FFA Masters League
General => Strategy => Topic started by: FML|Renaud on August 25, 2013, 09:07:25 pm
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I had this discussion again with high level players who ignored this, so I'm posting it again!
Banshee's AMS DOES work against bats, and not just the splash, however AMS is not affected by armor so it's not the same as having two perfectly timed scroll of healing
So normal garg:
600 * 0.6494 = 389 damage
left with 21/410 hp
Need 1 bat and 1 splash, or 5 splash to kill it
AMS garg:
(600 - 300) * 0.6494 = 194 damage
left with 216/410 hp
Need 1 bat and 3 splash, or 7 splash to kill it
So if you take the time and mana to cast AMS on each and every garg you have, it will be slightly better than a perfectly timed scroll of healing (will have 30% more health, and will affect all gargs individually instead of casting it for all at once, which is very inefficient) It basically protect's them from 2 splash (and a little bit more)
Is it worth it? Hard to say, a single banshee can cast AMS on 5 gargs so you will need to have quite a few banshee, which could have been more gargs instead (although curse is also useful in battle... but they will also slow down your army... so who knows) would definitely be worth considering in a map like deathrose, where you have a mana fountain right next to your main.
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That being said, undead is still a shitty race, because they have no good way of killing towers
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No good way of killing towers? Pretty sure death and decay is one of the best ways to kill towers. Not to mention wyrms with frost breath which makes towers not attack...
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waiting for your 2nd hero to reach lvl 6 is not a good way
And wyrms are ok, as long as no army is defending the main (say 4 hawks)
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Might be good to force orcs to waste concoction on the gargs, stone form and TP out to save them. If 2 banshees can AMS 10 gargs then 10 gargs might be enough to get going with as far as being able to kill an orc while staying at 80? Also if you make a necropolis somewhere outside their base or expo and TP your stone form gargs to there you can force another fight fairly quickly, possibly before his new round of bats is ready (e.g. he only has 5 out but needs 10 to kill all your gargs). All theorycraft of course but it would be nice for UD to find an edge on those damn orcs! =)
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I thought that Bats damages was physical, that is why some pro 1v1 hu player sometimes makes mass griph, with 3-3 upgrade, Priest armor, scroll of protection, and pala armor aura !
I've seen a replay like that and the orc couldn't kill any griph even with 10 bats. Am I wrong ?
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Somehow its both (Magic and physical) yeah..since upgrading armor of your gryphs/hawks also reduces the damage of the unstable concotion.
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it's not logical, but it works, I'm guessint it's either a bug or blizzard realizing that ud needed all the help they could get vs orc :D
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Personally im all for the running your gargs into bats to see much gold you can throw away and have the weakest keep teaming the second weakest with you for... but hey thats just me
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Personally im all for the running your gargs into bats to see much gold you can throw away and have the weakest keep teaming the second weakest with you for... but hey thats just me
or losing 24 gargs to 5 bats!!
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Personally im all for the running your gargs into bats to see much gold you can throw away and have the weakest keep teaming the second weakest with you for... but hey thats just me
:]
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I was under the impression that the direct damage done by the bat suicide was physical, while the splash damage was magical
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official wc3 page doesnt tell a shit about the details just this:
http://classic.battle.net/war3/orc/units/trollbatrider.shtml
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Anyone wanna test this for sure?
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Sure, whenever you are on
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Sure, whenever you are on
That may prove difficult for a while ... can you find someone else to theorycraft with?