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DPS chart for units

Forum Index > SC2 General
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hzhao
Profile Joined June 2007
China75 Posts
Last Edited: 2010-03-11 02:27:11
March 10 2010 01:32 GMT
#1
a dps caculation chart for all units (original data from http://sc.178.com/read.php?tid=4152&_fp=5)

pretty interesting when you see dps through cooldown and the range and the upgrade, very different view


http://spreadsheets.google.com/pub?key=t8Z5bsJL0-2LyqHW1DWUAYA&output=html


added BW units dpscompare thanks to Dead9

[image loading]


added the dps per unit price thanks to Tamerlane

http://spreadsheets.google.com/ccc?key=0AvtPWMS53wIgdEFfLVFWNllJYl90YUFmODRTQ05jQUE&hl=fr

Intropy
Profile Joined July 2009
Canada92 Posts
March 10 2010 01:34 GMT
#2
Thank you so much to whoever created this!
Intropy.469
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
March 10 2010 01:40 GMT
#3
Wow thanks, this is awesome!

Biggest surprise to me was how much DPS thors and battlecruisers have. Also phoenixes have higher DPS and health than vikings, so that means...
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-03-10 01:47:17
March 10 2010 01:44 GMT
#4
so since carrier is 6 interceptors, it's 19.98 and 31.98 after upgrades

also interesting to see that the thor and BC have the highest DPS to ground of all units in the game.
and the strike cannon ability of the thor is huuuuge dps.

how do these compare to sc1 dps charts?
..and then I would, ya know, check em'. (Aka SpoR)
hzhao
Profile Joined June 2007
China75 Posts
March 10 2010 01:54 GMT
#5
fixed some outdated data based on patch notes
hzhao
Profile Joined June 2007
China75 Posts
March 10 2010 01:55 GMT
#6
On March 10 2010 10:44 CharlieMurphy wrote:
so since carrier is 6 interceptors, it's 19.98 and 31.98 after upgrades

also interesting to see that the thor and BC have the highest DPS to ground of all units in the game.
and the strike cannon ability of the thor is huuuuge dps.

how do these compare to sc1 dps charts?


I thought carrier still have 8 interceptors?
just you have 4 at beginning
Piousflea
Profile Joined February 2010
United States259 Posts
March 10 2010 03:12 GMT
#7
Very cool chart.

That said, I am surprised to see just how slow the Roach and Corrupter attacks are. They feel really slow in game but it is interesting to see just how slow.
Seek, behold, and reveal the truth
seRapH
Profile Blog Joined April 2009
United States9756 Posts
March 10 2010 03:18 GMT
#8
wait, so does this mean that hellions are weaker than DRONES?

at least when not upgraded...
boomer hands
syphon
Profile Joined February 2010
3 Posts
Last Edited: 2010-03-10 04:00:01
March 10 2010 03:56 GMT
#9
good post...I was working on something similar to that but school work took precedence.

To better compare the units, the data should be normalized, I believe.

edit

Has anyone ever taken data like this and made a quick reference chart? Something you could quickly glance at in order to help determine what units are necessary to counter your opponents unit choices?
hzhao
Profile Joined June 2007
China75 Posts
March 10 2010 04:01 GMT
#10
On March 10 2010 12:18 majesty.k)seRapH wrote:
wait, so does this mean that hellions are weaker than DRONES?

at least when not upgraded...


I think that is the hellions without the upgrade to do damage to light units, but yeah, it also tells that how good aoe attack of hellions really are, so no one dare to give it better attack.
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
March 10 2010 04:01 GMT
#11
On March 10 2010 12:18 majesty.k)seRapH wrote:
wait, so does this mean that hellions are weaker than DRONES?

at least when not upgraded...


Uh...Splash damage?
hzhao
Profile Joined June 2007
China75 Posts
March 10 2010 04:02 GMT
#12
I also have a chart for all the movement speed of units, but as it less useful, I will post later.
SirNeb
Profile Blog Joined April 2008
United States243 Posts
March 10 2010 04:06 GMT
#13
thanks to creator, this is awesome..
crate
Profile Blog Joined May 2009
United States2474 Posts
March 10 2010 04:09 GMT
#14
Do probes and SCVs have the same DPS as drones? I don't see them on the spreadsheet.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
hzhao
Profile Joined June 2007
China75 Posts
March 10 2010 04:10 GMT
#15
On March 10 2010 13:09 crate wrote:
Do probes and SCVs have the same DPS as drones? I don't see them on the spreadsheet.


not sure, I got the data from someone else, and the data are from inside mpq
Pillars
Profile Joined October 2004
United States147 Posts
March 10 2010 04:11 GMT
#16
Might be useful to factor in unit cost as well.
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
March 10 2010 04:11 GMT
#17
The Stalker has by far the lowest DPS, other then the Hellion which isn't a staple unit and it does splash. I think this is a problem
onmach
Profile Blog Joined March 2009
United States1241 Posts
March 10 2010 04:22 GMT
#18
I'm pretty sure roaches get +2 for upgrades. so fully upgraded dps should be 11, not 9.5.
onmach
Profile Blog Joined March 2009
United States1241 Posts
Last Edited: 2010-03-10 04:28:40
March 10 2010 04:28 GMT
#19
Also the ultralist is +4, not +2 per upgrade. I wouldn't take this spreadsheet as gospel.
theonemephisto
Profile Blog Joined May 2008
United States409 Posts
March 10 2010 04:30 GMT
#20
It would also be really useful to see DPS vs. various armor amounts, as stuff like Carriers are impacted much more by armor than stuff like tanks.
Biochemist
Profile Blog Joined February 2009
United States1008 Posts
March 10 2010 04:33 GMT
#21
On March 10 2010 13:11 Chairman Ray wrote:
The Stalker has by far the lowest DPS, other then the Hellion which isn't a staple unit and it does splash. I think this is a problem


Protoss players don't seem to be suffering... do you feel there's a problem with their usefulness in actual games?
onmach
Profile Blog Joined March 2009
United States1241 Posts
March 10 2010 04:34 GMT
#22
I can't get any of his numbers to add up. What do the 100%, 50%, 25% columns mean?
hzhao
Profile Joined June 2007
China75 Posts
March 10 2010 04:41 GMT
#23
On March 10 2010 13:28 onmach wrote:
Also the ultralist is +4, not +2 per upgrade. I wouldn't take this spreadsheet as gospel.



I am pretty sure this is not fake, it is from the patch 0 version, and I modified them based on patch note

the roach maybe a mistype, but ultralisk is +5 per upgrade.
hzhao
Profile Joined June 2007
China75 Posts
March 10 2010 04:42 GMT
#24
On March 10 2010 13:34 onmach wrote:
I can't get any of his numbers to add up. What do the 100%, 50%, 25% columns mean?


the aoe damage range, like the ultralisk has a small aoe with 0.8 range for 25% damage
wintergt
Profile Joined February 2010
Belgium1335 Posts
Last Edited: 2010-03-10 04:55:27
March 10 2010 04:54 GMT
#25
This explains why upgraded BCs own so hard, pretty much highest DPS in the game. Ofcourse they are multiple attacks so armor gets counted more often but still. Terrans should probably put a transition to BCs (when they have enough economy to support making a bunch) into their playstyle to win those drawn-out games.
here i am
Nadagast
Profile Joined January 2009
United States245 Posts
Last Edited: 2010-03-10 06:58:02
March 10 2010 04:56 GMT
#26
Tanks do more DPS to armored targets unsieged than sieged (not counting splash)? That seems dumb if true (and I think it very well could be, they attack quick when unsieged)


Edit: You should add DPS/cost as a column. Either DPS/(total gas + minerals) or DPS/minerals and DPS/gas seperately
hzhao
Profile Joined June 2007
China75 Posts
March 10 2010 05:00 GMT
#27
On March 10 2010 13:56 Nadagast wrote:
Tanks do more DPS to armored targets unsieged than sieged (not counting splash)? That seems dumb if true (and I think it very well could be they attack quick when unsieged)


Edit: You should add DPS/cost as a column. Either DPS/(total gas + minerals) or DPS/minerals and DPS/gas seperately



and much further, I always thought that was the purpose of the tank.
Jazriel
Profile Joined April 2008
Canada404 Posts
March 10 2010 05:04 GMT
#28
On March 10 2010 13:11 Chairman Ray wrote:
The Stalker has by far the lowest DPS, other then the Hellion which isn't a staple unit and it does splash. I think this is a problem


And why is the stalker a staple unit?

To explain how stupid some of these comments are would probably get me temp banned again. Sigh.
#1 LoL player
Treeplant
Profile Blog Joined January 2010
United States214 Posts
March 10 2010 05:24 GMT
#29
If only they showed the DPS increase when using stim. That would be so helpful
nubarb
Profile Joined February 2010
United States11 Posts
March 10 2010 05:41 GMT
#30
Can you link the actual .xls file?
beh.
Dead9
Profile Blog Joined February 2008
United States4725 Posts
March 10 2010 06:31 GMT
#31
On March 10 2010 10:44 CharlieMurphy wrote:
so since carrier is 6 interceptors, it's 19.98 and 31.98 after upgrades

also interesting to see that the thor and BC have the highest DPS to ground of all units in the game.
and the strike cannon ability of the thor is huuuuge dps.

how do these compare to sc1 dps charts?

[image loading]
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
March 10 2010 06:40 GMT
#32
Those bw dps don't consider the type of attack vs the size of the target, so they are not quite accurate.

Thanks for this information, though it can be hard to see which units some of the things on the right side of the graph apply to, I can't fit much of it on my screen at once ~~
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
Nadagast
Profile Joined January 2009
United States245 Posts
Last Edited: 2010-03-10 06:58:13
March 10 2010 06:56 GMT
#33
On March 10 2010 14:00 hzhao wrote:
Show nested quote +
On March 10 2010 13:56 Nadagast wrote:
Tanks do more DPS to armored targets unsieged than sieged (not counting splash)? That seems dumb if true (and I think it very well could be, they attack quick when unsieged)


Edit: You should add DPS/cost as a column. Either DPS/(total gas + minerals) or DPS/minerals and DPS/gas seperately



and much further, I always thought that was the purpose of the tank.

Yeah, that's true. Still it seems like they should do more DPS in siege mode...
crate
Profile Blog Joined May 2009
United States2474 Posts
March 10 2010 06:59 GMT
#34
On March 10 2010 15:56 Nadagast wrote:
Still it seems like they [siege tanks] should do more DPS in siege mode...

Add in splash damage and they do, I'm sure.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
MorroW
Profile Joined August 2008
Sweden3522 Posts
March 10 2010 07:00 GMT
#35
so DPS is how much it deals per second without the bonuses (+5 to armored for example)?

and BONUS is same thing but with the bonuses?

this is pretty cool but im guessing this is IRL seconds cause the thor250cannon is 83.33 while in game it says 100 per sec
Progamerpls no copy pasterino
iNfeRnaL *
Profile Blog Joined August 2005
Germany1908 Posts
March 10 2010 07:11 GMT
#36
What shocks me is that a Phoenix actually does MORE dps than a corsair, while Phoenix are useless pieces of crap compared to Sairs.
I guess splash dmg just does THAT much of a difference - also Mutas now have a lot more DPS than before so that explains what everybody already thought - Mutas are even stronger than they are in SC1.
Yea, I know you can't perfectly stack those anymore, but with the smart AI they will also spread out the splash dmg neatly...
Give the fucking Phoenix splash or replace it with a Sair, they'd look badass in SC2 graphics I'm sure lolol.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
March 10 2010 07:13 GMT
#37
oh wow did not expect BC or DT to be that high. Thor is kind of a given imo
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Rothbardian
Profile Joined January 2010
United States497 Posts
March 10 2010 07:14 GMT
#38
On March 10 2010 13:54 wintergt wrote:
This explains why upgraded BCs own so hard, pretty much highest DPS in the game. Ofcourse they are multiple attacks so armor gets counted more often but still. Terrans should probably put a transition to BCs (when they have enough economy to support making a bunch) into their playstyle to win those drawn-out games.


BC's are only good against Protoss. Viking/Corruptor demolish BC's. In fact, against a Terran, you won't get one hit on their Vikings, as Vikings can easily hit and run BC's. People who crunch numbers fail to look at the simple things, like how the game actually plays. Cheers.
"A tax-supported, compulsory educational system is the complete model of the totalitarian state." - Isabel Paterson <3
CowGoMoo
Profile Joined December 2006
United States428 Posts
March 10 2010 07:21 GMT
#39
On March 10 2010 16:11 iNfeRnaL wrote:
I guess splash dmg just does THAT much of a difference - also Mutas now have a lot more DPS than before so that explains what everybody already thought - Mutas are even stronger than they are in SC1.

Pretty much all the units converted from SC have higher DPS except lings. Zeals, Cannons and Marines appear to have higher DPS as well.
Dead9
Profile Blog Joined February 2008
United States4725 Posts
March 10 2010 07:44 GMT
#40
On March 10 2010 15:40 Nightmarjoo wrote:
Those bw dps don't consider the type of attack vs the size of the target, so they are not quite accurate.

Thanks for this information, though it can be hard to see which units some of the things on the right side of the graph apply to, I can't fit much of it on my screen at once ~~

It's all max damage no upgrades vrs 0 armor
Karas
Profile Joined March 2010
United States230 Posts
March 10 2010 07:47 GMT
#41
Curious how the numbers were calculated?

I did my own calculations a little while back, and most of my numbers are pretty consistent with the chart, but a few standout.

The biggest one of note is the roach. My calculations were 1.8 seconds, not 2, and that was after 5 trial runs.
hzhao
Profile Joined June 2007
China75 Posts
March 10 2010 08:09 GMT
#42
On March 10 2010 16:47 Karas wrote:
Curious how the numbers were calculated?

I did my own calculations a little while back, and most of my numbers are pretty consistent with the chart, but a few standout.

The biggest one of note is the roach. My calculations were 1.8 seconds, not 2, and that was after 5 trial runs.



as far as I know, from mpq
starfries
Profile Blog Joined July 2009
Canada3508 Posts
March 10 2010 08:47 GMT
#43
Oh this is cool. Battlecruisers don't feel that strong in the game, interesting
DJ – do you like ramen, Savior? Savior – not really. Bisu – I eat it often. Flash – I’m a maniac! | Foxer Fighting!
Railz
Profile Joined July 2008
United States1449 Posts
March 10 2010 08:55 GMT
#44
On March 10 2010 17:47 starfries wrote:
Oh this is cool. Battlecruisers don't feel that strong in the game, interesting


They get hurt my armor more with such a fast attack speed, but yes, they are way more powerful - problem is, finding a time to get any amount that becomes feasible is unlikely. Getting 4 or so in late game is doable I find but you have to protect yourself with cannon fodder.
Did the whole world just get a lot smaller and go whooosh?_-` Number 0ne By.Fantasy Fanatic!
Tamerlane
Profile Joined July 2009
Canada424 Posts
Last Edited: 2010-03-10 17:34:57
March 10 2010 16:45 GMT
#45
On March 10 2010 13:11 Pillars wrote:
Might be useful to factor in unit cost as well.


Indeed, that's why I did it : http://spreadsheets.google.com/ccc?key=0AvtPWMS53wIgdEFfLVFWNllJYl90YUFmODRTQ05jQUE&hl=fr

Although, a few comments are in order :

I wanted to have a relative idea of the burden a unit represented and not only the raw cost of producing this unit, gas is worth much more than minerals and that had to show in the data.

At first, I thought of using a relative scarcity of resources (there are 12.5k minerals and 5k gas on each resource spot), but in the end, what counts in a game (cost-wise) is how fast can you produce a unit depending on your gas income, what are your alternatives to these units and how do they compare with other units of other races.

In order to do so, I defined the time it took a worker to get in minerals and gas. A worker gets in 5 minerals or 4 gas per trip (that's a "worker-hour" <= of course it has nothing to do with the time unit, but I'm an economist so screw you) and given the availability of minerals patches and gas deposits, you can get 40 mineral and 8 gas units per worker cycle (that's a worker-day, I thought about the better "worker cycle" term by typing this post and I'm too lazy to edit, so screw you again), that is : all stocks are harvested once and the resources are sent to the main.

Then you get a neat cost unit in minerals/gas worker-days, which you simply add to get the total cost of a unit in terms of resource gathering cycles. Of course, this is not a measure of the real cost of a unit, but rather its timely economic burden to produce. If you don't think this is a good calculation, I would tend to say "screw you" again, but I'm opened to look at YOUR calculations.

NB. You can find the detailed results in the sheet labeled "Total cost calculations"

A bit of acronyms :

- UCPD = Total Unit Cost per Damage per Second (DPS)
- UCPD bonus = UCPD with bonus damage
- UCPD full = UCPD with full upgrades
- UCPD full bonus = trivial

The index is simply a normalization of the values with a reference, I picked marines and marauders becase we all belong to the homo sapiens sapiens specie and should agree to this ethnocentrist bias.

I also added all mutalisk' bounces to simplify display, just keep in mind that mutalisks will have higher UCPD against units with 1 to 4 armor. Finally, I removed the Void rays because, well, it's obvious.

Oh, and remember to compare boobies with boobies!! (or melee with melee if you will)
rackdude
Profile Blog Joined January 2010
United States882 Posts
March 10 2010 16:48 GMT
#46
DTs have a pretty high DPS.
Sweet.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
March 10 2010 16:58 GMT
#47
Small issue: Archons can cost 1 of 3 values, because you can merge HTs and DTs in any combination.

So less UCPD should be better, right? Nice to see that zerglings still are on top
If you have a good reason to disagree with the above, please tell me. Thank you.
Tamerlane
Profile Joined July 2009
Canada424 Posts
Last Edited: 2010-03-10 17:33:29
March 10 2010 17:32 GMT
#48
On March 11 2010 01:58 spinesheath wrote:
Small issue: Archons can cost 1 of 3 values, because you can merge HTs and DTs in any combination.


ah, I thought archons would get only merged from 2 HTs - I obviously don't play protoss! that explains the "various" in OP's spreadsheet

I'll update this soon with the 3 different values.

So less UCPD should be better, right? Nice to see that zerglings still are on top


correct, the lower the UCPD, the least strain the unit has on the economy for every damage unit it deals
Disastorm
Profile Joined January 2008
United States922 Posts
March 11 2010 02:10 GMT
#49
spine crawlers look so bad compared to photon cannons and bunkers (assuming a bunker is 4X marine damage). Why do spine crawlers do half the damage of a photon cannon and they can only attack ground??
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
fearus
Profile Blog Joined December 2003
China2164 Posts
March 11 2010 02:18 GMT
#50
On March 11 2010 11:10 Disastorm wrote:
spine crawlers look so bad compared to photon cannons and bunkers (assuming a bunker is 4X marine damage). Why do spine crawlers do half the damage of a photon cannon and they can only attack ground??



Cause you don't need to invest in a forge early on

You can move them

By using a drone as an initial investment, you have more flexibility.
bisu fanboy
Makatak
Profile Joined February 2010
United States10 Posts
March 11 2010 02:27 GMT
#51
And this is useful how? This is Starcraft, not ArithmeticCraft.

That's like those Street Fighter 4 newbs that talk about frame data for certain character moves.

I don't care how far you have to stick your **** through the data files to figure that **** out. It doesn't make you a better player.
hzhao
Profile Joined June 2007
China75 Posts
March 11 2010 02:33 GMT
#52
On March 11 2010 11:27 Makatak wrote:
And this is useful how? This is Starcraft, not ArithmeticCraft.

That's like those Street Fighter 4 newbs that talk about frame data for certain character moves.

I don't care how far you have to stick your **** through the data files to figure that **** out. It doesn't make you a better player.



who claims he is a better player in this thread?
Karas
Profile Joined March 2010
United States230 Posts
March 11 2010 03:04 GMT
#53
On March 11 2010 11:27 Makatak wrote:

I don't care how far you have to stick your **** through the data files to figure that **** out. It doesn't make you a better player.


It can in certain ways.


For example, did you know that it takes 3 roach hits to kill a marine? Meaning 3 roaches attacking together will kill a marine every hit.

If I have 9 roaches, and micro them in groups of 3, for the first few seconds I kill marines 3x as fast as if I just told them all to focus on the same guy.


Knowing the numbers can tell what counters are useful, when to micro and when to focus more on macro, etc. While its not certainly the sole of gameplay, it can be a useful addition.
jimbobdwayne
Profile Joined March 2010
United States53 Posts
March 11 2010 04:33 GMT
#54
Here's hoping someone makes a sweet application that uses this data and lets you view DPS of any combination of upgrades on a unit vs any other kind of upgrades on another unit.
Make it as simple as possible but not simpler.
Brett
Profile Blog Joined October 2002
Australia3820 Posts
March 11 2010 04:54 GMT
#55
On March 11 2010 11:27 Makatak wrote:
And this is useful how? This is Starcraft, not ArithmeticCraft.

That's like those Street Fighter 4 newbs that talk about frame data for certain character moves.

I don't care how far you have to stick your **** through the data files to figure that **** out. It doesn't make you a better player.

I make no comment about the usefulness of this data given its infancy, but if you think frame data is useless in a fighting game such as SF4 then you're completely clueless.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
March 11 2010 06:13 GMT
#56
Jeez archons and stalkers are so weak
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
phexac
Profile Joined March 2004
United States186 Posts
March 11 2010 08:00 GMT
#57
Sad how weak the archon is...and the stalkers.
DeCoup
Profile Joined September 2006
Australia1933 Posts
March 11 2010 09:49 GMT
#58
On March 11 2010 12:04 Karas wrote:
Show nested quote +
On March 11 2010 11:27 Makatak wrote:

I don't care how far you have to stick your **** through the data files to figure that **** out. It doesn't make you a better player.


It can in certain ways.


For example, did you know that it takes 3 roach hits to kill a marine? Meaning 3 roaches attacking together will kill a marine every hit.

If I have 9 roaches, and micro them in groups of 3, for the first few seconds I kill marines 3x as fast as if I just told them all to focus on the same guy.


Knowing the numbers can tell what counters are useful, when to micro and when to focus more on macro, etc. While its not certainly the sole of gameplay, it can be a useful addition.

No you wouldn't. There is no overkill in SC2. Assuming that all your roaches are in range of all the marines, waypoing attack targeting every marine with all 9 of your roaches selected would kill them in the same amount of time as using 3 groups, because only 3 roaches will fire at each marine.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
Tamerlane
Profile Joined July 2009
Canada424 Posts
March 11 2010 13:07 GMT
#59
On March 11 2010 18:49 DeCoup wrote:No you wouldn't. There is no overkill in SC2. Assuming that all your roaches are in range of all the marines, waypoing attack targeting every marine with all 9 of your roaches selected would kill them in the same amount of time as using 3 groups, because only 3 roaches will fire at each marine.


If there were only 3 marines as targets, that would be true, but if there are more : your roaches will not "1 shot" 3 marines at a time, instead they will attack the closest unit to them, therefore spreading the total damage over multiple units instead of focusing on a few.
Rickilicious
Profile Joined July 2009
United States220 Posts
March 11 2010 13:36 GMT
#60
On March 10 2010 12:18 majesty.k)seRapH wrote:
wait, so does this mean that hellions are weaker than DRONES?

at least when not upgraded...


It has that follow throug-ish type of attack, and anyway, hopefully you realize that they are only 50 more minerals than drones/probes/scvs and what not and you get a lot more utility out of them for the 50 minerals.

I've always thought these types of charts and graphs etc were very misleading, it's still all about how you use your units and how they counter and what not. DPS is for nerds who want to make perfect calculations on nothing and when they lose complain that their units don't do the correct dps or whatever. No shit the BC and thor do the most damage but if you have two of them and you're opponent is ready, you're screwed.
Doug Righteous
DeCoup
Profile Joined September 2006
Australia1933 Posts
March 12 2010 06:45 GMT
#61
On March 11 2010 22:07 Tamerlane wrote:
Show nested quote +
On March 11 2010 18:49 DeCoup wrote:No you wouldn't. There is no overkill in SC2. Assuming that all your roaches are in range of all the marines, waypoing attack targeting every marine with all 9 of your roaches selected would kill them in the same amount of time as using 3 groups, because only 3 roaches will fire at each marine.


If there were only 3 marines as targets, that would be true, but if there are more : your roaches will not "1 shot" 3 marines at a time, instead they will attack the closest unit to them, therefore spreading the total damage over multiple units instead of focusing on a few.

No man. If you have 9 roaches selected and waypoint 15 marines which are all in range of the roaches they will kill all of them in 5 shots.

The first volley will kill 3 marines (In an instant all roaches will be 'aimed' at the 1st marine in your waypoint queue, but 3 shots would kill it so the remaining 6 roaches will then be 'aiming' at the 2nd marine, but 3 shots would kill it so the remaining 3 will target and kill the 3rd marine in your queue). So the first shot kills 3 marines instantly. The second volley kills the 4th 5th and 6th marine that was in your queue in the next shot. It repeats this till all marines are dead.
There is no gain at all from using smaller selections with your waypoints as long as all your roaches are in range of all the marines in this example. This is true for all units in the game because there is no overkill. If you have waypoints issued they will always attack them in order and never attack 'closest targets'.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
apollo_440
Profile Joined May 2009
Switzerland24 Posts
Last Edited: 2010-03-12 18:46:50
March 12 2010 18:46 GMT
#62
One of the single best posts ever, thank you so much! :D

I just don't get it why they don't tell us the DPS right away in the game, instead of just the damage and some arbitrary attack speed 'rating' which tells us very little.
I gotta say, I never liked carnivals. --- Jupp.
Hammy
Profile Joined January 2009
France828 Posts
March 12 2010 18:55 GMT
#63
This chart should include bonus damage to certain types of units.
Nice post though, good info.
crate
Profile Blog Joined May 2009
United States2474 Posts
March 12 2010 19:18 GMT
#64
On March 12 2010 15:45 DeCoup wrote:
Show nested quote +
On March 11 2010 22:07 Tamerlane wrote:
On March 11 2010 18:49 DeCoup wrote:No you wouldn't. There is no overkill in SC2. Assuming that all your roaches are in range of all the marines, waypoing attack targeting every marine with all 9 of your roaches selected would kill them in the same amount of time as using 3 groups, because only 3 roaches will fire at each marine.


If there were only 3 marines as targets, that would be true, but if there are more : your roaches will not "1 shot" 3 marines at a time, instead they will attack the closest unit to them, therefore spreading the total damage over multiple units instead of focusing on a few.

No man. If you have 9 roaches selected and waypoint 15 marines which are all in range of the roaches they will kill all of them in 5 shots.

The first volley will kill 3 marines (In an instant all roaches will be 'aimed' at the 1st marine in your waypoint queue, but 3 shots would kill it so the remaining 6 roaches will then be 'aiming' at the 2nd marine, but 3 shots would kill it so the remaining 3 will target and kill the 3rd marine in your queue). So the first shot kills 3 marines instantly. The second volley kills the 4th 5th and 6th marine that was in your queue in the next shot. It repeats this till all marines are dead.
There is no gain at all from using smaller selections with your waypoints as long as all your roaches are in range of all the marines in this example. This is true for all units in the game because there is no overkill. If you have waypoints issued they will always attack them in order and never attack 'closest targets'.

This is wrong. I just took a group of 5 roaches and queued up my own zerglings as targets--the roaches all fired at the same zergling, then all fired at the second zergling, then at the third etc.

Only units that deal damage instantly won't overkill afaik.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
member1987
Profile Joined February 2010
141 Posts
March 12 2010 19:19 GMT
#65
nice post
Tdelamay
Profile Joined October 2009
Canada548 Posts
March 12 2010 19:26 GMT
#66
On March 11 2010 01:45 Tamerlane wrote:
Show nested quote +
On March 10 2010 13:11 Pillars wrote:
Might be useful to factor in unit cost as well.


Indeed, that's why I did it : http://spreadsheets.google.com/ccc?key=0AvtPWMS53wIgdEFfLVFWNllJYl90YUFmODRTQ05jQUE&hl=fr



I looked over the terran stats;
What I'm gathering is that Viking are more cost efficient A.A. than Thors on all levels.
Turrets are also very cost efficient.
Marines are also the most cost-effective unit on the board, but it doesn't take into account their health.
This road isn't leading anywhere...
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
March 12 2010 19:33 GMT
#67
I'm looking for an excel file with full stats and costs of sc2 units. Can someone direct me to it plz?
grmblfzzz
Profile Joined September 2009
2 Posts
March 12 2010 21:05 GMT
#68
Are these dps numbers/cooldown speeds for game speed faster? I'd assume so since no one mentioned, but I'd like to know for sure. Or if you'd have to make an additional calculation changing from fast to faster.

Sorry if this was said, searched through the thread and couldn't find it. Excellent thread btw!
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
March 12 2010 22:29 GMT
#69
Question: Fungal does 4.5 dps and if a 45 hp stims it will kill him. But if there is a medivac there what is the heal DPS? And say if you got like 10 marines in a pile how many medivacs would u need to have them all survive?
..and then I would, ya know, check em'. (Aka SpoR)
Tamerlane
Profile Joined July 2009
Canada424 Posts
Last Edited: 2010-03-13 12:56:22
March 13 2010 12:55 GMT
#70
On March 13 2010 04:26 Tdelamay wrote:
Show nested quote +
On March 11 2010 01:45 Tamerlane wrote:
On March 10 2010 13:11 Pillars wrote:
Might be useful to factor in unit cost as well.


Indeed, that's why I did it : http://spreadsheets.google.com/ccc?key=0AvtPWMS53wIgdEFfLVFWNllJYl90YUFmODRTQ05jQUE&hl=fr



I looked over the terran stats;
What I'm gathering is that Viking are more cost efficient A.A. than Thors on all levels.
Turrets are also very cost efficient.
Marines are also the most cost-effective unit on the board, but it doesn't take into account their health.


you are correct about the cost efficiency of terran AA, and from my personal experience Thors are a terrible AA unit

well, turrents do have to be cost efficient, they are immobile!!

as for the marines, they are the most efficient when it comes to DPS, but there is a quadrazillion factors to take into account for numbers to translate into actual gameplay, health is merely one of them

On March 13 2010 04:33 Cheerio wrote:
I'm looking for an excel file with full stats and costs of sc2 units. Can someone direct me to it plz?


you got pretty much all you need in the tables posted in this thread, apart from HP and armor, which you can get yourself (and share to the rest of the community!)

On March 13 2010 06:05 grmblfzzz wrote:
Are these dps numbers/cooldown speeds for game speed faster? I'd assume so since no one mentioned, but I'd like to know for sure. Or if you'd have to make an additional calculation changing from fast to faster.


these are the core values of all units, a game on "faster" speed setting merely accelerates the speed at which the game is played - if I can rely on the replay clock :

- fast has a 1:1 ratio with "real time"
- faster is 1/3 faster than "fast" (that is, 1min of game time on "faster" will appear as 45sec in reality, or if you prefer : 1min of gameplay at "fast" will take only 45sec to elapse on a "faster" setting)

therefore, if you want the real values you will experience in the game, you will have to multiply the entire DPS table by 1.33

On March 13 2010 07:29 CharlieMurphy wrote:
Question: Fungal does 4.5 dps and if a 45 hp stims it will kill him. But if there is a medivac there what is the heal DPS? And say if you got like 10 marines in a pile how many medivacs would u need to have them all survive?


the duration of fungal growth is a required value to solve this, as well as the healing rate of the medevacs - do you have those?
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-03-15 08:43:05
March 15 2010 08:14 GMT
#71
On March 13 2010 21:55 Tamerlane wrote:
Show nested quote +
On March 13 2010 04:26 Tdelamay wrote:
On March 11 2010 01:45 Tamerlane wrote:
On March 10 2010 13:11 Pillars wrote:
Might be useful to factor in unit cost as well.


Indeed, that's why I did it : http://spreadsheets.google.com/ccc?key=0AvtPWMS53wIgdEFfLVFWNllJYl90YUFmODRTQ05jQUE&hl=fr



I looked over the terran stats;
What I'm gathering is that Viking are more cost efficient A.A. than Thors on all levels.
Turrets are also very cost efficient.
Marines are also the most cost-effective unit on the board, but it doesn't take into account their health.


you are correct about the cost efficiency of terran AA, and from my personal experience Thors are a terrible AA unit

well, turrents do have to be cost efficient, they are immobile!!

as for the marines, they are the most efficient when it comes to DPS, but there is a quadrazillion factors to take into account for numbers to translate into actual gameplay, health is merely one of them

Show nested quote +
On March 13 2010 04:33 Cheerio wrote:
I'm looking for an excel file with full stats and costs of sc2 units. Can someone direct me to it plz?


you got pretty much all you need in the tables posted in this thread, apart from HP and armor, which you can get yourself (and share to the rest of the community!)

Show nested quote +
On March 13 2010 06:05 grmblfzzz wrote:
Are these dps numbers/cooldown speeds for game speed faster? I'd assume so since no one mentioned, but I'd like to know for sure. Or if you'd have to make an additional calculation changing from fast to faster.


these are the core values of all units, a game on "faster" speed setting merely accelerates the speed at which the game is played - if I can rely on the replay clock :

- fast has a 1:1 ratio with "real time"
- faster is 1/3 faster than "fast" (that is, 1min of game time on "faster" will appear as 45sec in reality, or if you prefer : 1min of gameplay at "fast" will take only 45sec to elapse on a "faster" setting)

therefore, if you want the real values you will experience in the game, you will have to multiply the entire DPS table by 1.33

Show nested quote +
On March 13 2010 07:29 CharlieMurphy wrote:
Question: Fungal does 4.5 dps and if a 45 hp stims it will kill him. But if there is a medivac there what is the heal DPS? And say if you got like 10 marines in a pile how many medivacs would u need to have them all survive?


the duration of fungal growth is a required value to solve this, as well as the healing rate of the medevacs - do you have those?


fungal does 36 over 8. I have no clue on the medivac that's why I was asking.

Just doing some testing real fast with an SCV at 5hp and a Medivac healing it to full it takes 4.16~ seconds (tested 3 times) according to my ipod.

A marine with 5 hp goes to 45 full hp in 2.99 seconds.

Which gives us about 13.5 HPS/DPS on heal

Also, a Medivac says it heals 3 hp per 1 energy, but I was trying to get it to heal just a small amount with fast clicking and I got it to heal less than 3 hp at times.
Also a medivac on empty energy will wait unil 5 or 6 energy to cast 1.11 heals (~15hp). This may be a bug.
..and then I would, ya know, check em'. (Aka SpoR)
sob3k
Profile Blog Joined August 2009
United States7572 Posts
March 15 2010 08:19 GMT
#72
On March 12 2010 15:45 DeCoup wrote:
Show nested quote +
On March 11 2010 22:07 Tamerlane wrote:
On March 11 2010 18:49 DeCoup wrote:No you wouldn't. There is no overkill in SC2. Assuming that all your roaches are in range of all the marines, waypoing attack targeting every marine with all 9 of your roaches selected would kill them in the same amount of time as using 3 groups, because only 3 roaches will fire at each marine.


If there were only 3 marines as targets, that would be true, but if there are more : your roaches will not "1 shot" 3 marines at a time, instead they will attack the closest unit to them, therefore spreading the total damage over multiple units instead of focusing on a few.

No man. If you have 9 roaches selected and waypoint 15 marines which are all in range of the roaches they will kill all of them in 5 shots.

The first volley will kill 3 marines (In an instant all roaches will be 'aimed' at the 1st marine in your waypoint queue, but 3 shots would kill it so the remaining 6 roaches will then be 'aiming' at the 2nd marine, but 3 shots would kill it so the remaining 3 will target and kill the 3rd marine in your queue). So the first shot kills 3 marines instantly. The second volley kills the 4th 5th and 6th marine that was in your queue in the next shot. It repeats this till all marines are dead.
There is no gain at all from using smaller selections with your waypoints as long as all your roaches are in range of all the marines in this example. This is true for all units in the game because there is no overkill. If you have waypoints issued they will always attack them in order and never attack 'closest targets'.


There is overkill in Sc2.

The only units that don't overkill are instant hit units (non-projectile).

ex.
tanks
ghosts
vikings (ground)


Roaches will happily overkill
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-03-15 08:31:18
March 15 2010 08:27 GMT
#73
On March 15 2010 17:19 sob3k wrote:
Show nested quote +
On March 12 2010 15:45 DeCoup wrote:
On March 11 2010 22:07 Tamerlane wrote:
On March 11 2010 18:49 DeCoup wrote:No you wouldn't. There is no overkill in SC2. Assuming that all your roaches are in range of all the marines, waypoing attack targeting every marine with all 9 of your roaches selected would kill them in the same amount of time as using 3 groups, because only 3 roaches will fire at each marine.


If there were only 3 marines as targets, that would be true, but if there are more : your roaches will not "1 shot" 3 marines at a time, instead they will attack the closest unit to them, therefore spreading the total damage over multiple units instead of focusing on a few.

No man. If you have 9 roaches selected and waypoint 15 marines which are all in range of the roaches they will kill all of them in 5 shots.

The first volley will kill 3 marines (In an instant all roaches will be 'aimed' at the 1st marine in your waypoint queue, but 3 shots would kill it so the remaining 6 roaches will then be 'aiming' at the 2nd marine, but 3 shots would kill it so the remaining 3 will target and kill the 3rd marine in your queue). So the first shot kills 3 marines instantly. The second volley kills the 4th 5th and 6th marine that was in your queue in the next shot. It repeats this till all marines are dead.
There is no gain at all from using smaller selections with your waypoints as long as all your roaches are in range of all the marines in this example. This is true for all units in the game because there is no overkill. If you have waypoints issued they will always attack them in order and never attack 'closest targets'.


There is overkill in Sc2.

The only units that don't overkill are instant hit units (non-projectile).

ex.
tanks
ghosts
vikings (ground)


Roaches will happily overkill

Do blings overkill?
holy fuck, imagine how good scourge would be in sc2!!!!
..and then I would, ya know, check em'. (Aka SpoR)
sob3k
Profile Blog Joined August 2009
United States7572 Posts
March 15 2010 09:21 GMT
#74
On March 15 2010 17:27 CharlieMurphy wrote:
Show nested quote +
On March 15 2010 17:19 sob3k wrote:
On March 12 2010 15:45 DeCoup wrote:
On March 11 2010 22:07 Tamerlane wrote:
On March 11 2010 18:49 DeCoup wrote:No you wouldn't. There is no overkill in SC2. Assuming that all your roaches are in range of all the marines, waypoing attack targeting every marine with all 9 of your roaches selected would kill them in the same amount of time as using 3 groups, because only 3 roaches will fire at each marine.


If there were only 3 marines as targets, that would be true, but if there are more : your roaches will not "1 shot" 3 marines at a time, instead they will attack the closest unit to them, therefore spreading the total damage over multiple units instead of focusing on a few.

No man. If you have 9 roaches selected and waypoint 15 marines which are all in range of the roaches they will kill all of them in 5 shots.

The first volley will kill 3 marines (In an instant all roaches will be 'aimed' at the 1st marine in your waypoint queue, but 3 shots would kill it so the remaining 6 roaches will then be 'aiming' at the 2nd marine, but 3 shots would kill it so the remaining 3 will target and kill the 3rd marine in your queue). So the first shot kills 3 marines instantly. The second volley kills the 4th 5th and 6th marine that was in your queue in the next shot. It repeats this till all marines are dead.
There is no gain at all from using smaller selections with your waypoints as long as all your roaches are in range of all the marines in this example. This is true for all units in the game because there is no overkill. If you have waypoints issued they will always attack them in order and never attack 'closest targets'.


There is overkill in Sc2.

The only units that don't overkill are instant hit units (non-projectile).

ex.
tanks
ghosts
vikings (ground)


Roaches will happily overkill

Do blings overkill?
holy fuck, imagine how good scourge would be in sc2!!!!


From my testing Banelings do not overkill DIRECTLY (more banelings will explode on a target than that target has health).

HOWEVER

Baneling splash damage from a different target is NOT considered, which does make them overkill quite badly in real play, getting a good surround with banelings is critical.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Chen
Profile Joined June 2009
United States6344 Posts
March 16 2010 03:24 GMT
#75
ffs, this is all one needs to see how worthless stalkers are. lowest dps in the fucking game, excluding workers. this from a 125/50 unit. broodlings do more damage than stalkers >.>
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
March 16 2010 03:36 GMT
#76
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.

It would be nice if you could put this into a spreadsheet, then Starcraft PHd Students here could add on their own research papers to make a quick reference guide similar but ultimately inferior to cyclohexane's quick reference guide of AOE3.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
Blacklizard
Profile Joined May 2007
United States1194 Posts
March 16 2010 20:33 GMT
#77
Awesome thread. Possibility of an admin stickying this? Can anyone confirm the fear that cooldown isn't including the animation time?

Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
March 16 2010 20:37 GMT
#78
Oh wow, SCV have as much DPS as stalkers do...
emikochan
Profile Joined July 2009
United Kingdom232 Posts
March 17 2010 05:05 GMT
#79
SCVs been pumping iron.

Scourge were probably removed for that very reason, same as reaver scarabs and spider mines. imba pathing.

Again, thankyou testers for doing testing and not just wasting the beta away, you're all heroes. (don't forget to report medivac healing bug ^_^)
Probes need love too.
duckhunt
Profile Joined June 2009
Canada311 Posts
March 23 2010 16:24 GMT
#80
whats the marine dps after stim
teamsolid
Profile Joined October 2007
Canada3668 Posts
March 23 2010 17:53 GMT
#81
Lol, hydralisks have 3x the DPS of stalkers and cost 25 minerals less. Sure, stalkers are Tier 1, but who honestly even builds them in the early game? Their only use is to attack vs air because zealots can't.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
March 23 2010 18:28 GMT
#82
Holy battlecruiser batman.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
Last Edited: 2010-03-23 18:32:48
March 23 2010 18:30 GMT
#83
On March 24 2010 02:53 teamsolid wrote:
Lol, hydralisks have 3x the DPS of stalkers and cost 25 minerals less. Sure, stalkers are Tier 1, but who honestly even builds them in the early game? Their only use is to attack vs air because zealots can't.


Stalkers also run much faster than hydras, can have blink researched, and have 70 more hp than hydras. Hydras are slow, and are glass cannons against any kind of aoe ability. That being said, I think stalkers should do 10+4 armored instead of 8+6 armored, but I'm no expert and the game seems somewhat balanced. With blink micro the 10+4 might get ridiculous, though I haven't really seen anyone using blink micro at all.
yomi
Profile Blog Joined June 2004
United States773 Posts
March 28 2010 14:57 GMT
#84
On March 24 2010 01:24 duckhunt wrote:
whats the marine dps after stim

Good question, how much does stim help? And a separate column for the helion with its damage upgrade would be nice along with zergling attack speed and any other units I can't think of that have DPS upgrades aside from the regular +1/2/3

Also I would love to see numerics on unit movement speeds and how they are affected by the few speed buffs in the game.

I saw someone post medivac's HPS but what about an SCV's repairs per second?
hzhao
Profile Joined June 2007
China75 Posts
April 01 2010 19:35 GMT
#85
On March 28 2010 23:57 yomi wrote:
Show nested quote +
On March 24 2010 01:24 duckhunt wrote:
whats the marine dps after stim

Good question, how much does stim help? And a separate column for the helion with its damage upgrade would be nice along with zergling attack speed and any other units I can't think of that have DPS upgrades aside from the regular +1/2/3

Also I would love to see numerics on unit movement speeds and how they are affected by the few speed buffs in the game.

I saw someone post medivac's HPS but what about an SCV's repairs per second?

movement chart is here:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=116135

I will look for the stim impact fomr mpq and update later
goswser
Profile Blog Joined May 2009
United States3519 Posts
April 01 2010 20:04 GMT
#86
nice chart! stalker dps is lower than marine dps though oo, very surprising.
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
hzhao
Profile Joined June 2007
China75 Posts
April 01 2010 20:46 GMT
#87
updated the spreadsheet, the stim pack give 150% increase for dps and movement
tzenes
Profile Blog Joined March 2010
Canada64 Posts
April 22 2010 22:45 GMT
#88
I copied your spreadsheet and updated for the latest patch, here:
http://spreadsheets.google.com/ccc?key=0Am57dGT4LkjRdHoyOXU0a1dmR0hGWVJES2xCZUsxb3c&hl=en

You'll notice I separate Voidray Powered, Stimmed Marine/Marauder, and Muta damage, for clarity.

I also included reduction via armor (1-3) and Cost Effective (dps/100 min).
Moss
Profile Joined April 2010
Sweden32 Posts
April 22 2010 22:47 GMT
#89
Nice chart! Valuble info right there
Kegsta
Profile Joined June 2010
Australia17 Posts
Last Edited: 2010-06-20 09:19:45
June 18 2010 13:32 GMT
#90
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_B6bsgiQndDR6NUVJSGVvc3FLRzFTTWUtbkt4NFE&hl=en#gid=0

or for excel version.

http://www.users.on.net/~kegsta/SC2 DPS Beta 16.xls


A few things I learned,
-Void rays gain +15 to armoured when charged
-Psi Storm doesn't stack
-Thor stops attacking for 10 seconds to use his 6 second ability,

any feedback would be great, crap layout?, to much/to little info, don't understand what something is etc.
Doesn't Look A Thing Like Jesus
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
Last Edited: 2010-06-18 14:38:33
June 18 2010 14:37 GMT
#91
when last was this updated just out of curiosity?

what i mean is, is the one in the OP up to date?
RawrAnOcean
Profile Joined February 2006
United States359 Posts
June 18 2010 14:44 GMT
#92
Thanks for updated sheet Kegsta. I was wondering what the Siege Tank DPS was before and after the nerf, now I know!
baytripper
Profile Joined May 2010
United States170 Posts
June 18 2010 14:51 GMT
#93
On June 18 2010 23:44 Galneryus wrote:
Thanks for updated sheet Kegsta. I was wondering what the Siege Tank DPS was before and after the nerf, now I know!


if you're ever curious about a recent change, it's really easy to calculate DPS yourself. just go to the liquipedia page and divide the damage by the cooldown.
Executioner.zealot
Profile Blog Joined April 2010
United States60 Posts
June 18 2010 14:56 GMT
#94
On June 18 2010 23:37 Subversion wrote:
when last was this updated just out of curiosity?

what i mean is, is the one in the OP up to date?


No, I'm not even sure why this thread is still kicking.
Pharow
Profile Joined May 2010
United States19 Posts
June 18 2010 18:50 GMT
#95
Good work, thanks!
Konsume
Profile Joined February 2010
Canada466 Posts
June 18 2010 18:58 GMT
#96
On June 18 2010 23:56 Executioner.zealot wrote:
Show nested quote +
On June 18 2010 23:37 Subversion wrote:
when last was this updated just out of curiosity?

what i mean is, is the one in the OP up to date?


No, I'm not even sure why this thread is still kicking.


humm.. maybe you haven't seen it but... it was updated in the latest posts


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

or for excel version.

http://www.users.on.net/~kegsta/SC2 DPS Beta 16.xls
Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
ashaman771
Profile Joined April 2010
Canada114 Posts
June 18 2010 19:03 GMT
#97
What is the dps per resource needed to create the unit? Or the dps per unit of speed/health etc.. probably those two are good measures.

What's the dps of a battlecruiser (is it 700 resources?), compared to an equal value of marines (14 marines)?
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gillon
Profile Blog Joined April 2010
Sweden1578 Posts
June 18 2010 19:05 GMT
#98
This chart does in no way factor in armor/number of attacks, and I already see multiple interpreting it in a very skewed way.

Please think of all these factors before deeming things imbalanced in any way.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
terranghost
Profile Joined May 2010
United States980 Posts
Last Edited: 2010-06-18 19:29:52
June 18 2010 19:06 GMT
#99
On March 10 2010 10:40 Chairman Ray wrote:
Wow thanks, this is awesome!

Biggest surprise to me was how much DPS thors and battlecruisers have. Also phoenixes have higher DPS and health than vikings, so that means...


Just pointing out that vikings do more damage to armored and phonix do more to light so when the 2 clash the viking is doing 10 the phoenix is doing 9dps. (although I read somewhere that the phoenix still barely wins by like 5 health since the viking cant abuse its range against such a fast unit that can shoot while moving)

Edit: I think it would be cool do add an additional column to compare.... combined health/dps


For example it says the chart is already converted to show dps per unit cost. With this the guardian is doing slightly more ignoring broodling damage. However the broodlord has 225 health while the guardian had 150.
Doing the division puts the guardian at 14.06 health/dps and the broodlord at 22.5. This is obviously a much greater difference and of course the broodlord still has acess to broodlings for even more damage.


"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
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-06-18 19:19:55
June 18 2010 19:18 GMT
#100
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.
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...
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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.
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