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Active: 2002 users

SC2 Tool - Hits to Kill Chart

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 7 8 9 Next All
MajicPanda
Profile Joined March 2010
70 Posts
Last Edited: 2010-05-21 23:46:30
March 31 2010 06:17 GMT
#1
http://www.sinfulgaming.com/starcraft2/deathchart.php

Simple really.. I'm putting together a little tool that will show how many hits it takes a unit to kill another unit. I'm going to add the ability to add armor and attack upgrades so that players can try to maximize their strategies; for example it might take 1 ground weapon upgrade for protoss to kill off a unit 1 hit less which would be highly valuable information.

I assume all players to know how to properly use strategy with each unit and things like Void Ray probably won't be supported.

I'm not trying to advertise or plug the site... just offering a tool to the community and looking for some feedback so that it can be made more useful. I'm offering it to you guys first since I know there are some number crunchers around.

Please report any bugs or suggestions here.

Thanks.



- 4/5/2010 - Changed entire layout of page with tabs for easier viewing. Working on some sort of unit efficiency rating so that the most efficient unit (excluding micro, kiting, etc.. not calculable) can be displayed.

- 4/15/10 - Complete combat system overhaul.. please report any bugs.

- 4/19/10 - Fixed a bug that caused damage vs shields to account for armor when it should not have. Shield armor is now 0.
- Immortal hardened shields implemented.
- Stimpack, marine combat shield, protoss shields, guardian shield, EMP implemented as upgrades/abilities.

- 4/20/10 - All upgrades and abilities are now implemented.

- 5/4/10 - Implemented multiple unit vs multiple unit combat.

- 5/21/10 - Updated for Patch 13


- KNOWN ISSUES.

- Baneling damage isn't calculated correctly.
- Void Ray damage is based on fully charged.
- Battles that result in a tie are broken again.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
Last Edited: 2010-03-31 06:38:34
March 31 2010 06:31 GMT
#2
I broke it as soon as I was going to go to bed for the night but I've fixed it... sorry to the 100+ people who already tried to take a look at it

EDIT: Didn't want to triple post. There was an IE bug that made it so the unit images weren't showing up. Fixed.
Its panda monium.
TelecoM
Profile Blog Joined January 2010
United States10697 Posts
March 31 2010 06:35 GMT
#3
pretty awesome site and awesome idea, mad props
AKA: TelecoM[WHITE] Protoss fighting
SarcasticOne
Profile Joined March 2010
Australia213 Posts
Last Edited: 2010-03-31 06:40:50
March 31 2010 06:37 GMT
#4
very well done, and very useful!!! thanks :D

one bug.... it appears that the damage calc vs immortals (cause of shield) isnt done correctly

immortal vs immortal

5.00 hits to kill this unit
This unit does 30 extra damage per shot to this unit.
Nuxar
Profile Joined February 2009
Canada212 Posts
Last Edited: 2010-03-31 06:39:16
March 31 2010 06:38 GMT
#5
Very good and very useful to learn the basic of a somethign like this. Quite interesting.

Gj man, keep up the work!

EDIT: Lol, you fixed it while I was writing so I re-wrote!
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
Last Edited: 2010-03-31 06:39:19
March 31 2010 06:38 GMT
#6
I love your website!

I've implemented a program for generating hit charts. You can find it here.

I've made the source code available (Python). Feel free to incorporate the hit computation algorithm (or the charts) into your site if you find it helpful.
TL Android App Open Source http://www.teamliquid.net/forum/viewmessage.php?topic_id=265090
MajicPanda
Profile Joined March 2010
70 Posts
March 31 2010 06:46 GMT
#7
On March 31 2010 15:37 SarcasticOne wrote:
very well done, and very useful!!! thanks :D

one bug.... it appears that the damage calc vs immortals (cause of shield) isnt done correctly

immortal vs immortal

Show nested quote +
5.00 hits to kill this unit
This unit does 30 extra damage per shot to this unit.


This should be fixed.. thanks for pointing this out, i noticed a pretty large mathematical error which should now fix a lot of calculations across the board.

Consider this alpha release.
Its panda monium.
VTArlock
Profile Blog Joined December 2009
United States1763 Posts
March 31 2010 06:54 GMT
#8
So I was messin around with your site and when I hit protoss - zealots vs zerg - drone it said "unit cannot attack this unit" or something... buggy?
Why?
MajicPanda
Profile Joined March 2010
70 Posts
March 31 2010 07:02 GMT
#9
The left is the attacker and the right is the defending unit. You sure you didn't click larva? Seems to work fine on this end for Zealot vs Drone.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
March 31 2010 20:43 GMT
#10
Added a button to calculate damage vs ALL units at once for a quick viewing. Let me know if you have any other suggestions and I'll add them.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
April 01 2010 07:03 GMT
#11
Damage charts added showing dmg per rank of weapon and dmg per rank of armor. It does not account for a unit not actually being upgradable or not, so use your SC2 knowledge for now and don't be retarded.
Its panda monium.
OverShield
Profile Joined February 2010
Canada41 Posts
April 01 2010 07:26 GMT
#12
Awesome! +1 Immortals kill tanks in 3 hits :D
JoSo
Profile Joined January 2010
Sweden47 Posts
April 01 2010 07:28 GMT
#13
A button for reversing the "matchup" chosen would be awesome.

I mean to be able to see Zealot vs Zergling hits really fast, if I was initally looking at Zergling vs Zealot.
Suspected
Profile Joined April 2010
United States9 Posts
April 01 2010 08:00 GMT
#14
Awesome work. A couple of problems, however: the hit to kill against immortals and zerg units is wrong. For immortals, you have to take into account that they take a max of 10 dmg for the first 10 hits. Also, you need to add +1 hp to all zerg units when they face off against an opponent with two attacks. For example, your program indicates that a thor will kill a hydra in one hit. This is not the case because one hp is instantly regenerated before the second hit takes place.
cartoon]x
Profile Joined March 2010
United States606 Posts
April 01 2010 08:20 GMT
#15
looks like corruptors should upgrade armor vs. phoenix, and phoenix should upgrade attack vs. corruptors.
It is not enough to conquer; one must learn to seduce.
MajicPanda
Profile Joined March 2010
70 Posts
April 01 2010 14:13 GMT
#16
On April 01 2010 17:00 Suspected wrote:
Awesome work. A couple of problems, however: the hit to kill against immortals and zerg units is wrong. For immortals, you have to take into account that they take a max of 10 dmg for the first 10 hits. Also, you need to add +1 hp to all zerg units when they face off against an opponent with two attacks. For example, your program indicates that a thor will kill a hydra in one hit. This is not the case because one hp is instantly regenerated before the second hit takes place.


I have reports that this functionality is no longer in game.. I do understand the 1hp/2sec regen of Zerg, but someone just tested and it took a full 2 seconds to regen drone hp after a hit on it. I can't confirm till I get home.
Its panda monium.
route_Map
Profile Joined August 2009
United States28 Posts
April 01 2010 14:27 GMT
#17
Great work. Thanks!
Fruscainte
Profile Blog Joined December 2009
4596 Posts
Last Edited: 2010-04-01 14:35:45
April 01 2010 14:34 GMT
#18
Wow, repears kill non-Terran workers in 2 shots? That's amazing. Just need like, four reapers and you can go to town on a base.

EDIT: They actually kill almost as fast as Banshees. That's ridiculous.
AmstAff
Profile Blog Joined January 2008
Germany949 Posts
April 01 2010 15:18 GMT
#19
u need to change the SCV health. good work!
after 2 years i reached it = marine icon
Queequeg
Profile Joined September 2003
Germany263 Posts
Last Edited: 2010-04-01 15:35:00
April 01 2010 15:21 GMT
#20
I tried it with only Drones earlier, but now I even tried it with Hydras. One Hydra can take 3 shots at another Hydra to bring it down from 90 to 54 (3x12=36 damage) before the attacked Hydra's regen starts to kick in. There is no instant regen anymore.
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