• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:10
CEST 04:10
KST 11:10
  • 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
[ASL22] Ro16 Preview: Holy Diver4[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon98Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?179Stellar Fest TWO the Moon (Dec 16-20)9
StarCraft 2
General
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool StarCraft open world shooter announced at BlizzCon Balance hotfix patch 5.0.16b (July 16)
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Why Protoss Struggles on ASL (Ft. Shuttle, Tulbo) Official StarCraft website teases new content ahead of BlizzCon? Remastered crash fix suggestions [D] Brainstorming a balance patch for Brood war
Tourneys
[ASL22] Ro16 Group D [Megathread] Daily Proleagues [ASL22] Ro16 Group C [ASL22] Ro16 Group B
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Post your watch! Canadian Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6756 users

[G] Critical Upgrade Analysis - Page 7

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 5 6 7 8 Next All
kazansky
Profile Blog Joined February 2010
Germany931 Posts
February 08 2011 11:59 GMT
#121
On February 04 2011 03:29 nalgene wrote:
Show nested quote +
On January 28 2011 18:31 kazansky wrote:
On January 28 2011 08:52 Black Gun wrote:
one very crucial thing is missing:

thors with +3 attack twoshot roaches with 0 or 1 armor upgrades.

thors deal 30(+3) x2 damage, roaches have 145 life with 1 base armor. with 0/1 armor upgrades, a +3 thor (39 dam x2) will do 38/37 dam per single shot, and there are 4 such shots in 2 thor attacks. this yields a "twoattack-damage" of 152/148 respectively, meaning the thor will twoshot instead of 3shot the roaches.

additionally, +2 attack means that thors kill mutas faster. this means that a thor-centric mech play in tvz relies heavily on attack upgrades. but ofc the armor upgrades also are very effective on thors. in other words: to fight fully upgraded thors, roaches need at least 2 armor upgrades or they get melted.


Correct, I didn't look on that before, will be added, thanks. Although I will not change it to critical (yet) because it is too match development depending and I want to wait for a while until the game is figured out more.
On a sidenote, Thor vs Mutalisks was already mentioned on Sidenote





On January 28 2011 09:25 W2 wrote:
PvT stats for +attack are misleading.

You are right that +attack does not affect how many hits to take down a full hp marine. But you never engage full-hp marines. The most likely scenario would be stimmed marines, which have 10 less hp. And +1 ground weapons means zealots need 1 less swing.



As stated in Presumptions, I made Marines always 45 to cover stimmed shielded and unstimmed unshielded Marines. The more special the case gets (in this case stimmed unshielded Marines), the less this Thread is a real help because, although true, it is not a given that this will be crucial in one year, and also mentioning every single combination would blow the article up unneccessarily.
I can also compute every hit counter for TvP once a EMP goes off aswell, of course, but this does not really fit the case in my eyes.

But if the player has enough medivacs, they could stim ahead of time and it wouldn't really cost them anything to keep it at 55 HP prior to engaging hostiles.



That is true.
But first, when I take in account every possibility on stim and heal, you come up with 6 different setups per matchups only for Marauder and Marines, it starts to burst the borderline and gets too specific.
Second Hand, at the point where you have enough Medivacs to heal up your whole Bio Ball, they game is so far progressed that critical upgrade math isn't viable anymore from my point of view. At least not until the game is not boiled down further, too much changing at the moment in the meta-game to take these things in account yet.
"Mathematicians don't understand mathematics, they get used to it." - Prof. Kredler || "That was more one-sided that a mobius strip." - Tasteless
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
Last Edited: 2011-04-02 11:23:30
April 02 2011 11:20 GMT
#122
edited. Orly wow.
Micro your Macro
ALPINA
Profile Joined May 2010
3791 Posts
Last Edited: 2011-04-02 11:23:05
April 02 2011 11:22 GMT
#123
+1 air attack does not give mutas +3 damage overall - that would be too good. AFAIK it gives +1, +0.3, +0.1 for each bounce respectively.
You should never underestimate the predictability of stupidity
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
April 02 2011 11:24 GMT
#124
On April 02 2011 20:22 Alpina wrote:
+1 air attack does not give mutas +3 damage overall - that would be too good. AFAIK it gives +1, +0.3, +0.1 for each bounce respectively.


I certainly hope you're right. I've been told otherwise but i'll confirm before posting again.
Micro your Macro
Okiesmokie
Profile Joined May 2010
Canada379 Posts
April 02 2011 11:38 GMT
#125
On April 02 2011 20:22 Alpina wrote:
+1 air attack does not give mutas +3 damage overall - that would be too good. AFAIK it gives +1, +0.3, +0.1 for each bounce respectively.

It does actually give +1 to each bounce, the way the rounding occurs.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=152691
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
April 02 2011 11:57 GMT
#126
On April 02 2011 20:38 Okiesmokie wrote:
Show nested quote +
On April 02 2011 20:22 Alpina wrote:
+1 air attack does not give mutas +3 damage overall - that would be too good. AFAIK it gives +1, +0.3, +0.1 for each bounce respectively.

It does actually give +1 to each bounce, the way the rounding occurs.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=152691


Wrong, that only seems so on the first attack.
The mutalisk does fractional damage if it has upgrades and the improvement is ineed +1, +0.3, +0.1

10 attacks will do +10, +3 and +1 damage with +1 attack on the bounces, the rounding down only makes the first attack do +1 +1 +1 actually.

Muta upgrades are thus not really that effective as the bounces will go to the minimum of 0.5 pretty quickl if armor is upgraded by the opponent. Especially in ZvP upgrading attack is not that great as the bounces will do 0.5 almost always anyway when guardian shield is up, in ZvT it is more effective as most terran units have a base armor of 0.
saaaa
Profile Joined November 2010
Germany419 Posts
Last Edited: 2011-04-02 16:34:28
April 02 2011 16:29 GMT
#127
"+1 Mech Attack: no effects on kill efficiency. On a Sidenote, with +2 Attack lets Mutalists die in 2 Shots instead of 3(thanks to Saechiis), and Thors with +3 Attack kills Roaches with only 0 or 1 Armor Upgrade in 2 Shots instead of 3 (Thanks to Black Gun)"


I always think that +1 Mech Attack Tanks kill zerglings with one less shot than without the upgrade..

so in fact, i should upgrade the armor upgrades before if i go mech?
Okiesmokie
Profile Joined May 2010
Canada379 Posts
April 02 2011 16:35 GMT
#128
On April 03 2011 01:29 saaaa wrote:
"+1 Mech Attack: no effects on kill efficiency. On a Sidenote, with +2 Attack lets Mutalists die in 2 Shots instead of 3(thanks to Saechiis), and Thors with +3 Attack kills Roaches with only 0 or 1 Armor Upgrade in 2 Shots instead of 3 (Thanks to Black Gun)"


I always think that +1 Mech Attack Tanks kill zerglings with one less shot than without the upgrade..

so in fact, i should upgrade the armor upgrades before if i go mech?

You get +1 on siege tanks to kill armor-upgraded zerglings in one shot.
jazzbassmatt
Profile Joined August 2010
United States566 Posts
April 02 2011 16:59 GMT
#129
I was surprised to see that mutalisk attack +1 is actually pretty useless
saaaa
Profile Joined November 2010
Germany419 Posts
April 02 2011 17:32 GMT
#130
ok.. also in fact i should upgrade mech attack instead of mech armor, because 1 shot zerglings and 2 shot mutas on +2.

But the thread opener wrote that mech terran player prefer the armor upgrades.

So what is better to upgrade?
azn_dude1
Profile Joined October 2010
162 Posts
April 02 2011 18:57 GMT
#131
+2 weapons vikings kill unupgraded vikings in one less volley.
Riot Janook
Profile Joined August 2010
United States112 Posts
April 08 2011 10:16 GMT
#132
I'd like to point out that a lot of the Zerg upgrade numbers are incorrect due to Zerg health regeneration.

For instance, +1 weapons on infantry does not lower the amount of hits it takes a Marine to kill a Zergling.
Reithan
Profile Blog Joined February 2011
United States360 Posts
Last Edited: 2011-08-11 05:49:34
August 11 2011 05:48 GMT
#133
http://www.teamliquid.net/blog/Xanthus730 ***** http://www.twitch.tv/reithan
Shakjlz
Profile Joined July 2011
France5 Posts
August 11 2011 06:46 GMT
#134
Bravo !
Au d'ssus, c'est l'soleil !
kazansky
Profile Blog Joined February 2010
Germany931 Posts
September 20 2011 12:17 GMT
#135
With 1.4 at the gates and marching in, I'm now redoing the math on the actual patch data.
Sadly, I am not able to edit my OP at the moment, so Patch 1.4 Hellion Analysis has to take point here:

1.4 Hellion Upgrade Math Inside

+ Show Spoiler +

Worker Analysis
+ Show Spoiler +

The first big question is, how do worker hits change, and how do upgrades affect them now?
  • Probes and Drones are killed in 3 hits by vanilla hellions aswell as +1 Hellions, unless they have +1 armor, then it takes 4 hits.
  • With blue flames, Hellions kill them in 3 hits regardless of armor upgrade, but +1 Blue Flame Hellions only need 2 hits.
  • SCVs with their 45 hitspoints (and Marines aswell) take 4 hits, regardless of armor upgrade, from vanilla hellions, but only 3 against +1 Hellions.
  • Blue flame Hellions kill SCVs on 3 hits no matter what.



Hellions vs Zerg
+ Show Spoiler +

The next question, how is TvZ affected?
  • Lings get shot on 3 hits by standard hellions, 2 shots with blue flames, upgrades don't change anything.
  • Hydras against standard hellions get killed in 6 shots, survive the 6th if they have carapace upgrade. On Blue Flame, they die after 5 hits, with or without carapace, and even 4 if +1 for Hellions is out.



Hellions vs Protoss
+ Show Spoiler +

Will this change anything for and against the sons of Aiur?
  • Zealots take 12/11/10 hits on upgrade advantage, even setup and disadvantage against standard hellions. But Blue Flame makes them die in 9 hits, even with armour, and even 8 with a +1 Upgrade.
  • Sentries and HTs need 6 hit to kill with standard hellions regardless of upgrades. 5 hits are neccessary, with or without armor upgrade, and 4 with a +1 advantage.



Hellions vs Terran
+ Show Spoiler +

  • Stimmed Marines (for normal Marines see SCV Analysis) are killed in 3 shots without and 2 shots with Blue Flame, upgrades don't change anything.
  • Shield Marines unstimmed take 4 hits without and 3 hits with Blue Flame, +1 attack does not change this. A armour upgrade on marines however adds one additional hit.





Conclusion


Important to note is, that this conclusion does only regard the effect of upgrades on the Hellions itself and against Hellions, for further analysis, check the OP, and consider the statements regarding Hellions in the OP as outdated.

versus
+1 carapace does only help against unupgraded Hellions for the workers, the Zergling hits are totally uneffected, and Hydras come so late that Blue Flame should already be out, therefore +1 Carapace does not pay itself against Hellion armies.

versus
The question as always is, Blue Flame, +1 Attack, or both? For worker harassment, both together is a must to get 2-shots. If planning a defensive style and only defending, the Blue Flame is to be preferred before +1 Attack

versus
Armour just for workers does not really pay off, and Zealots only profit aslong as no Blue Flame is out, for Sentries and HTs it does not make much difference.

versus
+1 Changes hit counts on Zealots, with or without Blue Flame, and on workers with Blue Flame, aswell as on Sentries and HT with Blue Flame. So a combination of both is the best choice.

versus
Blue Flame Hellion upgrade changes the hits against marines by 1 aswell as worker hits, but even more the hit count on Hellions. The +1 Attack Upgrade, once Blue Flame is out, does not have significant influence on the hit counters at all.





"Mathematicians don't understand mathematics, they get used to it." - Prof. Kredler || "That was more one-sided that a mobius strip." - Tasteless
thobel
Profile Joined August 2010
United States37 Posts
September 20 2011 15:14 GMT
#136
I don't like that it says marines with +1 attack kill zerglings in 1 fewer hit. They frequently don't due to health regen on the lings. 6 into 35 is 6 hits, but 7 into 35 just barely would be 5. The little bit of extra health from regen makes it require a 6th hit much of the time.
sylverfyre
Profile Joined May 2010
United States8298 Posts
September 20 2011 19:14 GMT
#137
On January 26 2011 04:16 kazansky wrote:
Show nested quote +
On January 26 2011 03:44 Shikyo wrote:
Even though you explain it, you still should take into account the fact that Zerg units heal 1 hp immediately after taking damage, without delay, and that regen will always make a difference in all cases except a group of marines(or something else without a projectile) firing simultaneously.

That being said, I'm pretty sure I've seen a chart or something similiar a while ago, but I'm sure this is useful for the people who haven't.


I was torn long about it but decided not to. Zerg units dont heal instantly, for example, banelings oneshot zerglings with damage 35 to 35 sharp. And i did some testing with hitting zerglings with zerglings, it takes a delay of a few seconds (unless i was drunk that day).

Additionally, I used the search function repeatidly to look out for such information and couldnt find it, so I might have missed it.

They DO heal instantly immediately after taking damage, IF they're still alive. The only units that oneshot zerglings with 35 damage precisely are banes and tanks. If you took 5 +1 marines and had them attack a +0 armor ling once "simultaneously", the ling survives with 1 HP.
thobel
Profile Joined August 2010
United States37 Posts
Last Edited: 2011-09-20 20:21:22
September 20 2011 20:20 GMT
#138

They DO heal instantly immediately after taking damage, IF they're still alive. The only units that oneshot zerglings with 35 damage precisely are banes and tanks. If you took 5 +1 marines and had them attack a +0 armor ling once "simultaneously", the ling survives with 1 HP.


Sometimes it doesn't though. I tried it like 20 times in the unit tester with 5 on 1 ling. Without stim, it almost never shoots simultaneously enough, but occasionally does.

It does so MORE often with stim, though not always. (Maybe about 1/3-1/2 of the time).
kazansky
Profile Blog Joined February 2010
Germany931 Posts
September 20 2011 20:20 GMT
#139
On September 21 2011 04:14 sylverfyre wrote:
Show nested quote +
On January 26 2011 04:16 kazansky wrote:
On January 26 2011 03:44 Shikyo wrote:
Even though you explain it, you still should take into account the fact that Zerg units heal 1 hp immediately after taking damage, without delay, and that regen will always make a difference in all cases except a group of marines(or something else without a projectile) firing simultaneously.

That being said, I'm pretty sure I've seen a chart or something similiar a while ago, but I'm sure this is useful for the people who haven't.


I was torn long about it but decided not to. Zerg units dont heal instantly, for example, banelings oneshot zerglings with damage 35 to 35 sharp. And i did some testing with hitting zerglings with zerglings, it takes a delay of a few seconds (unless i was drunk that day).

Additionally, I used the search function repeatidly to look out for such information and couldnt find it, so I might have missed it.

They DO heal instantly immediately after taking damage, IF they're still alive. The only units that oneshot zerglings with 35 damage precisely are banes and tanks. If you took 5 +1 marines and had them attack a +0 armor ling once "simultaneously", the ling survives with 1 HP.


I have to disagree with you based on my tests. Unless regeneration function has changed in between, the regeneration is applied in 3 seconds intervals after the initial damage. Or you are talking about Broodwar
"Mathematicians don't understand mathematics, they get used to it." - Prof. Kredler || "That was more one-sided that a mobius strip." - Tasteless
thobel
Profile Joined August 2010
United States37 Posts
September 20 2011 20:23 GMT
#140
On September 21 2011 05:20 kazansky wrote:

I have to disagree with you based on my tests. Unless regeneration function has changed in between, the regeneration is applied in 3 seconds intervals after the initial damage. Or you are talking about Broodwar


I get the impression its applied very often, but it doesn't accumulate enough to show +1 hp until about 3 seconds pass. So often things survive with "1hp" but it's really some small fraction of 1hp, and it rounds up.

I don't even think it always rounds up, just it definitely does near 0hp.
Prev 1 5 6 7 8 Next All
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#99
PiGStarcraft596
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft596
ByuN 211
RuFF_SC2 151
StarCraft: Brood War
GuemChi 1951
910 44
ajuk12(nOOB) 13
Moletrap 5
League of Legends
JimRising 623
Counter-Strike
taco 374
Super Smash Bros
hungrybox701
Other Games
summit1g11889
C9.Mang0467
WinterStarcraft389
XaKoH 267
ViBE156
Maynarde127
Mew2King25
Organizations
Other Games
gamesdonequick2112
[ Show 11 non-featured ]
StarCraft 2
• Berry_CruncH178
• Hupsaiya 89
• EnkiAlexander 68
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
The PondCast
7h 50m
Kung Fu Cup
8h 50m
Replay Cast
21h 50m
KCM Race Survival
1d 7h
IntoTheTV X SOOP
1d 8h
Cure vs SHIN
herO vs Solar
Percival vs Classic
ByuN vs Rogue
OSC
1d 19h
Replay Cast
1d 21h
IntoTheTV X SOOP
2 days
Replay Cast
2 days
GSL
3 days
[ Show More ]
Replay Cast
3 days
GSL
4 days
Shopify Rebellion Sundays
4 days
Spirit vs Mixu
Replay Cast
4 days
WardiTV Weekly
5 days
Monday Night Weeklies
5 days
Sparkling Tuna Cup
6 days
PiGosaur Cup
6 days
Liquipedia Results

Completed

Acropolis #5 - TRS
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 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.