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Upgrade Analysis Data

Forum Index > StarCraft 2 Strategy
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TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
Last Edited: 2010-05-09 01:15:22
March 21 2010 20:01 GMT
#1
2010-05-08 Updated for patch 11. Added carrier, void ray(uncharged), void ray(charged). Now properly accounts for air damage vs colossus.

% Advantage Analysis
+ Show Spoiler +

Protoss
PvP
PvT
PvZ

Terran
TvP
TvT
TvZ

Zerg
ZvP
ZvT
ZvZ


Number of Hits
+ Show Spoiler +

Protoss
PvP
PvT
PvZ

Terran
TvP
TvT
TvZ

Zerg
ZvP
ZvT
ZvZ


How-To
The charts show the unit vs unit upgrade advantages for each matchup. The advantages were computed by calculating the number of hits needed to kill a unit, NOT the dps.

The data show the % advantage of upgrading from the previous upgrade level.

The following example illustrates how to interprate the % advantage table data.
+ Show Spoiler +

ATTACK ANALYSIS lv1 lv2 lv3
Roach vs (-/+0)Zealot 11.11% 12.50% 0.00%
Roach vs (-/+1)Zealot 10.00% 11.11% 12.50%
Roach vs (-/+2)Zealot 20.00% 11.11% 12.50%
Roach vs (-/+3)Zealot 18.18% 10.00% 11.11%

Explanation:
Against zealots with no armor upgrades (-/+0), +1 roaches kill 11.11% faster than +0 roaches. +2 roaches kill 12.5% faster than +1 roaches. +3 roaches kill 0% faster than +2 roaches.

Against zealots with +1 armor upgrades (-/+1), +1 roaches kill 10% faster than +0 roaches. +2 roaches kill 11% faster than +1 roaches. +3 roaches kill 12% faster than +2 roaches.

And so on for (-/+2) and (-/+3) zealots.

ARMOR ANALYSIS lv1 lv2 lv3
+0 Zealot vs Roach: 18.18% 15.38% 26.67%
+1 Zealot vs Roach: 10.00% 18.18% 15.38%
+2 Zealot vs Roach: 11.11% 10.00% 18.18%
+3 Zealot vs Roach: 12.50% 11.11% 10.00%

Explanation:
Against zealots with +0 attack upgrade. Roaches with +1 armor upgrade tank 18.18% tougher than roaches with no armor upgrade. Roaches with +2 armor tank 15.38% tougher than roaches with just the +1 armor upgrade. Roaches with +3 armor tank 26.67% tougher than with +2 armor.

Against zealots with +1 attack upgrade. Roaches with +1 armor are 10.00% tougher than roaches with +0 armor. And so on...



Assumptions
The data was computed with the following considerations:
  • zerg units seem to regenerate 1hp almost instantly when taking damage from full health
  • Units take at least 1 damage from every attack


Misc.
Click here to view the unit stats database used to generate the charts

Click here to download the python script used to generate the charts.
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MorroW
Profile Joined August 2008
Sweden3522 Posts
March 21 2010 20:05 GMT
#2
would be good to see how many hits u need as a number instead of %
Progamerpls no copy pasterino
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
March 21 2010 20:05 GMT
#3
On March 22 2010 05:05 MorroW wrote:
would be good to see how many hits u need as a number instead of %


Sure I can put that info up as well. Will be up in a bit.
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MorroW
Profile Joined August 2008
Sweden3522 Posts
March 21 2010 20:07 GMT
#4
awesome

btw i was making a program in c++ exactly like this, but i suppose that will be useless now. will still keep working on it since i mostly do it for fun ^^
Progamerpls no copy pasterino
Dr.Frost
Profile Joined April 2009
United States389 Posts
March 21 2010 20:09 GMT
#5
Yeah defintiely the number of hits would be easier. This % system can be confusing.
They are here to right our fall, they have heard someones troubled call???
geno
Profile Blog Joined October 2007
United States1404 Posts
March 21 2010 20:10 GMT
#6
Incredible amount of useful information here, thank you very much for this!
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-03-21 20:22:26
March 21 2010 20:12 GMT
#7
the chart is really confusing, I don't understand your explanation either.

so something like this:
Roach vs (-/+0)Zealot 11.11% 12.50% 0.00%
is broken down into this:
Roach vs (no R armor upg/no Z attack upg) Zealot. level 1 Z attack= 11% better, lvl 2 Z attack= 12% better, lvl 3 Z attack = worthless.
Or is it levels for armor upgrades? Or do I have them backwards all together (Z armor vs R attack)?

need # of hits breakdown, yea. It's a lot easier to understand and more applicable to a game than unit efficiency.
..and then I would, ya know, check em'. (Aka SpoR)
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
March 21 2010 20:21 GMT
#8
On March 22 2010 05:12 CharlieMurphy wrote:
the chart is really confusing, I don't understand your explanation either.

so something like this:
Roach vs (-/+0)Zealot 11.11% 12.50% 0.00%
is broken down into this:
Roach vs (no R armor upg/no Z attack upg) Zealot. level 1 Z attack= 11% better, lvl 2 Z attack= 12% better, lvl 3 Z attack = worthless.
Or is it levels for armor upgrades? Or do I have them backwards all together (Z armor vs R attack)?

need # of hits breakdown, yea. It's a lot easier to understand and more applicable to a game than unit efficiency.


Hi. Sorry for the poor explanation.

For the attack analysis table:
  • Attacker's attack upgrade increases moving across rows from left to right.
  • Defender's armor upgrade increases moving down columns from top to bottom.


For the armor analysis table:
  • Defender's armor upgrade increases moving across rows from left to right.
  • Attacker's attack upgrade increases moving down columns from top to bottom.


Will put up # of hits breakdown soon.

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Mente
Profile Joined December 2009
United States288 Posts
March 21 2010 20:26 GMT
#9
Interesting, hits would also be appreciated!
Solomon Grundy want pants too!
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
March 21 2010 20:50 GMT
#10
Added # number of hits charts for each matchup.
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Windmonk
Profile Joined May 2009
Canada93 Posts
March 21 2010 21:06 GMT
#11
Awesome, this data will affect my play style for sure.

Battlecuiser stats are missing tho, i would love to see the armor/damage upgrade difference.
~Watch and Learn~
Plissken_2097
Profile Blog Joined December 2008
Spain628 Posts
Last Edited: 2010-03-21 21:55:49
March 21 2010 21:53 GMT
#12
It shouldn't be
+ Show Spoiler +
ARMOR ANALYSIS lv1 lv2 lv3
+0 Zealot vs Roach: 18.18% 26.67% 31.58%
+1 Zealot vs Roach: 15.38% 18.18% 26.67%
+2 Zealot vs Roach: 11.11% 15.38% 18.18%
+3 Zealot vs Roach: 10.00% 11.11% 15.38%

instead of
+ Show Spoiler +
ARMOR ANALYSIS lv1 lv2 lv3
+0 Zealot vs Roach: 15.38% 26.67% 31.58%
+1 Zealot vs Roach: 18.18% 15.38% 26.67%
+2 Zealot vs Roach: 10.00% 18.18% 15.38%
+3 Zealot vs Roach: 11.11% 10.00% 18.18%

?
Formerly Golondrin
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
March 21 2010 22:15 GMT
#13
On March 22 2010 06:53 Golondrin wrote:
It shouldn't be
+ Show Spoiler +
ARMOR ANALYSIS lv1 lv2 lv3
+0 Zealot vs Roach: 18.18% 26.67% 31.58%
+1 Zealot vs Roach: 15.38% 18.18% 26.67%
+2 Zealot vs Roach: 11.11% 15.38% 18.18%
+3 Zealot vs Roach: 10.00% 11.11% 15.38%

instead of
+ Show Spoiler +
ARMOR ANALYSIS lv1 lv2 lv3
+0 Zealot vs Roach: 15.38% 26.67% 31.58%
+1 Zealot vs Roach: 18.18% 15.38% 26.67%
+2 Zealot vs Roach: 10.00% 18.18% 15.38%
+3 Zealot vs Roach: 11.11% 10.00% 18.18%

?


The original is correct.

To understand why, have a look at the equivalent raw # of hits chart.
################ lvl0 lvl1 lvl2 lvl3
+0 Zealot vs Roach: 13 15 19 25
+1 Zealot vs Roach: 11 13 15 19
+2 Zealot vs Roach: 10 11 13 15
+3 Zealot vs Roach: 9 10 11 13

In the first row a +0 zealot kills a -/+0 roach in 13 hits. Getting the +1 armor upgrade increase that to 15 hits. So it takes 15/13 = 15.38% more hits to kill the roach.

Looking at the second row: a +1 zealot kills a -/+0 roach in 11 hits. Getting the +1 armor upgrade increases that to 13 hits. So now your +1 roaches are 13/11 = 18.18% more effective than without the +1 armor upgrade.
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Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
March 21 2010 22:22 GMT
#14
--- Nuked ---
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-03-21 22:56:22
March 21 2010 22:37 GMT
#15
interesting, blings are one of the only (maybe the only) unit to end up doing more damage when both sides are fulled upped (most just equal out).
spoke too soon, roaches & ultras too!
edit- is this because there is no shield armor taken into consideration?


edit- I found a problem, it says that corruptors are n/a vs collosus, but collosus can be attacked by both ground and air units. Dang, this was one of the important ones too imo.

Air Attack: 12 (+1)
+10 (+1) Damage against Massive.
Armor: 2 (+1)

200/150
Armor: 1 (+1)

double damn, this thing http://sc2calc.net23.net/ doesn't have all the zerg units (missing corruptor/broodlords/broodlings/banelings and maybe some other?)

quick math on corruptors vs no up collosus
upgrades: 0 1 2 3
hits: 16 15 14 13
..and then I would, ya know, check em'. (Aka SpoR)
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-03-21 23:16:09
March 21 2010 23:08 GMT
#16
I think there might be something wrong with the marine vs mutalisk in ZvT hit chart too.
and marine vs broodlords.
yea and then the marine(shield) is all N/A too vs mutas and imbalords.

interesting that mutalisk are better AA over Corruptors vs banshee and viking.
..and then I would, ya know, check em'. (Aka SpoR)
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
March 21 2010 23:15 GMT
#17
Is there any way to account for splash in these?

IE, a Siege Mode tank kills a Marine in 1 hit regardless of anyone's upgrades, but maybe tank attack reduces hits for nearby Marines from 3 to 2, or something. Do we even have a way of knowing what the Tank's damage is at what range from primary target?
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-03-21 23:25:43
March 21 2010 23:18 GMT
#18
On March 22 2010 08:15 pure.Wasted wrote:
Is there any way to account for splash in these?

IE, a Siege Mode tank kills a Marine in 1 hit regardless of anyone's upgrades, but maybe tank attack reduces hits for nearby Marines from 3 to 2, or something. Do we even have a way of knowing what the Tank's damage is at what range from primary target?

That kinda stuff requires micro/positioning and can't be accurately tested, and isn't really applicable data because it's very specific/situational. I mean you could even take it another step and say well in most ZvT they have marine/marauder and a tank doing splash. Each marine is 2 less hits and marauder is 1 less or whatever. It gets too complicated and messy trying to figure it all out.

Imagine trying to figure out broodlords and broodlings damage output considering normal factors.


For these things, you just need to playtest and get a feel for it.


BoT, Wow upgrades for roaches vs hydras are very important. They both kill each other around 8~9 seconds and an attack upgrade from the hydra beats a roach, but an armor or attack beats a hydra again.
..and then I would, ya know, check em'. (Aka SpoR)
Vernom
Profile Blog Joined October 2009
Spain374 Posts
March 21 2010 23:23 GMT
#19
Useful, a thing like that should be added to Liquipedia II.
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
March 21 2010 23:31 GMT
#20
On March 22 2010 08:08 CharlieMurphy wrote:
I think there might be something wrong with the marine vs mutalisk in ZvT hit chart too.
and marine vs broodlords.
yea and then the marine(shield) is all N/A too vs mutas and imbalords.

interesting that mutalisk are better AA over Corruptors vs banshee and viking.


Thanks a lot.

There was a mistake in the unit stats database. The marine's was doing x6 attacks to air units o_O. Fixing the charts now.
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pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2010-03-21 23:39:52
March 21 2010 23:39 GMT
#21
Edited for stupidity.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
MeruFM
Profile Joined February 2010
United States167 Posts
Last Edited: 2010-03-22 00:00:50
March 21 2010 23:49 GMT
#22
I did something similar to these charts except you add the numbers yourself.

http://spreadsheets.google.com/ccc?key=0AhDmnMwVh3wMdEFLYzcwaXpBRGN2cTNleUpCRFJNQ0E&hl=en

Here's a preview of it.
You just copy paste the 2 gray lines for Attacker/Defender from the compilation at the bottom and you get all the attack/defense info calculated underneath.
You can also modify the shield defense stats and make your own in the gray box on the right. I didn't add shield data because that would be 4x more information to cram into an already pretty convoluted spreadsheet.

I'll add dps if people think it's useful. I made this more for myself to see what's useful for microing than anything else but sharing is caring.

edit: oops forgot to share, should work now

edit2: I'm looking at the phoenix bonus +5... Does anyone know if that +5 is also multiplied by number of attacks?
Sejong
Profile Joined March 2010
Korea (South)153 Posts
March 22 2010 04:58 GMT
#23
Thanks a lot, I am playing with a heavy zealot push and this analysis is gold as the upgrades make all the difference when there are large # of troops.
MMO Tomb
Profile Joined March 2010
United States3 Posts
Last Edited: 2010-03-22 10:56:21
March 22 2010 10:53 GMT
#24
So, correct me if I'm wrong. Upgrading armor for Protoss give HUGE advantage compared to upgrading their Attack. As for Terrans upgrading Attack is mroe effective than upgrading Armor (for bio at least). Which means it is more effective for Protoss player to focus no Armor and more effective for a Terran player to focus on Attack (for bio).

Also

For those who like Thor upgrading either Armor or Attack doesn't give any good benefit.

Nice chart!
Inside every cynical person, there is a disappointed idealist.
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
March 22 2010 13:14 GMT
#25
Thanks a bunch, this is so helpful!
Do you really want chat rooms?
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
March 22 2010 14:05 GMT
#26
--- Nuked ---
JamesLame
Profile Joined February 2010
Sweden25 Posts
Last Edited: 2010-03-22 14:39:29
March 22 2010 14:26 GMT
#27
Excellent was looking for something like this to min max as much as possible.

nvm should have scrolled down further
Bosko
Profile Joined February 2010
United States155 Posts
March 22 2010 14:32 GMT
#28
Thanks for taking the time to do all this man, very cool.

Only thing i see wrong so far is Hellion vs. Banelings. Banelings are just bio, not light armor, so pre-igniter shouldn't have any effect on them.
Mente
Profile Joined December 2009
United States288 Posts
March 22 2010 19:01 GMT
#29
Thanks for the post this helps clear up a lot of the "issues" of when to upgrade I was having.
Solomon Grundy want pants too!
AzianPhoenix
Profile Joined March 2010
United States21 Posts
March 26 2010 21:20 GMT
#30
Hate to necro a 4 day old thread, but I've found this one to be very useful, any chance you'll continue to update the tables, especially the hits to kill for patch 6 and perhaps beyond? If not I'm sure someone (if not myself) can continue your work.
PeterDoe
Profile Joined March 2010
United Kingdom53 Posts
March 27 2010 07:51 GMT
#31
Hate to necro a 4 day old thread, but I've found this one to be very useful, any chance you'll continue to update the tables, especially the hits to kill for patch 6 and perhaps beyond? If not I'm sure someone (if not myself) can continue your work.


+1,that's what we are expecting as well
When there's a shadow, you follow the sun.When there is love, then you look for the one. And for the promises, there is the sky. And for the heavens are those who can fly.
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
Last Edited: 2010-03-27 19:16:12
March 27 2010 19:13 GMT
#32
2010-03-27 EDIT
  • Charts updated for patch 6
  • Added Battlecruiser
  • Fixed Marine vs Muta charts
  • Published chart builder program
  • Published unit stats database
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TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
March 27 2010 19:15 GMT
#33
On March 22 2010 23:32 Bosko wrote:
Thanks for taking the time to do all this man, very cool.

Only thing i see wrong so far is Hellion vs. Banelings. Banelings are just bio, not light armor, so pre-igniter shouldn't have any effect on them.


Can anyone else verify this?

According to the SC2 armory, Banelings are both bio and light armor.

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ccou
Profile Joined December 2008
United States681 Posts
Last Edited: 2010-03-27 21:08:18
March 27 2010 20:51 GMT
#34
can you distinguish lings and cracklings in the same manner as hellions w/ and w/o igniter?

EDIT: sc2armory is incorrect, banelings are just bio
Wake up Mr. B!
FeeL_ThE_RusH
Profile Joined February 2010
Ireland227 Posts
March 27 2010 21:07 GMT
#35
have stalkers been updates on this?
#starcraft.ie on Quakenet, Irish SC2ers assemble
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
March 27 2010 22:07 GMT
#36
On March 28 2010 05:51 ccou wrote:
can you distinguish lings and cracklings in the same manner as hellions w/ and w/o igniter?

EDIT: sc2armory is incorrect, banelings are just bio


Because the adrenal gland upgrade increases attack speed, not damage, the upgrade stats between cracklings and zerglings are the same

Thank you for the info regarding banelings. I am currently away from my home. I will update and post new charts when I return tomorrow.

On March 28 2010 06:07 FeeL_ThE_RusH wrote:
have stalkers been updates on this?


Yes.
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ImBackSuckas
Profile Joined May 2005
Afghanistan7 Posts
March 27 2010 22:10 GMT
#37
Few things from the Protoss perspective...

PvP
Immortals are heavily favored against stalkers regardless of upgrades
Collosus are very good against zealots and stalkers regardless of upgrades, typically only taking 4 to 5 hits to kill
Zealots, with upgraded attack reduce the number of hits to kill versus Stalkers/Zealots by 1 per upgrade
Stalkers receive the most benefit from +1 attack upgrade versus zealots, reducing hits to kill from 17 to 15

PvZ
Zealots with +1 attack take 2 hits to kill Zerglings as opposed to 3 (Like SC1). Attack upgrades for zealots not very noticeable versus hydras/roaches.
Stalkers receive little benefit from attack upgrades versus hydras/roaches/zerglings.
Colossus do mostly(barring +3 armor situations) 1 hit kills versus zergling/baneling regardless of upgrades.

PvT
Attack upgrades for Zealots/Stalkers/Immortals do not change hits to kill(very much) versus marines/reapers and negligible difference is seen versus marauders.

TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
March 30 2010 19:38 GMT
#38
2010-03-30
  • Update for Patch 7
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ccou
Profile Joined December 2008
United States681 Posts
March 31 2010 09:07 GMT
#39
You're awesome, TossFloss.
Wake up Mr. B!
FiercE
Profile Joined March 2010
United States78 Posts
March 31 2010 16:11 GMT
#40
can someone clarify something for me?

so the queen has 4 damage for 2 attacks and the zealot has 8 damage for 2 attacks and many other units have X damage for X attacks

so if a queen or zealot attacked a roach who has 2 armor, would the queen and zealot attack be reduced by two both times? so for the queen (4-2)*2=4 damage and for the zealot (8-2)*2=12 damage

or will the queen do (4*2)-2=6 damage and the zealot (8*2)-2=14 damage
Imagine punching somebody so hard that they turn into a door. Then you found out that's where ALL doors come from, and you got initiated into a murder club that makes doors. The stronger you punch, the better the door.
Arcalious
Profile Joined March 2010
United States213 Posts
March 31 2010 16:18 GMT
#41
On April 01 2010 01:11 FiercE wrote:
can someone clarify something for me?

so the queen has 4 damage for 2 attacks and the zealot has 8 damage for 2 attacks and many other units have X damage for X attacks

so if a queen or zealot attacked a roach who has 2 armor, would the queen and zealot attack be reduced by two both times? so for the queen (4-2)*2=4 damage and for the zealot (8-2)*2=12 damage

or will the queen do (4*2)-2=6 damage and the zealot (8*2)-2=14 damage


Armor is applied to each attack. The 2 armor Roach would reduce each of the Zealot 8 attack to 6 attack, so it would be 6*2 instead of 8*2.
Ideas
Profile Blog Joined April 2008
United States8148 Posts
Last Edited: 2010-03-31 16:26:54
March 31 2010 16:26 GMT
#42
holy shit it looks like getting +1 armor first vs terran is soooo much better than +1 attack (as Protoss).
Free Palestine
PeterDoe
Profile Joined March 2010
United Kingdom53 Posts
April 08 2010 19:42 GMT
#43
How could I use the python script to generate the charts? I google it and download python 2.6, but it seems not working?

I know the database is for EXCEL, but which software should I use on python script when I found python 2.6 is not working.

any guide for the whole generating process?

thx a lot...
When there's a shadow, you follow the sun.When there is love, then you look for the one. And for the promises, there is the sky. And for the heavens are those who can fly.
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
April 16 2010 01:56 GMT
#44
2010-04-15

* Update for Patch 8
* Added Marine (Stimmed)
* Added Marine (Shield + Stimmed)
* Added Marauder (Stimmed)
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TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
Last Edited: 2010-04-18 16:09:37
April 16 2010 02:05 GMT
#45
On April 16 2010 11:05 TossFloss wrote:
Show nested quote +
On April 09 2010 04:42 PeterDoe wrote:
How could I use the python script to generate the charts? I google it and download python 2.6, but it seems not working?

I know the database is for EXCEL, but which software should I use on python script when I found python 2.6 is not working.

any guide for the whole generating process?

thx a lot...


Hi PeterDoe

The python script downloads all the unit stats from a MySQL database. You'll need to have MYSQL installed. Create a database with a table called 'units'. Edit the python script to include the login, password and database name for the database.

You'll need to upload unit data. You can do so by opening this link And saving it as a CSV file. To upload the file into the database I strongly recommend you use PhpMyAdmin (this will require an Apache + PHP installation)

After you have the database setup, run the python script and it should generate the charts.

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Percutio
Profile Blog Joined April 2010
United States1672 Posts
April 20 2010 00:04 GMT
#46
Has anyone tried getting super fast +1 armor as toss and pushing out with zealot sentry? With guardian shield the zealots and sentries would take a whopping 2 damage per marine attack on their health and a crushing 5 damage from marauders.
What does it matter how I loose it?
Tomer
Profile Joined June 2009
United States105 Posts
April 20 2010 01:04 GMT
#47
Thank you soooooooo much Floss! This chart is an extremely helpful reference, I have been looking since day 1 to find a chart like this!
naverc
Profile Joined April 2010
United States3 Posts
April 20 2010 01:05 GMT
#48
this is really great information..
im especially intrested in the immortal results
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
April 20 2010 01:38 GMT
#49
On April 20 2010 09:04 Percutio wrote:
Has anyone tried getting super fast +1 armor as toss and pushing out with zealot sentry? With guardian shield the zealots and sentries would take a whopping 2 damage per marine attack on their health and a crushing 5 damage from marauders.


It's counter-intuitive, but the marginal advantage from each armor upgrade increases the more armor you have.

Would be great if someone could try this out.

The charts are great for coming up with ideas, but those ideas need to be proved or disproved in real games.
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TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
May 09 2010 01:21 GMT
#50
2010-05-08 Updated for patch 11. Added carrier, void ray(uncharged), void ray(charged). Now properly accounts for air damage vs colossus (e.g. corruptor vs colossus)
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taarna
Profile Joined June 2010
United States61 Posts
July 05 2010 15:26 GMT
#51
Any chance we can get an update to this?

Specifically, the number of hits spreadsheet seems like the most useful. A 15% damage upgrade might seem useful to know, but unless we know how that translates as a marginal differences in a battle, its useless. The number of hits tells us exactly what that marginal difference is.
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
July 05 2010 16:07 GMT
#52
Sure I'll produce an update which will be up by tomorrow

I'm not 100% happy with the format & display. Any suggestions here would be welcome.
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Noggin
Profile Joined May 2010
United States120 Posts
July 05 2010 17:39 GMT
#53
I may be misunderstanding a simple dynamic here but this is what I assume to be the case:
In regards to protoss:
+1 armor does not reduce damage until the shields are gone and it's attacking health.

That being said, are your calculations accounting for the transition from shield to health?
Like, looking at the TvP spreadsheet; it has a marine requiring 60 additional hits to kill an archon once it has +3. I'm not sure if this +3 is armor or shields but from my (possibly flawed) understanding, I imagine that +3 armor would only tack on about 2 extra hits required to kill it.


Although I may be approaching both the inner workings of the game AND the spreadsheets wrong so forgive me if I am; I just woke up T_T
taarna
Profile Joined June 2010
United States61 Posts
July 05 2010 19:05 GMT
#54
The formats nice. I'll probably play around with it to make it easier to compare and move things around tomorrow.

@Noggin good question about toss armor. I think that his spreadsheets use both types (ie., a +1 armor Zealot would have +1 for both types of armor...but thats just a guess
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
July 06 2010 17:00 GMT
#55
On July 06 2010 04:05 taarna wrote:
The formats nice. I'll probably play around with it to make it easier to compare and move things around tomorrow.

@Noggin good question about toss armor. I think that his spreadsheets use both types (ie., a +1 armor Zealot would have +1 for both types of armor...but thats just a guess


Yeah this is correct.

I should probably only upgrade the armor and leave the shields at zero; or somehow make additional columns.

Sorry for not yet releasing the update. I'm pre-occupied with real-life responsibilities. But I will get this done as soon as I can.
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DarthLeader
Profile Joined May 2010
Canada123 Posts
July 18 2010 14:06 GMT
#56
On July 07 2010 02:00 TossFloss wrote:
Show nested quote +
On July 06 2010 04:05 taarna wrote:
The formats nice. I'll probably play around with it to make it easier to compare and move things around tomorrow.

@Noggin good question about toss armor. I think that his spreadsheets use both types (ie., a +1 armor Zealot would have +1 for both types of armor...but thats just a guess


Yeah this is correct.

I should probably only upgrade the armor and leave the shields at zero; or somehow make additional columns.

Sorry for not yet releasing the update. I'm pre-occupied with real-life responsibilities. But I will get this done as soon as I can.


Thanks for this database ! I like it !
You will be assimilated. Resistance is futile.
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
August 02 2010 19:30 GMT
#57
I have another idea for a separate sheet that would be very useful. Include attack rate and also include time to kill. I realize I'm asking a lot, but maybe you're interested :-).
I always try to shield slam face, just to make sure it doesnt work
sensenmann
Profile Joined July 2010
United States172 Posts
August 16 2010 22:11 GMT
#58
On March 22 2010 05:05 TossFloss wrote:
Show nested quote +
On March 22 2010 05:05 MorroW wrote:
would be good to see how many hits u need as a number instead of %


Sure I can put that info up as well. Will be up in a bit.


Just wondering if this was ever done, the how many hits to kill part that is. I don't see it.
jrkirby
Profile Blog Joined August 2010
United States1510 Posts
August 17 2010 02:12 GMT
#59
This is so awesome. There should be more than 3 pages of comments (considering whiners make threads many times this long about whining about how weak their race is).

Gonna bump as well as say @sensenmann: yes, it's right under the % advantage and its bolded and says Number of Hits.

But thank you tossfloss. Was this ever in the spotlight? I hope it was.
ZodiakLucien
Profile Joined August 2010
United States14 Posts
August 20 2010 17:47 GMT
#60
This is some useful stuff if you take the time to look at it. It can be intimidating with the amount of data though.
RaiZ
Profile Blog Joined April 2003
2813 Posts
Last Edited: 2010-09-01 07:41:55
September 01 2010 07:41 GMT
#61
Wow... Thanks a lot for your data really. I just realized that i underestimated the banelings a little too much... I still fail to see the usefulness of roaches since blings seems to perform way better unless there are a lot of zealots (because blings are useless after 1 hit obv). For everything else in zvp it seems that glings/blings are better...
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
Last Edited: 2010-09-27 12:05:46
September 27 2010 12:04 GMT
#62
Just wanted to say thank you for making this and keeping it updated. I was looking for exactly this, and know it will help me improve my decision-making in game.


edit: hmm, misread the "last edit for patch 11" as "1.1"


In that case... perhaps someone knows of a more updated version? This will do very nicely until then though.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
Shurafa
Profile Joined March 2010
United States79 Posts
September 27 2010 22:49 GMT
#63
I would love to see an update for this chart as well... Or something similar. I would like to incorporate it into my charts which can be found here https://spreadsheets3.google.com/ccc?key=thFZRap_8nQSCF4lGTSa39w&hl

"Impossible Only Means That You Haven't Found The Solution Yet..."
Brutus
Profile Joined May 2010
Netherlands284 Posts
September 27 2010 23:13 GMT
#64
Yeah, it would be great to update this.

It also shows that +range att for zerg is laughable, its absolutely thrash. Only zerglings really benefit from the upgrades, the others upgrades are quite small.
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