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Thank you so much to whoever created this!
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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...
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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?
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fixed some outdated data based on patch notes
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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
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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.
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wait, so does this mean that hellions are weaker than DRONES?
at least when not upgraded...
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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?
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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.
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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?
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I also have a chart for all the movement speed of units, but as it less useful, I will post later.
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thanks to creator, this is awesome..
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Do probes and SCVs have the same DPS as drones? I don't see them on the spreadsheet.
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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
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Might be useful to factor in unit cost as well.
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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
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I'm pretty sure roaches get +2 for upgrades. so fully upgraded dps should be 11, not 9.5.
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Also the ultralist is +4, not +2 per upgrade. I wouldn't take this spreadsheet as gospel.
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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.
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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?
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I can't get any of his numbers to add up. What do the 100%, 50%, 25% columns mean?
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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.
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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
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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.
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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
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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.
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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.
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If only they showed the DPS increase when using stim. That would be so helpful
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Can you link the actual .xls file?
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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?
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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 ~~
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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...
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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.
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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
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iNfeRnaL
Germany1908 Posts
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.
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oh wow did not expect BC or DT to be that high. Thor is kind of a given imo
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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.
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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.
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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
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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.
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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
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Oh this is cool. Battlecruisers don't feel that strong in the game, interesting
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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.
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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)
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DTs have a pretty high DPS.
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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
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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
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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??
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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.
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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.
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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?
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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.
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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.
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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.
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Jeez archons and stalkers are so weak
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Sad how weak the archon is...and the stalkers.
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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.
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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.
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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.
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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'.
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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.
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This chart should include bonus damage to certain types of units. Nice post though, good info.
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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.
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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.
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I'm looking for an excel file with full stats and costs of sc2 units. Can someone direct me to it plz?
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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!
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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?
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On March 13 2010 04:26 Tdelamay wrote: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?
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On March 13 2010 21:55 Tamerlane wrote:Show nested quote +On March 13 2010 04:26 Tdelamay wrote: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.
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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
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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!!!!
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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.
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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 >.>
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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.
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Awesome thread. Possibility of an admin stickying this? Can anyone confirm the fear that cooldown isn't including the animation time?
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Oh wow, SCV have as much DPS as stalkers do...
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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 ^_^)
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whats the marine dps after stim
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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.
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Holy battlecruiser batman.
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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.
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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?
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On March 28 2010 23:57 yomi wrote: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
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nice chart! stalker dps is lower than marine dps though oo, very surprising.
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updated the spreadsheet, the stim pack give 150% increase for dps and movement
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Nice chart! Valuble info right there
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when last was this updated just out of curiosity?
what i mean is, is the one in the OP up to date?
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Thanks for updated sheet Kegsta. I was wondering what the Siege Tank DPS was before and after the nerf, now I know!
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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.
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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.
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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
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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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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.
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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.
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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.
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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
why do you multiply the DPS/cost for carriers, when the DPS already is for a whole carrier with 8 interceptors?
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Not sure why are there comparisons to bw units, but very nice chat
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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.
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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
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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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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.
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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)
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The ultralisk doesnt have the increased dmg vs armor in the bonus section
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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.
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Nice information here, thanks!
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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.
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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.
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Now only if Phoenix's had 9 Range :D
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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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