• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 23:41
CET 05:41
KST 13:41
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Winners4Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
Starcraft, SC2, HoTS, WC3, returning to Blizzcon!23$5,000+ WardiTV 2025 Championship5[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win9
StarCraft 2
General
Starcraft, SC2, HoTS, WC3, returning to Blizzcon! TL.net Map Contest #21: Winners RotterdaM "Serral is the GOAT, and it's not close" Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win 5.0.15 Patch Balance Hotfix (2025-10-8)
Tourneys
Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond) $3,500 WardiTV Korean Royale S4
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
[BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review Practice Partners (Official) [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[Megathread] Daily Proleagues [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - Saturday 21:00 CET BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION
Strategy
PvZ map balance Current Meta How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV Nintendo Switch Thread ZeroSpace Megathread General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Career Paths and Skills for …
TrAiDoS
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1617 users

Inconsistent DPS? can someone explain please.

Blogs > StaticNine
Post a Reply
StaticNine
Profile Blog Joined March 2017
27 Posts
Last Edited: 2024-12-13 15:40:36
December 10 2024 23:58 GMT
#1
I made 2 zerglings each attacking a different tank at the same time and then saved the game. When I repeatedly load the game it seems random which tank dies first. When I tested this with hydralisks I had the same inconsistent results. I made a video demonstrating my test.

I only show several attempts in the video, but I've tried it many times to make sure I wasn't just getting extremely lucky and seeing something rare. I didn't fish for these examples. I recorded once and saved the results.



I just remembered the ranged miss chance could be a factor for the hydras. I should have tested another melee unit.

EDIT: while trying to google for an answer I stumbled on the liquipedia page for BWcalc which states,

"It is generally accepted that there exists some randomness in attack cooldowns in Brood War. While the exact specifics are not known, it is believed that attack cooldowns can vary by approximately +/- 1-4 logical steps per attack"

WombaT
Profile Blog Joined May 2010
Northern Ireland25993 Posts
December 11 2024 00:20 GMT
#2
That is genuinely strange, interested to hear some theories on it
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
micronesia
Profile Blog Joined July 2006
United States24734 Posts
December 11 2024 00:31 GMT
#3
Watching the video in slo-mo, you can see the time between zergling attacks is not constant. I'm not sure how the game calculates the cooldown between attacks, but clearly it worked out differently for these two zerglings. Two possibilities are a randomization factor or a cyclic pattern where the two zerglings each started at different points in the (asymmetric) cycle.
ModeratorThere are animal crackers for people and there are people crackers for animals.
redproduce
Profile Joined December 2024
2 Posts
December 11 2024 05:11 GMT
#4
--- Nuked ---
ZeroByte13
Profile Joined March 2022
775 Posts
Last Edited: 2024-12-11 09:42:42
December 11 2024 09:40 GMT
#5
Isn't there a random 1 frame micro-delay, probably initially added so units like marines shoot more "naturally" and not at exactly the same frame like synchronized robots?
With units like lings where their attack cooldown is very short - 8 frames without glands, 5 with glands - even 1 frame random delay can accumulate to noticeable difference.
WombaT
Profile Blog Joined May 2010
Northern Ireland25993 Posts
December 11 2024 14:41 GMT
#6
On December 11 2024 18:40 ZeroByte13 wrote:
Isn't there a random 1 frame micro-delay, probably initially added so units like marines shoot more "naturally" and not at exactly the same frame like synchronized robots?
With units like lings where their attack cooldown is very short - 8 frames without glands, 5 with glands - even 1 frame random delay can accumulate to noticeable difference.

That would make sense
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
StaticNine
Profile Blog Joined March 2017
27 Posts
Last Edited: 2024-12-11 18:56:12
December 11 2024 18:49 GMT
#7
On December 11 2024 18:40 ZeroByte13 wrote:
Isn't there a random 1 frame micro-delay, probably initially added so units like marines shoot more "naturally" and not at exactly the same frame like synchronized robots?
With units like lings where their attack cooldown is very short - 8 frames without glands, 5 with glands - even 1 frame random delay can accumulate to noticeable difference.



random 1 frame micro delay for every attack? does this mean a unit could get unlucky and attack several frames slower than a unit that did not roll these delays?

I repeated the test for units that attack slower like zealots and DTs and saw the same results. It was a pain to get them to attack at the exact same time, but on the DT test I had them attack a tank which only takes 4 hits to kill. Even if a DT initially attacked 1-2 frames later than the other DT, sometimes it would kill the tank sooner than the DT that attacked first.

I recorded a video of the DT

Nirli
Profile Joined February 2023
Bulgaria378 Posts
December 12 2024 15:43 GMT
#8
Are the stones on the ground in the first vid and the crack in the ground in the second vid doodads?
StaticNine
Profile Blog Joined March 2017
27 Posts
December 12 2024 17:51 GMT
#9
On December 13 2024 00:43 Nirli wrote:
Are the stones on the ground in the first vid and the crack in the ground in the second vid doodads?


I don't think so. I loaded a fresh map on SCdraft and added no doodads.
Acrofales
Profile Joined August 2010
Spain18109 Posts
December 15 2024 13:53 GMT
#10
Not sure about zerglings, but if I'm not mistaken there are a bunch of random factors in attacking. Damage can sometimes vary, cooldowns can vary. Over enough attacks they all average out, but looking at individual zerglings doing damage might not be the best. Now, I'm not sure this holds for zerglings, as quite a lot of the RNG in things was removed. But even if all RNG is removed you'll still have to question how things are implemented. If something attacks every 0.497 seconds, as zerglings do, you might just have some CPU constraints that with enough attacks, they'll desync due to floating point operations, the way things are parallelized (or serialized), etc. I'm guessing that in the design of the game it was less important to have two zerglings kill tanks in *exactly* the same time every time, and more important that a swarm of zerglings responds rapidly and agilely to your commands without syncing all units all the time everywhere.
StaticNine
Profile Blog Joined March 2017
27 Posts
December 15 2024 17:24 GMT
#11
On December 15 2024 22:53 Acrofales wrote:
Not sure about zerglings, but if I'm not mistaken there are a bunch of random factors in attacking. Damage can sometimes vary, cooldowns can vary. Over enough attacks they all average out, but looking at individual zerglings doing damage might not be the best. Now, I'm not sure this holds for zerglings, as quite a lot of the RNG in things was removed. But even if all RNG is removed you'll still have to question how things are implemented. If something attacks every 0.497 seconds, as zerglings do, you might just have some CPU constraints that with enough attacks, they'll desync due to floating point operations, the way things are parallelized (or serialized), etc. I'm guessing that in the design of the game it was less important to have two zerglings kill tanks in *exactly* the same time every time, and more important that a swarm of zerglings responds rapidly and agilely to your commands without syncing all units all the time everywhere.


I tested a bunch of other units too including DTs on tanks which only take 4 attacks to kill. In a later post here I linked a video of a DT attacking later than the other DT yet it kills the tank sooner. The conclusion seems to be there is indeed randomness in attack cooldowns. The liquipedia page for BWcalc describes it as "plus or minus 1-4 logical steps per attack" which at fastest game speed means attacks can vary from 42-168 milliseconds per attack.

While this doesn't have a big effect, I imagine it has impacted game results at times when a high damage unit was killed milliseconds before an attack came out like maybe with a big reaver or lurker shot. It's not like anything can be done about it, that's just how the game was coded, but I think it's interesting to know. Many people think DPS is constant and I thought it was as well.
ThunderJunk
Profile Joined December 2015
United States711 Posts
December 17 2024 17:19 GMT
#12
This reminds me of one time I saw a KR stream where some pros seemed convinced that a zergling could 1vs1 an SCV in a direct fight if the zergling was perfectly microed. Like, someone at the level of Shuttle was spending 20-30 minutes clicking the ling, and trying to subtly influence the attack speed of the ling by declaring attacks really precisely. They never succeeded. The SCV always survived and the ling always died. Perhaps it is possible to influence the random factor by supplying some sort of really specifically timed manual input. Definitely not sure about that, though.
I am free because I know that I alone am morally responsible for everything I do.
StaticNine
Profile Blog Joined March 2017
27 Posts
December 17 2024 19:54 GMT
#13
On December 18 2024 02:19 ThunderJunk wrote:
This reminds me of one time I saw a KR stream where some pros seemed convinced that a zergling could 1vs1 an SCV in a direct fight if the zergling was perfectly microed. Like, someone at the level of Shuttle was spending 20-30 minutes clicking the ling, and trying to subtly influence the attack speed of the ling by declaring attacks really precisely. They never succeeded. The SCV always survived and the ling always died. Perhaps it is possible to influence the random factor by supplying some sort of really specifically timed manual input. Definitely not sure about that, though.


do you mean the other way around? a zergling always kills an scv in a 1on1 fight. they usually end up attacking sooner when engaging, but even when I created a save state where they both initially attack each other on the same frame the zergling still always wins and it's not close enough that the RNG can overcome it. the zergling always survives with either 2 or 1 hits remaining.
Please log in or register to reply.
Live Events Refresh
Replay Cast
23:00
WardiTV Mondays #58
LiquipediaDiscussion
OSC
22:00
Masters Cup 150 Open Qual
Liquipedia
LAN Event
18:00
Day 3: Ursa 2v2, FFA
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 204
NeuroSwarm 172
ProTech121
Nina 87
StarCraft: Brood War
Calm 8821
Shuttle 699
Leta 628
Sharp 162
Noble 72
EffOrt 55
Tasteless 50
Icarus 9
Dota 2
monkeys_forever393
LuMiX1
Other Games
tarik_tv12429
summit1g10767
JimRising 482
WinterStarcraft353
C9.Mang0275
ViBE158
goatrope34
Organizations
Other Games
gamesdonequick857
Counter-Strike
PGL156
StarCraft: Brood War
UltimateBattle 25
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Sammyuel 34
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt434
Other Games
• Scarra519
Upcoming Events
OSC
7h 19m
LAN Event
10h 19m
Korean StarCraft League
22h 19m
CranKy Ducklings
1d 5h
LAN Event
1d 10h
IPSL
1d 13h
dxtr13 vs OldBoy
Napoleon vs Doodle
BSL 21
1d 15h
Gosudark vs Kyrie
Gypsy vs Sterling
UltrA vs Radley
Dandy vs Ptak
Replay Cast
1d 18h
Sparkling Tuna Cup
2 days
WardiTV Korean Royale
2 days
[ Show More ]
LAN Event
2 days
IPSL
2 days
JDConan vs WIZARD
WolFix vs Cross
BSL 21
2 days
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
3 days
Wardi Open
3 days
WardiTV Korean Royale
4 days
Replay Cast
5 days
Kung Fu Cup
5 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
5 days
The PondCast
6 days
RSL Revival
6 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
6 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.