• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:07
CEST 12:07
KST 19:07
  • 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
[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy17ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool51Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Team Liquid Map Contest #22 - Presented by Monster Energy Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool What mix of new & old maps do you want in the next ladder pool? (SC2) Aligulac acquired by REPLAYMAN.com/Stego Research Weekly Cups (March 23-29): herO takes triple
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Pros React To: JaeDong vs Queen [ASL21] Ro24 Preview Pt2: News Flash Gypsy to Korea How Can I Add Timer & APM Count?
Tourneys
[Megathread] Daily Proleagues [ASL21] Ro24 Group E [ASL21] Ro24 Group F Azhi's Colosseum - Foreign KCM
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Starcraft Tabletop Miniature Game Nintendo Switch Thread Stormgate/Frost Giant Megathread General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
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
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread NASA and the Private Sector Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
China Uses Video Games to Sh…
TrAiDoS
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Electronics
mantequilla
Customize Sidebar...

Website Feedback

Closed Threads



Active: 14515 users

[G / D] Deciding between weapon and armor upgrades

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 Next All
Toast.yum
Profile Joined May 2010
51 Posts
Last Edited: 2010-07-01 22:35:05
July 01 2010 22:15 GMT
#1
Hey guys
I recently decided to start writing up full articles on some of the theorycrafting I do on my own and I thought I'd publish them weekly on a blog I put up at NotEnoughMinerals.blogspot.com. For the first post I talk about weapons and armor upgrades and how the way they work might influence how you prioritize them. A lot of it is simple stuff, and it's intended for mid-level players to finally get around to learning some of those out-of-the-way mechanics. I'd love some feedback!

Reposted here for your convenience:


Analyzing upgrades
Here's a common question:
"Which upgrade do I get first, weapons or armor? What do these upgrades actually do?"

And it's a good question. The tooltips are very vague and even a lot of very high-level players don't quite understand how they work. I'm going to quickly walk you through the mechanics of weapon and armor upgrades and discuss what these mechanics mean for you in-game.

Let's start with armor. Each point of armor reduces the damage of each attack done against that target by 1. If a target hits more than once per attack, the damage reduction is applied every time. What does this mean? It means that armor more effectively counters low-damage, high-speed attacks (especially multi-hit attacks) than it counters high-damage, low-speed attacks. This lets us construct a statistic to measure how effective armor is against every unit in the game by calculating the percent DPS reduction per point of armor. For example, a zealot does 8+8 = 16 damage per shot. 1 point of armor would make (8-1)+(8-1) = 14 damage per shot, so the percent damager reduction against a 0 upgrades zealot would be (16-14)/16 = .125 = 12.5% per point of armor.

So far, how is this useful? By itself, it really isn't. In general, you could remember that the lower the unit's damage, the more effective an armor upgrade against it, but that's already pretty intuitive and doesn't help us decide which upgrade to get.

Weapon upgrades are a little bit different - they give different bonuses to different units, but in general it's roughly 10% more damage per hit. There are some exceptions, like most tier 1 units (getting 12-20%) and, notably, the Carrier (interceptors get 20% per level).


Here's the interesting part: if you compare the percent damage increase a weapons upgrade gives to the statistic we made up earlier for every unit, you'll note that no unit gets less bonus damage per weapon upgrade than an equal number of armor upgrades on the enemy will reduce that damage by. What this means is that if you and your opponent stay even with each other upgrade-for-upgrade, units will kill each other faster later into the game. A battle with perfectly equal armies in perfectly even positions, one with maxed weapons and the other with maxed armor, will almost always result in either a tie or the one with maxed weapons winning, depending on the unit composition.

Does this mean that you should always favor weapon upgrades? Absolutely not. There are times when getting armor upgrades gives you a significant advantage over getting weapon upgrades, even though the armor doesn't fully reduce your opponent's weapon upgrades. If the percentage of your army's total damage output done by a single unit is less than the percentage damage output a weapon upgrade gives to your whole army AND the opponent's unit composition is such that killing an individual unit does not significantly decrease your opponent's damage output, it is more important that your units have armor upgrades than weapon upgrades. In other words, if you have a couple of high-health/high-damage/slow-attack units vs lots of low-health/low-damage/fast-attack units, get armor. Terran mech vs zergling/roach/hydra, for example, or BCs vs vikings.

A note about immortals: incoming high-damage attacks will be reduced to 10 regardless of armor upgardes, making armor upgrades doubly ineffective against high-damage/low-speed units.

That wraps up this quick lesson on upgrades. If you have any comments or corrections, I'd be happy to hear them.
Trion
Profile Joined June 2010
Canada291 Posts
Last Edited: 2010-07-01 22:47:38
July 01 2010 22:46 GMT
#2
On July 02 2010 07:15 Toast.yum wrote:
interceptors get 20% per level.


I did not know that. Awesome!

I assume you mean 20% on the first upgrade and based upon the damage done by an upgraded interceptor each upgrade would be 20% more. Example: level 3 is 60% more then level 1, but not 20% more then level 2.
Toast.yum
Profile Joined May 2010
51 Posts
July 01 2010 22:52 GMT
#3
On July 02 2010 07:46 Trion wrote:
Show nested quote +
On July 02 2010 07:15 Toast.yum wrote:
interceptors get 20% per level.


I did not know that. Awesome!

I assume you mean 20% on the first upgrade and based upon the damage done by an upgraded interceptor each upgrade would be 20% more. Example: level 3 is 60% more then level 1, but not 20% more then level 2.


If I understand what you're saying, then you're correct (it doesn't compound). Interceptors do 5 damage originally and get 1 damage per upgrade. That's 100% + 20% per upgrade.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
July 01 2010 23:36 GMT
#4
There are a bunch of unit-to-unit matchups that should dictate your upgrade priorities. In general, Protoss should prioritize weapons over armor with the possible exception of zealots vs marines. Collosus weapons upgrades are huge. Zerg should get armor against Protoss so zealots need 3 shots to kill a zergling. Also, 0/1 zerglings take 2 unupgraded baneling blasts to kill. For Terran, I'd get vehicle weapons before vehicle armor because that first volley of tank fire is so important. If you're up against Terran mech, don't worry about armor. Reducing tank damage from 50 to 49 isn't going to get you over the hump. If you're up against mutas, get armor. It applies against all 3 shots.
Hidden_MotiveS
Profile Blog Joined February 2010
Canada2562 Posts
July 01 2010 23:43 GMT
#5
Test it out.
MD_Vegetables
Profile Joined June 2010
United States43 Posts
July 01 2010 23:46 GMT
#6
On July 02 2010 08:36 kcdc wrote:
There are a bunch of unit-to-unit matchups that should dictate your upgrade priorities. In general, Protoss should prioritize weapons over armor with the possible exception of zealots vs marines. Collosus weapons upgrades are huge. Zerg should get armor against Protoss so zealots need 3 shots to kill a zergling. Also, 0/1 zerglings take 2 unupgraded baneling blasts to kill. For Terran, I'd get vehicle weapons before vehicle armor because that first volley of tank fire is so important. If you're up against Terran mech, don't worry about armor. Reducing tank damage from 50 to 49 isn't going to get you over the hump. If you're up against mutas, get armor. It applies against all 3 shots.


Wow this is really interesting! I suppose that I never gave a lot of thought as to which upgrade to get first, but this makes a lot of sense - in a way, it simply matters what units you are going up against and how their attack and damage mechanics work. Thanks for posting this!
"50 seconds is a lifetime - seriously, most dogs are born, have puppies, and die in the time it takes to build a Reactor is Starcraft 2." - Day[9]
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
July 02 2010 00:04 GMT
#7
Yea in ZvP it's a great idea to set armor as a priority if you like to use lings. That way the zealots won't 2shot them, and colossai won't 1 shot them.
In terran bio and mech play it seems most important to get attack upgrades due to their ranged nature, all the units will be attacking, but not all of them will under attack. In other words you'll have all your guys shooting so they all get the benefit of the attack upgrade, but only some of the units will be taking damage at a time, so the armor upgrade may not be as beneficial.
i was driving down the road this november eve and spotted a hitchhiker walking down the street. i pulled over and saw that it was only a tree. i uprooted it and put it in my trunk. do trees like marshmallow peeps? cause that's all i have and will have.
stanik
Profile Blog Joined June 2010
Canada213 Posts
July 02 2010 00:38 GMT
#8
Banshee vs SCV(no armor) = 2 hits
Banshee vs SCV(+1 armor) = 3 hits

DT vs SCV(no armor) = 1 hit
DT vs SCV(+1 armor) = 2 hits

Probes and Drones still get 2 hit by banshees and 1 hit by DTs, even with the +1 ground upgrade.

Banshee vs Marine(no armor) = 2 hits
Banshee vs Marine(+1 armor) = 3 hits

Euphemism
Profile Joined June 2010
Canada57 Posts
July 02 2010 05:21 GMT
#9
On July 02 2010 07:15 Toast.yum wrote:
A note about immortals: incoming high-damage attacks will be reduced to 10 regardless of armor upgardes, making armor upgrades doubly ineffective against high-damage/low-speed units.


My understanding is that armor doesn't apply to shielded hits, so full damage is taken unless shields are upgraded? Then, once the shields fall, the immortal no longer benefits from hardened shields.
Toast.yum
Profile Joined May 2010
51 Posts
July 02 2010 05:29 GMT
#10
On July 02 2010 14:21 Euphemism wrote:
Show nested quote +
On July 02 2010 07:15 Toast.yum wrote:
A note about immortals: incoming high-damage attacks will be reduced to 10 regardless of armor upgardes, making armor upgrades doubly ineffective against high-damage/low-speed units.


My understanding is that armor doesn't apply to shielded hits, so full damage is taken unless shields are upgraded? Then, once the shields fall, the immortal no longer benefits from hardened shields.


Yeah, what you quoted only applies while hardened shields are up. Sorry if that wasn't clear.
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
July 02 2010 07:02 GMT
#11
If you're unsure which upgrades to favor, get the cheapest one that's relevant to the units you're using.

One building constantly upgrading won't break the bank (once you're on two bases), and it won't leave you cripplingly behind on upgrades against someone with multiple buildings.
My strategy is to fork people.
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
July 02 2010 07:07 GMT
#12
You should mention how important it is to get weapon upgrades when using units with splash damage (ex: Collosi)
Commentatorhttp://twitter.com/proxywolf
TL+ Member
ZomgTossRush
Profile Blog Joined May 2010
United States1041 Posts
July 02 2010 07:30 GMT
#13
Interesting Read.

The best peice of insight I got was that when having large slow attack units vs high ROF units that armour gets precident.

While i would argue that most players should have both upgrades by the time the large units come (thor,ultras,Col,BC) this could lead to some extremly unique tech builds with very specific units, upgrade, and timing. An example would be some sort of TvZ Thor rush with a fast 0-2/0-3 armour up.
Coaching for 1v1 and Team games at Gosucoaching.com
mc`C
Profile Joined May 2010
Lithuania16 Posts
July 02 2010 07:55 GMT
#14
Cheers. Very helpful ! I think especially ZvZ if you can get armor +1 really fast before benelings that could save you a game imo. If it takes 2 benelings to kill a ling... cool !!! I'll have to try that Thanx
1st Rule - I Rule!
Number
Profile Joined May 2010
United States21 Posts
July 02 2010 09:08 GMT
#15
Another thing to note is that, because of the reduction on every hit, the more hits it takes to kill a unit the more effective the armor upgrade is. Therefore the armor upgrade is most effective when a high hit point unit is fighting a high attack speed (or multi-attack) unit, i.e Immortal vs Marine, Thor vs Mutalisk, or Ultralisk vs Zealot.
Marou
Profile Blog Joined April 2010
Germany1371 Posts
July 02 2010 11:00 GMT
#16
On July 02 2010 09:38 stanik wrote:
Banshee vs SCV(no armor) = 2 hits
Banshee vs SCV(+1 armor) = 3 hits

DT vs SCV(no armor) = 1 hit
DT vs SCV(+1 armor) = 2 hits

Probes and Drones still get 2 hit by banshees and 1 hit by DTs, even with the +1 ground upgrade.

Banshee vs Marine(no armor) = 2 hits
Banshee vs Marine(+1 armor) = 3 hits


Interesting, especially as a terran. Wich upgrade do we have to get for SCV ? is it the infantry one or the vehicle one ?
twitter@RickyMarou
Actua
Profile Joined May 2010
Canada101 Posts
July 02 2010 11:55 GMT
#17
Depends on your playstyle also imo,

In ZvP, you might think armor is the priority, but aside from VR's or phoenix pushes, 1 attack lings can pretty much counter anything a 1 base toss can throw at ya, except mass zealots, in which case you should have roaches anyways. Even then, if hes massing zealots without +1 atk, your +1 lings should be very cost efficient vs them, and you can play on runbys and whatnot.

In ZvT, I like to get +1 armor for air first before atk, since the biggest dmg dealer to mutas are thors, and due to their 4*times atk nature, each +1 effectivly reduces the atk dmg by 4. It adds up, and at +3 armor, it reduces up to 12 dmg from the thors, wich is huge, and really helps since I think they nerfed how the thor scaled with upgrades (correct me if Im wrong).
Silu
Profile Joined June 2010
Finland165 Posts
July 02 2010 12:14 GMT
#18
Some random thoughts:

I don't think it got mentioned yet that the higher the base armor of an unit, the better armor upgrades are. An extreme case: +1 Ship Plating for BCs (base armor 3) reduces unupgraded Marine fire throughput from 3->2 (-33%) whereas for Vikings it's only reduced from 6->5 (-17%).

Numerically, the highest benefit from attack upgrades (I think) are for the Reaper against non-Light targets, from 2x4 -> 2x5, or +25%. Though very very rarely would you ever want to get in a situation where you're relying on Reapers fighting non-light (or fight with Reapers at all at a stage where upgrades are an option ), but if you do, attack upgrades are very useful. Of course +1 attack also makes Reapers 2-hit (4-attack) no-armor Probes (and Drones if they don't happen to regen 1hp between shots) instead of 3-hit (5-attack), enhancing their harassment efficiency by a lot.
STS17
Profile Joined April 2010
United States1817 Posts
July 02 2010 14:40 GMT
#19

I think you have a very well written article here (would’ve liked to see it a bit longer, perhaps with examples) but I find it hard to imagine anyone memorizing tables of statistics or doing math in the middle of a game.

It might be easier to just conceptualize everything. For example, Armor upgrades work well against fast attacking low damage units; these are generally low-tier units like marines zealots and zerglings. So you could make a conjecture that if your opponent is going for a low tier army then getting armor before attack will be more beneficial. Meanwhile, if his composition is largly alpha-strike type units (high damage lower attack speed) such as colossus marauders roaches etc. then getting your Attack upgrades would be wise.

It would also depend heavily on your own composition I believe. For example, some units (such as tanks) gain major benefits from Attack upgrades such that even +3 armor on your opponent’s side doesn’t negate your +1 attack upgrade so there is really no reason to get armor first.
Platinum Level Terran - Take my advice from that perspective
Farewelltoarms
Profile Joined May 2010
United States10 Posts
July 02 2010 16:23 GMT
#20
Can someone express the second bolded part in a formula rather than words? I read it 3 times but I still don't really understand it.
1 2 Next All
Please log in or register to reply.
Live Events Refresh
RSL Revival
07:00
Season 4: Playoffs Day 7
MaxPax vs RogueLIVE!
Tasteless2594
ComeBackTV 765
CranKy Ducklings150
Rex111
3DClanTV 77
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Tasteless 2594
ProTech118
LamboSC2 115
Rex 111
MindelVK 27
Codebar 6
StarCraft: Brood War
Shuttle 547
Larva 476
Pusan 172
sorry 87
Shinee 86
hero 81
Dewaltoss 75
Hm[arnc] 66
NaDa 58
sSak 54
[ Show more ]
Sharp 50
Free 39
Sacsri 26
zelot 21
NotJumperer 16
ajuk12(nOOB) 12
Movie 11
Last 8
Dota 2
XaKoH 943
XcaliburYe363
NeuroSwarm119
canceldota45
Heroes of the Storm
Khaldor111
Other Games
singsing1833
Organizations
Counter-Strike
PGL12592
Other Games
BasetradeTV171
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• LUISG 23
• CranKy Ducklings SOOP2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1435
• Stunt466
Upcoming Events
uThermal 2v2 Circuit
3h 53m
BSL
8h 53m
Afreeca Starleague
23h 53m
Wardi Open
23h 53m
Replay Cast
1d 13h
Sparkling Tuna Cup
1d 23h
Kung Fu Cup
3 days
The PondCast
3 days
Replay Cast
4 days
Replay Cast
5 days
[ Show More ]
CranKy Ducklings
5 days
BSL
6 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Escore Tournament S2: W1
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
ASL Season 21
CSL Season 20: Qualifier 2
StarCraft2 Community Team League 2026 Spring
RSL Revival: Season 4
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026

Upcoming

CSL 2026 SPRING (S20)
IPSL Spring 2026
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 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.