edit: it doesn't seem to calculate with +6 to armored, it just says they have that bonus.
SC2 Tool - Hits to Kill Chart - Page 2
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cyllu2
Sweden74 Posts
edit: it doesn't seem to calculate with +6 to armored, it just says they have that bonus. | ||
WaveMotion
United States147 Posts
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Ajax77
United States75 Posts
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zurg
1923 Posts
god job man thanks | ||
MajicPanda
70 Posts
On April 02 2010 01:12 Ajax77 wrote: A simple addition that might increase it's utility... add the rate of fire and show how quickly it will kill the corresponding unit. Also, if you could easily swap attacker and defender, that might also be nice. Good work! Pretty sure Blizzard uses float numbers for rate of fire. I've seen some dmg calcs out there, but I don't see how they are accurate. I would prefer not to add data that is "kind of" accurate. If this is not correct please tell me and I'd be happy to add it, but I think attack delay is stuff like .34623 seconds. | ||
MajicPanda
70 Posts
On April 02 2010 00:39 cyllu2 wrote: As much as I wished it would be so, Hydras don't have +6 to armored units. edit: it doesn't seem to calculate with +6 to armored, it just says they have that bonus. It actually was being calculated vs air units.. fixed. Thanks for the heads up. I'm going to output a lot more data to show what's happening so that we can make sure the calculations are proper soon. | ||
Chairman Ray
United States11903 Posts
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Vexx
United States462 Posts
On April 02 2010 00:39 cyllu2 wrote: As much as I wished it would be so, Hydras don't have +6 to armored units. edit: it doesn't seem to calculate with +6 to armored, it just says they have that bonus. Lol. That's the first unit I tried too and when I saw the +6 to armor I was like... I never knew!!!! Rushed to check only to be disappointed. I don't mind though, hydras own. | ||
MajicPanda
70 Posts
On April 02 2010 03:02 Vexx wrote: Lol. That's the first unit I tried too and when I saw the +6 to armor I was like... I never knew!!!! Rushed to check only to be disappointed. I don't mind though, hydras own. The primary weapon targeted both air and ground, so that was old errant data that somehow found its way into my data set. I think at one time there were 2 separate attacks.. one for ground and one for air. It wasn't being calculated in my data, so really.. it was just a letdown to see it, nothing more ![]() | ||
MajicPanda
70 Posts
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nik_0_0
Canada82 Posts
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MajicPanda
70 Posts
On April 02 2010 03:01 Chairman Ray wrote: It's not very useful at the moment, but can you add in how much time it takes as well? If something takes 5.5 hits to kill something else, put both the time for 5.5 hits and 6 hits. I appreciate your opinion, but knowing a Reaper can 2 shot Zerg and protoss workers if you get the +1 damage upgrade is QUITE useful information ![]() | ||
Two_DoWn
United States13684 Posts
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Badjas
Netherlands2038 Posts
Nice job on the presentation, it looks pretty. A few comments, the interface is geared to giving information on two units, and then there's the single bit of information in the number of shots it takes to kill the other unit. This information is most useful in comparison to other unit combinations. By itself it doesn't say that much. Ah wait I read your comment and now I tried out that extra button you made that shows more damage calculations. Presentation in a sorted list please? :D Besides the number of shots it takes to kill the unit, it would be informative if you would indicate the number of shots it takes the other way around, and then add a number of efficiency: For the numbers, I will assume that regeneration is already compensated for. It takes a zergling 18 hits to kill a hydra. It takes a hydra 2,92 hits to kill a zergling. But it makes more sense to say that three shots kill a zergling, as that last 0,08 bit of a shot goes completely lost. A zergling costs 25 minerals, 0 gas A hydra costs 100 minerals, 50 gas Attacking a hydra with a zergling, ignoring range versus melee advantage, and partial damage/healing and the like, can be given an efficiency rating. Either you give minerals and gas a separate rating, or you could value gas as double the worth of minerals or any other weight. If taken separate, the efficiency in minerals would be: 0,648888889 = (100*3)/(25*18) mineral efficiency of zergling attacking hydra = (hydra mineral * hydra hits to kill a zergling) / (zergling mineral * zergling hits to kill a hydra) gas efficiency would yield a divide by zero. If I were to weigh gas twice the value as minerals, I would get an efficiency of zergling attack a hydra: 1,33333 = ((100+2*50)*3)/((25+2*0)*18) when gas is equal worth to minerals: 1=((100+50)*3)/((25+0)*18) That is a perfect balance, I guess by design. If such a score could be incorporated, that'd be neat. Edit: oopsie, I made a mistake. You'll have to take attack cooldown into account in the efficiency rating. With the zergling/hydra example you'll see then, I predict, that the zergling is more efficient than the hydra, but if you factor in melee versus ranged it should balance out somewhat again as the hydra can get some hits in while the zergling is moving to the hydra (also calculable). | ||
wishbones
Canada2600 Posts
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MajicPanda
70 Posts
On April 02 2010 04:23 Badjas wrote: Bug report: currently a drone takes 233.33 hits to kill a mothership And this is an issue why? lol 5dmg - 2armor = 3dmg per hit 350hp + 350shields = 700 700 / 3 = 233.33 | ||
hzhao
China75 Posts
On April 02 2010 05:47 MajicPanda wrote: And this is an issue why? lol 5dmg - 2armor = 3dmg per hit 350hp + 350shields = 700 700 / 3 = 233.33 shield have 2 armor? drone can attack mothership? | ||
L
Canada4732 Posts
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Badjas
Netherlands2038 Posts
On April 02 2010 05:47 MajicPanda wrote: And this is an issue why? lol 5dmg - 2armor = 3dmg per hit 350hp + 350shields = 700 700 / 3 = 233.33 I don't think drones can attack air, and a mothership most definitely hovers in the air. | ||
Zeke50100
United States2220 Posts
With the cooldown speed, you can calculate how efficiently a unit can kill another unit (i.e. how much life they will have less, how much time it takes, etc.) With the movement speed, you can calculate exactly how well a melee unit will perform against a ranged unit, and even calculate for kiting. Obviously, it would take forever, but it's possible; especially easier since cooldowns are measured in game seconds, and movement speeds are measured in game seconds per matrix, rather than the funky system they used for SC1. Any plans? XD | ||
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