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DPS chart for units - Page 6

Forum Index > SC2 General
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virusak
Profile Joined December 2009
Czech Republic344 Posts
Last Edited: 2010-06-18 19:36:28
June 18 2010 19:29 GMT
#101
On June 19 2010 04:18 Bibdy wrote:
I made one of these kinds of sheets, and then I started weighting scores for each unit with things like DPS, range, total life, speed, resource costs (gas vs minerals vs both), build time, whether it could hit ground or air, if it was an air or ground unit, if it had an AOE (and assumed it would do at least 200% damage a shot) etc. and just multiplying all these values (with different weights) together to get a total score.

End result was I couldn't find a way to make Marauders, Reapers and Void Rays not look totally overpowered and get the Mothership to not suck intergalactic space donkey dick.

well you are not supposed to make units see overpowered or crappy, if you have, cmon post it, would like to see

On June 18 2010 22:32 Kegsta wrote:
I was playing around with the map editor doing some learning and decided to make one of these myself that's up to date.

https://spreadsheets.google.com/ccc?key=0Auc_B6bsgiQndFpEeUdlRTJqM1FBbWpqMExiWDV0OHc&hl=en#gid=0


why do you multiply the DPS/cost for carriers, when the DPS already is for a whole carrier with 8 interceptors?
Piski
Profile Blog Joined April 2010
Finland3461 Posts
June 18 2010 20:20 GMT
#102
Not sure why are there comparisons to bw units, but very nice chat
Herculix
Profile Joined May 2010
United States946 Posts
June 18 2010 20:59 GMT
#103
you shouldn't get too caught up in pure DPS. that's just a way to measure damage. just because you have high DPS doesn't mean you have high damage, i.e. if you have high DPS but i have high damage, and i kill you in 5-10 seconds, does it matter that over 20-30 seconds you would've done more damage? it's a valuable stat but not all-encompassing.
Bibdy
Profile Joined March 2010
United States3481 Posts
June 18 2010 21:08 GMT
#104
On June 19 2010 05:59 Herculix wrote:
you shouldn't get too caught up in pure DPS. that's just a way to measure damage. just because you have high DPS doesn't mean you have high damage, i.e. if you have high DPS but i have high damage, and i kill you in 5-10 seconds, does it matter that over 20-30 seconds you would've done more damage? it's a valuable stat but not all-encompassing.


You mean sustained vs burst, right? You make it sound like everything works like a Void Ray
Soulish
Profile Joined April 2010
Canada1403 Posts
Last Edited: 2010-06-18 23:22:27
June 18 2010 23:07 GMT
#105
I wonder why stalker have such low dps :o

I always used them a bit, but I always felt they were really weak...
me all in, he drone drone drone, me win
Roaming
Profile Joined May 2010
United States239 Posts
Last Edited: 2010-06-18 23:26:14
June 18 2010 23:24 GMT
#106
If you really wanted to add something, add dps/supply

It really shows where the insanity comes through on a more even playing field.

And stalkers are probably the most micro friendly unit in the game.
Human beings, who are almost unique in having the ability to learn from the experience of others, are also remarkable for their apparent disinclination to do so.
terranghost
Profile Joined May 2010
United States980 Posts
Last Edited: 2010-06-19 01:18:07
June 19 2010 01:15 GMT
#107
On June 19 2010 05:59 Herculix wrote:
you shouldn't get too caught up in pure DPS. that's just a way to measure damage. just because you have high DPS doesn't mean you have high damage, i.e. if you have high DPS but i have high damage, and i kill you in 5-10 seconds, does it matter that over 20-30 seconds you would've done more damage? it's a valuable stat but not all-encompassing.



Best example of this I find is razing a base in starcraft1 with lings or ultras. For the cost lings did it so much faster yes if 2 vultures poped out of the the 2 factories and target fired a ling you would immediately lose the dps the lings were giving you however with ultras due to their higher cost you had less of them.

This is the nature of cheap units/ vs expensive units (for the most part) The cheap units deal more dps since you have more of them but since they die faster their dps drops at a much faster rate.

But in my example you are dropping a terran base that is apparently relatively undefended. So you don't have to worry too much about losing your dps because the majority of your units will deal enough damage to be worth it.

edited the quote (quoted wrong person)
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Spyridon
Profile Joined April 2010
United States997 Posts
June 19 2010 01:25 GMT
#108
The ultralisk doesnt have the increased dmg vs armor in the bonus section
Kegsta
Profile Joined June 2010
Australia17 Posts
Last Edited: 2010-06-20 09:19:12
June 19 2010 01:56 GMT
#109


why do you multiply the DPS/cost for carriers, when the DPS already is for a whole carrier with 8 interceptors?


Fixed, i originally just had it as 1 interceptor, but then changed it to carrier.

Ill add dps/supply in a bit, maybe add on health aswell.

I find it funny that an ultra actually does less damage attacking a building with its headbutt attack than it would if it was able to just use its regular AOE claws.

editL updated and fixed a few formula problems

https://spreadsheets.google.com/ccc?key=0Auc_B6bsgiQndDR6NUVJSGVvc3FLRzFTTWUtbkt4NFE&hl=en#gid=0

http://www.users.on.net/~kegsta/SC2 DPS Beta 16.xls
Doesn't Look A Thing Like Jesus
goofoffjw
Profile Joined June 2010
United States20 Posts
June 19 2010 19:03 GMT
#110
I did a little math to see how much better Yamato cannon was than the basic BC attack:

Ground Damage Fully Upgraded: 13 = 57.78 DPS
Yamato Cannon Damage: 300 = 75 DPS (Assuming a 4 second charge-up time)
17.22 DPS difference

Air Damage Fully Upgraded: 9 = 40 DPS
35 DPS difference

Obviously it's far better even with the long charge time to use Yamato. I figured it was, but I just wanted to see how much better it ended up being. When you consider the 10 range of Yamato cannon as well, it really is no contest.
v3chr0
Profile Blog Joined April 2010
United States856 Posts
June 19 2010 19:06 GMT
#111
Nice information here, thanks!
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
cloaked
Profile Joined February 2010
United States32 Posts
June 24 2010 07:24 GMT
#112
On March 16 2010 12:36 obesechicken13 wrote:
Your calculations are all off by a lot because I don't think you accounted for the duration of an attack animation. Cooldown is the time between the end of one attack and the beginning of another. For marines in SC1, the attack animation was almost as long as the 15 cooldown.

Can someone please confirm if the cooldown time includes the attack animation or not?

If the animation is included great, if not then this DPS chart is probably way off.
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-06-24 11:16:31
June 24 2010 11:15 GMT
#113
On June 24 2010 16:24 cloaked wrote:
Show nested quote +
On March 16 2010 12:36 obesechicken13 wrote:
Your calculations are all off by a lot because I don't think you accounted for the duration of an attack animation. Cooldown is the time between the end of one attack and the beginning of another. For marines in SC1, the attack animation was almost as long as the 15 cooldown.

Can someone please confirm if the cooldown time includes the attack animation or not?

If the animation is included great, if not then this DPS chart is probably way off.


He's simply wrong, Cooldown is the time between the start of 2 consecutive attacks. The animation is "inside" the cooldown and does not affect it, unless it's longer than the cooldown.
Marines in BW had their cooldown set to 15 in the game files. If the animation was added on top of that, then obviously it would've been set to a lower value.
In SC2 only the attacks of the Mothership and the Colossus can affect actual cooldown, but their attack time is much shorter than their cooldown time, so the cooldown isn't affected.
I'll call Nada.
Syph
Profile Joined June 2010
Australia12 Posts
June 24 2010 12:53 GMT
#114
Now only if Phoenix's had 9 Range :D
Here to help
Yoshi
Profile Joined August 2010
Netherlands9 Posts
Last Edited: 2010-12-06 16:28:00
December 06 2010 16:27 GMT
#115
On June 20 2010 04:03 goofoffjw wrote:
I did a little math to see how much better Yamato cannon was than the basic BC attack:

Ground Damage Fully Upgraded: 13 = 57.78 DPS
Yamato Cannon Damage: 300 = 75 DPS (Assuming a 4 second charge-up time)
17.22 DPS difference

Air Damage Fully Upgraded: 9 = 40 DPS
35 DPS difference

Obviously it's far better even with the long charge time to use Yamato. I figured it was, but I just wanted to see how much better it ended up being. When you consider the 10 range of Yamato cannon as well, it really is no contest.


I just wanted to clarifiy these numbers (according to http://www.broodlings.com/battlecruiser.php , now with some patches also (and a charge time of 3 seconds, not 4, as it was in SC BW):

Ground Damage Fully Upgraded = 48.98 DPS
Air Damage Fully Upgraded = 40 DPS
Yamato Cannon Damage = 100 DPS

So yeah, it is far better, even if you compare it to the fully upgraded Battle Cruiser, while Yamato Cannon spell is not very expensive to research.
Spawn more overlords!
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