|
I decided to make this topic after I read the one about how terran/prtoss/zerg workers are mining and how scv slows down etc. So I wanted to contribute a little to the Forum by posting something that might be usefull ^_^ use view image to see something ...
![[image loading]](http://img260.echo.cx/img260/9425/starstat8ce.jpg)
"???" => these are the damage per time a unit can fire as we all know (i hope)the statistics of all units, some ones are not so relevent, for exemple a corsair does 8e dmg and an arbiter does 10e (e-xplosive) ... but obviously you have to consider the cooldown to get a true idea of a unit potential 
the damage calculated is for exemple attacking a protoss shield with 0 armor (reduce the upgrade as needed to get an idea of the efficency while fighting upgraded troops)
Things to take in consideration : firebats have tremendous damage Rate but it's concusive same for ghost/vult :p
I know a decent player has a feeling of this and it is much more than requiered to play the game, but I felt it interesting to have so more precise knowledge than just "this rape this", For exemple it is clear that archons burn a base way faster than tanks. [might came in handy when in elimination course ó_ò ]
Another point is that siege tanks do almost as much damage sieged and unsieged so when "dealing" with an empty base you can just go unsieged The point in siege mode is the one-hit kill effect and the crazy range That's very often usefull but sometimes not as much as being able to move (while deal slightly less damage) :o
great winner is the reaver avec with insane armor in front i belive he will stay on the top 
units not listed : transports ( heh ), pure casters, suicide minions (scourge, infested terran) and : Carriers !-(
if any one has any viable "cool down type var" to offer for it ... lastest value 1.7 
For the walkiry : the unit launches [/b]8[b] waves of missiles covering a 9x9 matrix with it's fire then takes a rest : you have to multiply the damage per 8 if you want the damage outpu t during the attaque time
For the cracklings/ ultras etc.. always consider the actual number of those units in the battlefield: you'll more likely many lings than many ultras (i don't play zerg so the numbers are misty to me), more likely to have 24+ goons than 12 archons
plz report me any mistakes I made (updated DT damage, goli also)
|
well thats really cool but one thing you missed is stimmed marines/firebats
edit: and cracklings
|
nope that's why there are / between numbers for double attack units it's air then ground (scout/wraith/goliath) for units with twoo cool downs it's without then with (rines/bat/lings) glad you enjoyed
|
I've known this for a while. I think Carrier had a damage output of around 1.7 at full upgrades, but at the time I was testing on a full health command center, which has 1 armor. I think 1.7 would be accurate, as there are very few things with no armor that a carrier would be seen attacking. btw, notice the damage output of cracklings and ultralisks. Scary, isn't it?
|
|
A crackling and an ultralisk kill in about the same amount of time. That's scary.
|
|
heh, did u noticed Broodling's output is greater than devours? :p and DT seems really strong too.
|
|
what is the damage output a measure of?
|
Well, people seem to be missing an important point here. Armor value is subtracted from the damage that each attack on an unit does, and therefore a zergling won't do nearly as much damage as an ultralisk in game. Same goes for sieged tank and unsieged tank - the ladder's attacks are less powerful and therefore its damage output subject to more reduction overall.
For the same reason, you are wrong, iamke55, when you say that 1.7 output is ok for cars because you tested on cc with 1 armor - and most units will have that in game. Each of the cars' (many) attacks were subject to the armor 1 reduction, resulting in a dramaticly lesser damage output than if this was measured against an unit with 0 armor.
This is an interesting chart. But it needs some math-insight to transfer its info to useful in game statistics.
|
Nice job, damage vs unit production cost could be cool.
I think you could round the numbers after 2 decimals to make the table easier to read.
|
On June 21 2005 09:49 NonY wrote: DT get +3 per upgrade
oh my ... how am i going to play protoss again ? they're going to laugh at me ^_^
|
On June 21 2005 10:08 Holorin wrote:oh my ... how am i going to play protoss again ? they're going to laugh at me ^_^
we all made that mistake dont worry  I used to thought they have +1 upg :>
|
On June 21 2005 10:20 Sorrow_eyes wrote:we all made that mistake dont worry  I used to thought they have +1 upg :>
IIRC the Dark Templar heroes in vanilla had something like 45 attack and +1 for each upgrade. Maybe that's why people are confused.
|
yes that brought him to 48 instead of 49 now  anyway they deal insane damage imo
|
i believe you got an accidential 3 into the goliath unupgraded field.
Nice thingy though :D
|
Any1 else having a hard time reading the graph TT maby im just goin blind
|
It's funny how drones do more damage than arbiters. :D
|
I don't get the "damage output" columns of the graph. Is this the damage they deal every interval (1 second?)?
Nevermind, I figured it out. It's the damage they deal divided by the cooldown. Duh. I'm slow.
|
Note that guardians have the same DO as hydras and goons.
|
On June 21 2005 18:14 camooT wrote: Note that guardians have the same DO as hydras and goons. yeah I noticed that 2 pretty interesting
|
hey ,bladox "Huh no sorry... this game isnt like counter-strike... You actually need skills to play broodwar!" I play Counter and it requiers skill also, but maybe no brain at all :-p
|
quite useless, because of no armor, unit size is taken into account. Also that u have divided dmg/cool it looks worse than normally. I like it when it's 20 dmg over 30 cool and 10 dmg over 15 cool - understanding it's the same damage but armor will be more useful when damage is 10.
|
Russian Federation270 Posts
Wtf is with Valkyrie?? This unit rOxx, and your chart says it sUxx :-]
|
On June 21 2005 18:26 Bladox wrote:Show nested quote +On June 21 2005 18:14 camooT wrote: Note that guardians have the same DO as hydras and goons. yeah I noticed that 2 pretty interesting
Yeh, but keep in mind that aside from being more effective against armoured units (because of higher dam with each attack), the guardian deals normal damage, which i 100% to every kind of unit. The hydra and goon can only deal that amount of damage to large units - which means they are generelly less damaging.
On June 22 2005 06:37 Pent wrote: Wtf is with Valkyrie?? This unit rOxx, and your chart says it sUxx :-]
One of the many things the chart doesn't take into account is the effect of splash damage. A valkyrie can deal damage to numorous units at a time, and therefore the damage output should be multiplied by the number of units in the area of effect.
Again, this chart is only informative if you are capable of doing some maths and you are familiar with the game statistics.
|
On June 21 2005 09:59 hefty wrote: This is an interesting chart. But it needs some math-insight to transfer its info to useful in game statistics.
yeah that basically sums up the chart
not that it isn't nice though 
maybe i'm just an sc freak but i've done similar things to this =X so most of it really isn't a surprise to me
(remember besides the damage types, armor, and splash to also factor in range)
|
okay let me update a few things again
|
Wow a stimmed firebat competes with a reaver for damage output at the max upgrade level! Thats awesome.
skyglow1
|
nice to know this general damage output, but this overview will not help too much without considering damage type, unit sizes and splash.
comparing do of bat and reaver for example seems not to make too much sense that way
|
i already said that but here it comes in details 3 unit size : small, medium, large attack types : normal : full damage always explosive : 100% to large , 75% to medium, 50% to small concusive : 100% to small, 50% to medium, 25% to large
shields always take full damage, buildings are large common units : small : zeal/temp/dt/obs/rine/bat/medic/ling/muta/workers/infested terran/ larva medium : hydras/lurker/sair/vult/defiler/queen large : arbiter/carr/goon/reaver/scoot/transports/tank/goliat/wraith/walki/BC/guards/dev/ eggs
|
I dont get what cooldown is T_T
|
minimal time between two attacks
|
ohh kk, but it cant be in seconds ^^ is it x*10 or`?
|
Good point. Frames maybe? At fastest speed, SC runs at 24 frames per second. So at 6 cooldown, an adrenline zergling would attack four times a second.
|
|
i dont get the damage output, what does it mean?
|
hem hem, as it is written at least 3 times above it is damage divided by cooldown
it gives a comparison of the ability of units to deal damage, even tough it requiers quite a deep knowledge of starcraft inner armor/attack/spell/upgrades etc
|
On June 23 2005 09:39 inkblot wrote: Good point. Frames maybe? At fastest speed, SC runs at 24 frames per second. So at 6 cooldown, an adrenline zergling would attack four times a second. Are you sure...? That sounds really fast to me... Using my intuition, I think I'd be more inclined to say 3 times, but your math sounds like it makes complete sense.
|
On August 01 2005 15:08 neSix wrote:Show nested quote +On June 23 2005 09:39 inkblot wrote: Good point. Frames maybe? At fastest speed, SC runs at 24 frames per second. So at 6 cooldown, an adrenline zergling would attack four times a second. Are you sure...? That sounds really fast to me... Using my intuition, I think I'd be more inclined to say 3 times, but your math sounds like it makes complete sense.
Well, he missed a point. I'm pretty sure that each attack animation takes some time not included in the cooldown calculation. This means that one attack will calculate as: 1) Damage dealt(takes no time), 2) Attack animation runs, 3) Cooldown. In other words, there will be longer time than just colldown time between each time damage can be dealt. This is what I picked up somewhere. Something to note: Different attack animations take different time to run - like the ultra has a pretty long animation, causing it to deal damage at a slower rate than its cooldown would indicate.
|
|
from blizzard : cooldown = time between two attacks i belive it is the time between two consecutive damage dealing in fact as long asthe the cool is between the same position of attacking (the actual moment of dealing damage) it deosn 't change anything if the animation is long or short, except if it is longer than the cool, but that would be pretty hard/stupid
he problem would be if the cool is between the end of the animation and the begining of the next, but in this case the calculsations would be pretty irrelevant, except that there is no unit with long attack animation and short cool down, so statistically it stays quite a good view of units strength in game, even with this "unclear thing"
i would like to point that ultras have insanely short cooldown too ....
|
|
|
|