• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:27
CEST 19:27
KST 02:27
  • 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
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
IntoTheTV X SOOP SC2 League : Weekly & Monthly4Clem: "I don't have that much hope in Blizzard"2ZeroSpace Early Access is Now Live!26Weekly Cups (July 13-19): Terran & Protoss rise; Zerg falters2Balance hotfix patch 5.0.16b (July 16)90
StarCraft 2
General
Reynor: GSL Loss Wasn't About Preparation Format What's the best tug of war? Balance hotfix patch 5.0.16b (July 16) How would you feel about frequent/monthly balance patches for SC2? Clem: "I don't have that much hope in Blizzard"
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event PIG STY FESTIVAL 8.0! (13 - 23 August) IntoTheTV X SOOP SC2 League : Weekly & Monthly INu's Battles#18 - Cure, herO, Rogue & ByuN Master Swan Open (Global Bronze-Master 2)
Strategy
[G] Having the right mentality to improve
Custom Maps
[M] (2) Industrial Park New Map Maker - Looking for Advice - Love or Hate
External Content
Mutation # 535 Assembly of Vengeance The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Recent recommended BW games screpdb: new Starcraft reporting tool ASL22 General Discussion
Tourneys
BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS [Megathread] Daily Proleagues Escore Tournament - Season 3 Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers PvT advise for noobs Fighting Spirit mining rates Creating a full chart of Zerg builds
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Path of Exile ZeroSpace Early Access is Now Live! Diablo IV
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance Vanilla Mini Mafia
Community
General
European Politico-economics QA Mega-thread US Politics Mega-thread Artificial Intelligence Thread Russo-Ukrainian War Thread How to buy a book - shipping from Korea to Europe
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread Series you have seen recently... Movie Discussion! [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread 2026-27 Football Thread placeholder TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
How Games can Help with Majo…
TrAiDoS
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4080 users

Inconsistent DPS? can someone explain please.

Blogs > StaticNine
Post a Reply
StaticNine
Profile Blog Joined March 2017
48 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 Ireland27230 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 States24784 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
799 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 Ireland27230 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
48 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
48 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
Spain18390 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
48 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 States740 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
48 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
PSISTORM Gaming Misc
15:00
FSLteamleaguePlayoffs STvs POG
Freeedom28
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ByuN 237
BRAT_OK 72
EmSc Tv 27
StarCraft: Brood War
Calm 4913
Shuttle 1393
Mini 691
BeSt 623
Soulkey 185
910 171
Larva 165
Mong 152
Dewaltoss 133
Rush 130
[ Show more ]
hero 115
ZZZero.O 56
Hyun 53
soO 43
Sexy 30
Rock 29
yabsab 25
Hm[arnc] 21
scan(afreeca) 12
IntoTheRainbow 12
firebathero 0
Dota 2
qojqva3076
Dendi1228
monkeys_forever112
Counter-Strike
fl0m3950
ScreaM1850
edward486
Heroes of the Storm
Liquid`Hasu387
Khaldor325
Other Games
FrodaN2443
singsing1727
B2W.Neo1088
Grubby963
Beastyqt523
uThermal338
C9.Mang099
ArmadaUGS93
Livibee71
CosmosSc2 40
MindelVK23
Organizations
Other Games
gamesdonequick973
StarCraft 2
TaKeTV 380
EmSc Tv 27
EmSc2Tv 27
angryscii 21
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 18 non-featured ]
StarCraft 2
• mYiSmile137
• Kozan
• sooper7s
• AfreecaTV YouTube
• Migwel
• LaughNgamezSOOP
• intothetv
• IndyKCrew
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 2170
• WagamamaTV452
League of Legends
• Nemesis1849
• Jankos1432
Other Games
• Shiphtur419
• imaqtpie184
• tFFMrPink 6
Upcoming Events
RSL Revival
15h 33m
Clem vs ByuN
Rogue vs Lambo
OSC
18h 33m
Online Event
21h 33m
WardiTV Weekly
1d 17h
Sparkling Tuna Cup
2 days
INu's Battles
2 days
Cure vs herO
ByuN vs Rogue
PiGosaur Cup
3 days
The PondCast
3 days
Kung Fu Cup
3 days
Patches Events
3 days
[ Show More ]
Replay Cast
4 days
CrankTV Team League
4 days
Replay Cast
5 days
CrankTV Team League
5 days
Replay Cast
6 days
Afreeca Starleague
6 days
RSL Revival
6 days
WardiTV Summer Champion…
6 days
Liquipedia Results

Completed

Escore Tournament S3: W4
HSC XXIX
Eternal Conflict S2 E3

Ongoing

CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
ASL S22 SEASON OPEN Day 2
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
Eternal Conflict S2 Finale
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

Escore Tournament S3: W5
ASL Season 22: Qualifier #1
ASL Season 22: Qualifier #2
CSLAN 4
ASL Season 22
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
PiG Sty Festival 8.0
Light Tournament 2026
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 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.