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SC2 Tool - Hits to Kill Chart - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 7 8 9 Next All
cyllu2
Profile Joined February 2010
Sweden74 Posts
Last Edited: 2010-04-01 15:41:05
April 01 2010 15:39 GMT
#21
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.
what
WaveMotion
Profile Blog Joined January 2010
United States147 Posts
April 01 2010 15:56 GMT
#22
woah thats sick. nice job.
In heaven, everything is fine.
Ajax77
Profile Joined April 2010
United States75 Posts
April 01 2010 16:12 GMT
#23
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!
zurg
Profile Blog Joined September 2004
1923 Posts
April 01 2010 16:41 GMT
#24
nice!
god job man thanks
우리는 대-한민국입니다
MajicPanda
Profile Joined March 2010
70 Posts
April 01 2010 17:56 GMT
#25
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.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
April 01 2010 17:59 GMT
#26
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.
Its panda monium.
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
April 01 2010 18:01 GMT
#27
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.
Vexx
Profile Blog Joined March 2010
United States462 Posts
April 01 2010 18:02 GMT
#28
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.
I am not nice.
MajicPanda
Profile Joined March 2010
70 Posts
April 01 2010 18:08 GMT
#29
On April 02 2010 03:02 Vexx wrote:
Show nested quote +
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.


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
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
Last Edited: 2010-04-01 18:22:10
April 01 2010 18:21 GMT
#30
If we have REAL attack time values at some point.. if someone can extract the actual unit data, I can factor in attack times like a Marine fires every .346 seconds then if totalAttackTime % 2 = 0, regenerate 1hp if defending unit race = Zerg. I don't want to add this kind of data until we get exact numbers though as it would be misleading if its not 100% absolutely accurate to the .00001
Its panda monium.
nik_0_0
Profile Joined March 2010
Canada82 Posts
April 01 2010 19:05 GMT
#31
One thing, it seems like you are missing the x2 on the viking's air attack. Other wise pretty cool!
Eh?
MajicPanda
Profile Joined March 2010
70 Posts
April 01 2010 19:13 GMT
#32
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
Its panda monium.
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
April 01 2010 19:15 GMT
#33
I get the feeling this is going to be Day9's favorite chart.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
Badjas
Profile Blog Joined October 2008
Netherlands2038 Posts
Last Edited: 2010-04-01 20:56:37
April 01 2010 19:23 GMT
#34
Bug report: currently a drone takes 233.33 hits to kill a mothership

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).
I <3 the internet, I <3 you
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 01 2010 19:31 GMT
#35
wow really cool i dont even have to download and its fast.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
MajicPanda
Profile Joined March 2010
70 Posts
April 01 2010 20:47 GMT
#36
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
Its panda monium.
hzhao
Profile Joined June 2007
China75 Posts
April 01 2010 20:50 GMT
#37
On April 02 2010 05:47 MajicPanda wrote:
Show nested quote +
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

shield have 2 armor?
drone can attack mothership?
L
Profile Blog Joined January 2008
Canada4732 Posts
April 01 2010 20:52 GMT
#38
Ultralisks are taking 35 shots to kill each other. I think Kaiserblades are outprioritizing headbutt for the calculation.
The number you have dialed is out of porkchops.
Badjas
Profile Blog Joined October 2008
Netherlands2038 Posts
April 01 2010 20:58 GMT
#39
On April 02 2010 05:47 MajicPanda wrote:
Show nested quote +
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

I don't think drones can attack air, and a mothership most definitely hovers in the air.
I <3 the internet, I <3 you
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
April 01 2010 21:00 GMT
#40
I think you could go a bit more in-depth ^_^ On Liquipedia II, there are numbers for cooldown and movement. Can you tell where I'm going with this? XD

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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