage upgrade is like any other weapon upgrade (e.g. terran infantry) you can upgrade as many times as you want (max. 255) and each time the damage is increased.
Other upgrades (non-weapon upgrades in general), like khaydarin amulet (increased mana for templars), can also be upgrades 255 times too, but only the first upgrade adds energy. All other upgrade levels won't do anything but they cost ore/gas.




Jun 26 2008, 8:43 pm Kaias Post #12



Quote from Vi3t-X
The unused upgrades were upgrades which were removed from SC: BETA, some of which include After Burners and Roar, Unused Upgrade 60 is the only thing you really need to know though.
Which one is that in SCMDraft?



None.

Jun 26 2008, 9:10 pm NudeRaider Post #13

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Kaias
Quote
Unused Upgrade 60 is the only thing you really need to know though.
Which one is that in SCMDraft?
It has already been said:
Quote from stickynote
On scmdraft, it would be the last unused upgrade.





Jun 26 2008, 11:45 pm Kaias Post #14



Ah, I missed that, thanks.



None.

Jun 26 2008, 11:46 pm O)FaRTy1billion[MM] Post #15

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As a side note, none of the upgrades do anything apparently. Only upgrade 60.



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Jun 27 2008, 1:03 am Ahli Post #16

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Reaver upgrades are shared with other players while giving them to them (your upg can never decrease, only increase).




Jun 27 2008, 1:05 am stickynote Post #17



They do? I thought only tech could be increased through giving.



None.

Jun 27 2008, 1:25 am Zell. Post #18



whats upgrade 60 do??



None.

Jun 27 2008, 1:40 am stickynote Post #19



Upgrade 60 does a lot of things. Most notably, it increases psi storm's damage. 1 upgrade of upgrade 60 increases psi storm's damage by 32, I think. If anybody knows for sure, please confirm. It also increases the damage for units that do not normally have upgrades for their damage. Examples would be an scv, sunken colonies, missile turrets, spore colony, drone, photon cannon. It also upgrades armor for units that do not normally have armor upgrades, such as buildings and critters.



None.

Jun 27 2008, 5:55 am NudeRaider Post #20

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

A psi storm hits 8 times. Each time it does 14 damage, adding up to a total damage to 112.
For each upgrade of upgrade 60 each hit of the storm will be increased by 1 damage, thus effectively adding 8 damage to the storm. So if you set upgrade 60 to 30 the storm will do 112 + 30 x 8 = 352 damage.




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