Spore Tables
ZiGGY
Join Date: 2003-01-19 Member: 12479Members
<div class="IPBDescription">understanding spore</div>damnit lost post lol
<a href="http://www.hl2.co.uk/ziggy/sporetables.htm" target="_blank">http://www.hl2.co.uk/ziggy/sporetables.htm</a>
IF you wonder "hmm how much spore do I need to 1 shot this guy"/"do I have enough health/armor to not get 1 shotted" etc etc
then these tables will tell you (though I couldnt be arsed to do many cause I know no one wants to read em lol)
<b><u>TABLE EXPLAINATION</u></b>
DMG = Damage done in 1 go
ARM = ARMOUR
SPORE = time it would take (seconds) til ya get 1 shotted
WELD = same as SPORE except your armour constantly replenishes (eg a lerk spores you sods off and you weld up but dont get medded)
HEALTH = the magic HP numbers of ultimate faily death on WELD
MEDS = same as SPORE except youre being medspammed by Jesus as such have 100 hp at all times.
Based on the assumption spore ticks every .5 seconds for 7 dmg (in a .3-.7 dmg ratio, a= 2dmg/point blah blah blah)
<b>INTERESTING RESULTS:
10s of spore w/ welding to get 1 hitted by a focus fade with only a1
3-4.5(depending on meds) seconds of spore is all it takes to 1hit an a1 marine as a focus fade unless they welded
3 seconds of spore to 2 bite an unupgraded marine in combat </b>
etc etc, cba to make this exciting, if you have uses for this (such as soloing/alien/marine strats/tacts) then go nuts, and if youre desperate I can toss off these tables since its just a matter of banging in the numbers lol
( I use it for slightly more complex scenarios for very little reason >.>; *emo suicide GO!* )
<b>SOMEWHAT IMPORTANT NOTE:
It is quite easy to time these, since in game you actually have a clock that ticks away lol</b>
<a href="http://www.hl2.co.uk/ziggy/sporetables.htm" target="_blank">http://www.hl2.co.uk/ziggy/sporetables.htm</a>
IF you wonder "hmm how much spore do I need to 1 shot this guy"/"do I have enough health/armor to not get 1 shotted" etc etc
then these tables will tell you (though I couldnt be arsed to do many cause I know no one wants to read em lol)
<b><u>TABLE EXPLAINATION</u></b>
DMG = Damage done in 1 go
ARM = ARMOUR
SPORE = time it would take (seconds) til ya get 1 shotted
WELD = same as SPORE except your armour constantly replenishes (eg a lerk spores you sods off and you weld up but dont get medded)
HEALTH = the magic HP numbers of ultimate faily death on WELD
MEDS = same as SPORE except youre being medspammed by Jesus as such have 100 hp at all times.
Based on the assumption spore ticks every .5 seconds for 7 dmg (in a .3-.7 dmg ratio, a= 2dmg/point blah blah blah)
<b>INTERESTING RESULTS:
10s of spore w/ welding to get 1 hitted by a focus fade with only a1
3-4.5(depending on meds) seconds of spore is all it takes to 1hit an a1 marine as a focus fade unless they welded
3 seconds of spore to 2 bite an unupgraded marine in combat </b>
etc etc, cba to make this exciting, if you have uses for this (such as soloing/alien/marine strats/tacts) then go nuts, and if youre desperate I can toss off these tables since its just a matter of banging in the numbers lol
( I use it for slightly more complex scenarios for very little reason >.>; *emo suicide GO!* )
<b>SOMEWHAT IMPORTANT NOTE:
It is quite easy to time these, since in game you actually have a clock that ticks away lol</b>
Comments
the early lerk can make all the diffrance, and can stop rines in those games were they rush hive from the word go and try and seal you in so they can take the map. balm a good lerk can scare them off heaps.
like you said 3 seconds of gas and suddenly you dont have to parasite any more
what numbers i think you should crunch are, 1-2 para's on a rine X seconds of gas for one bite. against a vanila and then a armor one marine
alot of times you dont get two bites, and suddenly if two sulks and a lerk can barrel down at three rines, when its only going to take one bite each theres a pritty good chance all three kharaa will survive, sure it takes a bit more time a bit more placement and not giveing them time to be meded by the lazy com or allow them to weld. but suddenly things are looking up for our new bacterium overlords.
I have all the functions for these tables so it's not much of an issue to calculate them lol
again no real demand for them so not gonna post a full list but heres a couple for you then lol
SPORE -- 0/1/2/3
60 -- 7.5/10/13/16.5
75 -- 6.5/9/12/15
85 -- 5.5/8.5/11.5/14
95 -- 5/7.5/10.5/13.5
105 -- 4/7/10/12.5
135 -- 2/5/7.5/10.5
145 -- 1.5/4/7/10
155 -- 0.5/3.5/6.5/9
edit: now im not saying that these numbers are perfect and frankly i cba to check the formula, but they probably are <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
and 8 seconds of spore for a lvl 1 armor marine.
7dam per second for 6 seconds, 5 seconds for 35 dam + 95 (75+10+10)= 130.
8 seconds for 56 damage + 95= 151
One thing I really want to see effective is a balance between resonable spore time and OC spikes.
For oc's at 20 hp 1 shot a sec, almost garrenteed a hastie zelous marine will jump out for at least 2-3 seconds, two OC's thats
80-120dam for 2-3 shots each, plus spore of 8 seconds for 136 or 2 seconds if he takes 3 shots from both Oc's.
At armor one thats 10 seconds of spore or 5 seconds with 2 oc's getting off 3 shots.
Those are pritty good odds for a 30 res support lerk and a 30 res gorge plus a pair of his oc's.
you run through a spore cloud you chase the lerk around the courner, death.
Hum those marine kills gave you enough res to build two more OC's up ahead on the next courner?
Repeat. hum suddenly they have armor 1, repeat.
Now your lerks a fade and you have a third of the map with OC's at every junction and bend.
Similarly I would be interested in damage per second lmg a1/w0 vs lerk damage per second of 2 bites. Meaning if your damage per second (also counting travel time to the marine) is greater you might survive
The most likely situation is an a1/w0 marine and a lerk 2-3 bites. What you really want to know is with x number of marines, how fast will you die.
I've been working on a couple other tables (not related to lerks) myself and am going to make a simple site for them.
the dmgs for the weaps should be floating around, add +10%*wlvl to the dmg on your weaps, 30% goes into hp 70% into armour unless there isnt enough armour then it goes into health, armour is 2 points of hp at 1 -2 hive, I think the absobtion ratio changes with hive3 aswell as the a values, which would make it 10%-90% armour is worth 3 points.)
youd probably be better off combining spit + spore than oc spike + spore in small games most of the time (not always)
Although I guess this would depend too much on how well the marine can track you to be worth anything because certainly any marine that landed every bullet could kill you very quickly, but that isn't very likely either.
as for spore and spit yes thats the fall back plan, acctuly the fall back plan is two spits be they hits of misses then heal sprays, as heal sprays better for damage, energy, cone AOE and rate of fire. but to know that you could be healiung ht near death lerk or a fade, or building a res node around the courner that the OC's will near do there job with that lerk guarding, and garenteed if the marines trys to change his mind and go after the gorge mid rush that if it gets to a med spamming point were the gorge is a inch from dieing the lerks teeth i am sure will help.
I have always felt though that spore shouldnt damage the armor of a marine it should do direct health damage.
but i guess meds would just cancel that out if it does armor damage then you need rines with welders and meds.
I just think droping a rines health then haveing bites do armor and health damage to finish him off, i dont know. but thn again i have always felt bile bomb should near instantly strip marine armor.
when they decresed its range and damage i was sure they were going to let it tear through armor.