• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:18
CEST 00:18
KST 07:18
  • 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 #22 - Voting & Ladder Map Selection1Code S Season 2 (2026) - RO8 Preview4[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)7
Community News
StarCraft II 5.0.16 PTR Patch Notes may 26th103Weekly Cups (May 18-25): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League4Weekly Cups (May 11-17): Classic wins double1Code S Season 1 (2026) - RO8 Results2
StarCraft 2
General
The death of cheese, from a professional cheeser. Changing from 12 to 8 is just asking for StarCraft StarCraft II 5.0.16 PTR Patch Notes may 26th TL Poll: How do you feel about the 5.0.16 PTR balance changes? Weekly Cups (May 11-17): Classic wins double
Tourneys
Maestros of The Game 2 announcement and schedule ! RSL Revival: Season 5 - Qualifiers and Main Event GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament Crank Gathers Season 4: BW vs SC2 Team League
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
The PondCast: SC2 News & Results Mutation # 528 Infection Detected Welcome to the External Content forum Mutation # 527 Hell Train
Brood War
General
FlaShFTW vs A.Alm Grudge Match Event BGH Auto Balance -> http://bghmmr.eu/ VPN experiences Soma's ASL Finals Review OGN to release AI-upscaled StarLeague from Feb 24
Tourneys
[ASL21] Grand Finals [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 [BSL22] WB Final & LB Semis - Saturday 21:00 CEST
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread ZeroSpace Megathread Path of Exile Dawn of War IV
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
Russo-Ukrainian War Thread Trading/Investing Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Dating: How's your luck?
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
McBoner: A hockey love story 2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Esportsmanship: How to NOT B…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4261 users

Inconsistent DPS? can someone explain please.

Blogs > StaticNine
Post a Reply
StaticNine
Profile Blog Joined March 2017
47 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 Ireland26921 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 States24776 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
796 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 Ireland26921 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
47 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
Bulgaria387 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
47 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
Spain18300 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
47 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 States735 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
47 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
Next event in 1h 42m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech95
StarCraft: Brood War
Artosis 316
NaDa 18
Dota 2
LuMiX1
League of Legends
Doublelift5954
Counter-Strike
taco 517
Super Smash Bros
Mew2King82
Other Games
summit1g12349
Grubby4523
Liquid`RaSZi3628
fl0m765
hungrybox291
KnowMe69
kaitlyn48
ForJumy 25
fpsfer 3
Organizations
Other Games
gamesdonequick1362
BasetradeTV207
Counter-Strike
PGL117
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 12 non-featured ]
StarCraft 2
• Hupsaiya 49
• musti20045 43
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
OSC
1h 42m
Wardi Open
13h 42m
Monday Night Weeklies
17h 42m
Replay Cast
1d 1h
Sparkling Tuna Cup
1d 11h
WardiTV Spring Champion…
1d 12h
Maestros of the Game
1d 17h
The PondCast
2 days
Kung Fu Cup
2 days
uThermal 2v2 Circuit
2 days
[ Show More ]
Maestros of the Game
2 days
Replay Cast
3 days
Replay Cast
3 days
WardiTV Spring Champion…
3 days
Maestros of the Game
3 days
Replay Cast
4 days
uThermal 2v2 Circuit
4 days
Maestros of the Game
4 days
Replay Cast
5 days
Solar vs Classic
uThermal 2v2 Circuit
5 days
GSL
6 days
uThermal 2v2 Circuit
6 days
BSL
6 days
Liquipedia Results

Completed

Escore Tournament S2: King of Kings
2026 GSL S1
Heroes Pulsing #1

Ongoing

BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
SCTL 2026 Spring
WardiTV Spring 2026
Maestros of the Game 2
2026 GSL S2
Murky Cup 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
uThermal 2v2 2026 Main Event
Heroes Pulsing #3
Heroes Pulsing #2
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
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 © 2026 TLnet. All Rights Reserved.