Ahh, this is a beautiful explanation and visual. Thank you! I see now how that PUP wording works, but also causes confusion. (This is funny timing, considering the Campaign/Scenario wording issue for the upcoming DLC )
If I understand correctly, if a Treb (or other siege weapon) launches a boulder, then the area of impact receiving 100% damage is equal to the pixel diameter of the boulder (rather than just a pinpoint), and there will still be splash damage falloff outside of that diameter. And if the impact is a military unit (or similar, or even trees), then they obviously get 100% of that damage.
Sounds great! Although it still seems siege will be doing more damage quicker than before (feels like an attack buff, despite it also fixing a bug). Thankfully, not as bad as I feared.
One question, though… Mangonels sometimes (or always?) launch multiple boulders and land in a spread-out fashion. Will this change take each individual boulder into account, I wonder? So, wherever each of the multiple rocks land, they each cause 100% damage within each diameter, and each have their own falloff radius?
Or is the group of boulders treated as one big diameter circle (equal in size to however far the boulders spread out) that causes 100% damage within its entire diameter and has one falloff radius relative to the boulder spread amount?
Pretty much splitting hairs at the moment, I know, but some players might like to know, as the PUP wording makes it seem like the diameter of each boulder will be what causes 100% damage – and the pockets of air between them will receive less than 100% damage. I’d prefer it this way, but fear that it will be just one big circle.
Spirit of the Law is truly amazing. I haven’t watched a lot of his stuff, but the handful of things I have I’m blown away by the time spent reviewing and showing the fine details of things