• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 09:44
CET 15:44
KST 23:44
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
Mech is the composition that needs teleportation t TL.net Map Contest #21: Winners StarCraft, SC2, HotS, WC3, Returning to Blizzcon! RotterdaM "Serral is the GOAT, and it's not close" Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
Constellation Cup - Main Event - Stellar Fest Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BW General Discussion [ASL20] Ask the mapmakers — Drop your questions BGH Auto Balance -> http://bghmmr.eu/ Where's CardinalAllin/Jukado the mapmaker?
Tourneys
[Megathread] Daily Proleagues [ASL20] Grand Finals [BSL21] RO32 Group A - Saturday 21:00 CET [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
PvZ map balance Current Meta How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Should offensive tower rushing be viable in RTS games? Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI YouTube Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Learning my new SC2 hotkey…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1628 users

SC2 Tool - Hits to Kill Chart - Page 4

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 7 8 9 Next All
MajicPanda
Profile Joined March 2010
70 Posts
April 09 2010 16:41 GMT
#61
Combat system overhaul. Baneling, Void Ray still broken. Will fix when time permits.
Its panda monium.
rethos
Profile Joined April 2010
Romania103 Posts
April 09 2010 17:27 GMT
#62
It seams that when two different units kill eachother exactly in the same amount of time it assumes that they cannot attack eachother... probe vs drone for instance
Flash is a beast... And we love it this way
MajicPanda
Profile Joined March 2010
70 Posts
April 09 2010 17:54 GMT
#63
On April 10 2010 02:27 rethos wrote:
It seams that when two different units kill eachother exactly in the same amount of time it assumes that they cannot attack eachother... probe vs drone for instance


Should be fixed. Added a statement in the case of a draw.
Its panda monium.
djesoka
Profile Joined April 2010
France1 Post
Last Edited: 2010-04-10 02:27:08
April 10 2010 02:25 GMT
#64
infestor life at 120hp on ur calculator . these units in the game have actually only 90hp. Need to be fixed
sixduck
Profile Blog Joined September 2009
United States301 Posts
April 10 2010 22:42 GMT
#65
It says that corruptors cannot attack colossi.

Also I was wondering if you could add a function that says you need x amount of one unit to 1/2shot a unit.
Zyphyr
Profile Joined April 2010
United States20 Posts
April 10 2010 23:17 GMT
#66
There's a bug when you have the data charts up: each time you click on a unit, all of the data moves down a line. It resets when you click a different panel.
MajicPanda
Profile Joined March 2010
70 Posts
April 11 2010 01:44 GMT
#67
On April 11 2010 07:42 sixduck wrote:
It says that corruptors cannot attack colossi.

Also I was wondering if you could add a function that says you need x amount of one unit to 1/2shot a unit.


Due to the design of the system this probably isn't very easy. Adding units to one side will get you the info you need though.
Its panda monium.
Equaoh
Profile Joined October 2008
Canada427 Posts
April 11 2010 01:59 GMT
#68
Did you take into account zerg regen? Collosus vs hydra without upgrades should take 3 shots, right?
MajicPanda
Profile Joined March 2010
70 Posts
April 11 2010 02:27 GMT
#69
On April 11 2010 08:17 Zyphyr wrote:
There's a bug when you have the data charts up: each time you click on a unit, all of the data moves down a line. It resets when you click a different panel.


I'm not seeing this, can you tell me what browser you're using?
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
April 11 2010 02:28 GMT
#70
On April 11 2010 10:59 Equaoh wrote:
Did you take into account zerg regen? Collosus vs hydra without upgrades should take 3 shots, right?


The math on this should be every 2 seconds add 1 hp correct? I've got total fight time calculated, so it really should be 100sec fight = 50hp regen correct?
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
Last Edited: 2010-04-13 18:06:33
April 13 2010 17:10 GMT
#71
On April 11 2010 10:59 Equaoh wrote:
Did you take into account zerg regen? Collosus vs hydra without upgrades should take 3 shots, right?


Hydralisk hp was dropped to 80, so no.. but... if it were 90:
Colossus attack delay 2.2 seconds, damage 23 x 2.

Colossus attacks Hydra: Hydra hp 90 - 46 = 44hp
2 seconds have to pass and then Hydralisk gains 1hp = 45hp
0.2 seconds pass by and Colossus attacks again for 46 damage.

It's my understanding that Blizzard fixed instant Zerg regen that was a part of Starcraft 1 and has been tested by members of the community.
Its panda monium.
MeditationError
Profile Blog Joined March 2010
Australia60 Posts
April 14 2010 00:09 GMT
#72
Thanks, great tool!

Any chance of adding cannons, sunken & spore colonies and turrets?
Experience is an excellent teacher, but her fees are very high.
Goatlust
Profile Joined August 2009
Australia131 Posts
April 14 2010 00:22 GMT
#73
It appears as though zerglings are costing 50 minerals each as opposed to 50 minerals for a pair.
Craz
Profile Joined June 2004
United States69 Posts
April 14 2010 02:12 GMT
#74
I'm pretty sure 2 marines vs 1 marauder is wrong. I think the problem might be your program thinks 1 marine = 45 hp, but 2 marines = 1 marine with double dmg and double hp? Or the marauder is switching back and forth which marine it attacks thus increasing the life span of a marine thus the marine is getting a few extra hits out when he should be dead.

+ Show Spoiler +

2 Marines with no stim @ 45 hp vs 1 Marauder with no stim, both sides start attacking at same time:

[Time] Damage taken is in bold
[0.0000] 2Rines @ 45hp 35hp vs Marauder 115hp
[0.8608] 2Rines @ 45hp 35hp vs Marauder 105hp
[1.5000] 2Rines @ 45hp 25hp vs Marauder 105hp
[1.7216] 2Rines @ 45hp 25hp vs Marauder 95hp
[2.5824] 2Rines @ 45hp 25hp vs Marauder 85hp
[3.0000] 2Rines @ 45hp 15hp vs Marauder 85hp
[3.4432] 2Rines @ 45hp 15hp vs Marauder 75hp
[4.3040] 2Rines @ 45hp 15hp vs Marauder 65hp
[4.5000] 2Rines @ 45hp 5hp vs Marauder 65hp
[5.1648] 2Rines @ 45hp 5hp vs Marauder 55hp
[6.0000] 2Rines @ 45hp 0hp vs Marauder 55hp
[6.0256] 1Rine @ 45hp vs Marauder 50hp
[6.8864] 1Rine @ 45hp vs Marauder 45hp
[7.5000] 1Rine @ 35hp vs Marauder 45hp
[7.7472] 1Rine @ 35hp vs Marauder 40hp
[8.6080] 1Rine @ 35hp vs Marauder 35hp
[9.0000] 1Rine @ 25hp vs Marauder 35hp
[9.4688] 1Rine @ 25hp vs Marauder 30hp
[10.3296] 1Rine @ 25hp vs Marauder 25hp
[10.5000] 1Rine @ 15hp vs Marauder 25hp
[11.1904] 1Rine @ 15hp vs Marauder 20hp
[12.0000] 1Rine @ 5hp vs Marauder 20hp
[12.0512] 1Rine @ 5hp vs Marauder 15hp
[12.9120] 1Rine @ 5hp vs Marauder 10hp
[13.5000] 1Rine @ 0hp vs Marauder 10hp

13.5 secs after marauders first attack he kills both marines. Marine #1 gets off 7 hits before he is killed, deals 35 dmg and marine #2 also did 35 dmg before marine #1 died. However marine #2 will end up getting off 16 shots before he is killed combined with marine #1's 7 shots they get off a combined 23 shots 12.912 secs.

However your program claims 2 marines win in 11.19 secs having dealt 26 hits which is impossible since a marine will die in 5 hits (6.000 secs after combat starts). I used Marine attack speed of 0.8608 and Marauder attack speed of 1.5000 which is what you have listed on your site.
Craz
Profile Joined June 2004
United States69 Posts
April 14 2010 02:25 GMT
#75
A 90hp marine with 6-1x2 = 10 dmg vs marauder would look like this:

+ Show Spoiler +
[0.0000] 1Rine @ 80hp vs Marauder 115hp
[0.8608] 1Rine @ 80hp vs Marauder 105hp
[1.5000] 1Rine @ 70hp vs Marauder 105hp
[1.7216] 1Rine @ 70hp vs Marauder 95hp
[2.5824] 1Rine @ 70hp vs Marauder 85hp
[3.0000] 1Rine @ 60hp vs Marauder 85hp
[3.4432] 1Rine @ 60hp vs Marauder 75hp
[4.3040] 1Rine @ 60hp vs Marauder 65hp
[4.5000] 1Rine @ 50hp vs Marauder 65hp
[5.1648] 1Rine @ 50hp vs Marauder 55hp
[6.0000] 1Rine @ 40hp vs Marauder 55hp
[6.0256] 1Rine @ 40hp vs Marauder 45hp
[6.8864] 1Rine @ 40hp vs Marauder 35hp
[7.5000] 1Rine @ 30hp vs Marauder 35hp
[7.7472] 1Rine @ 30hp vs Marauder 25hp
[8.6080] 1Rine @ 30hp vs Marauder 15hp
[9.0000] 1Rine @ 20hp vs Marauder 15hp
[9.4688] 1Rine @ 20hp vs Marauder 5hp
[10.3296] 1Rine @ 20hp vs Marauder 0hp
[10.5000] 1Rine @ 10hp vs Marauder 0hp
[11.1904] 1Rine @ 10hp vs Marauder 0hp


So it really looks like your program doubles the hp and doubles the dmg, but also BOTH sides miss their first attack when you have more than 1 unit on either side. With a 90 hp marine doing 10 dmg to a marauder he should win in 10.3296 secs not 11.1904 (take out the first shot not registering). And a marauder would attack 8 times in 11.19 secs not 7 (11.1904/1.5)+1
MajicPanda
Profile Joined March 2010
70 Posts
Last Edited: 2010-04-14 04:33:17
April 14 2010 04:29 GMT
#76
I guess there's really no way to simulate real combat where 20 vs 20 units would engage each other at random 1v1's or 2v1's. The situations would be completely different every time depending on how far apart the units are and how fast they acquire different targets.

I'm not sure how to remedy that.

I mean... is 20v20 essentially a 1on1 with whoever would win the 1on1 the real victor? pretty much.. but how would you calculate a 20v10 marine vs hydralisk. Be rather hard to develop and entire combat system with targeting and unit death resulting in a new unit being targeted. I'm thinking I should just leave it at 1v1 with a possible readout of "takes x units to kill unit y"
Its panda monium.
Craz
Profile Joined June 2004
United States69 Posts
April 14 2010 04:41 GMT
#77
On April 14 2010 13:29 MajicPanda wrote:
I mean... is 20v20 essentially a 1on1 with whoever would win the 1on1 the real victor? pretty much..


Well splash damage would affect results greatly. I think it would probably be hard to do multiple unit battles, considering you have to factor in group dps, then recalculate group dps every time something dies.

I'll play around with it some more later, and check how well the 1v1s are.

Any chance you might add in stim / marine shields etc? As you generally will have both 55 hp marines with stim if you are going infantry. If not no big deal to me I can figure em out manually with attack speed figures.
MajicPanda
Profile Joined March 2010
70 Posts
April 14 2010 12:59 GMT
#78
On April 14 2010 13:41 Craz wrote:
Show nested quote +
On April 14 2010 13:29 MajicPanda wrote:
I mean... is 20v20 essentially a 1on1 with whoever would win the 1on1 the real victor? pretty much..


Well splash damage would affect results greatly. I think it would probably be hard to do multiple unit battles, considering you have to factor in group dps, then recalculate group dps every time something dies.

I'll play around with it some more later, and check how well the 1v1s are.

Any chance you might add in stim / marine shields etc? As you generally will have both 55 hp marines with stim if you are going infantry. If not no big deal to me I can figure em out manually with attack speed figures.


If you can tell me how many shots a marine and marauder gets off while stim'd I can probably calculate it in to 1v1's. I had plans to add in marine hp and other upgrades as well.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
April 15 2010 19:14 GMT
#79
I've completely re-designed the combat system... like a total overhaul and need some beta testing and feedback. The combat is actually a real time simulator and is probably behind in "features" than the other was, but this should become very accurate. I will even implement stim packs, upgrades like marine health, and other factors.

Please leave your testing comments in this thread.

See current issues in 1st post for more information.

Thanks.
Its panda monium.
Craz
Profile Joined June 2004
United States69 Posts
April 15 2010 21:31 GMT
#80
Marine vs marauder is wrong, marine can only get off 7 attacks before he is killed not 8, his 8th attack would come .0256 secs after he died.

Marine vs roach is wrong, marine can only get 5 shots off not 6. .5568 secs away from 6th hit

Marine vs zergling is correct 6 attacks for marine, 8 for zergling.

Marine vs hydra is wrong. Marine should have 3 shots not 4. Once again marine is extremely close to his next shot .0924 secs away.

Don't really get why marine is getting an extra attack off, especially when its off by over half a sec vs roach. It may just be marines are wrong, or it may be a bigger problem.

And now for 2 fights where the unit that dies should also be getting his very last hit off the same exact millisecond he dies:

Sentry vs roach, says roach gets off 6 attacks in 10 secs correct, but it says sentry only 10 attacks when it should be 11, however the senty would also be dying at this same time too.

Zealot vs roach, 12 sec fight. Zealot gets off 11 attacks, roach 7 attacks and roach dies at the same exact time he shoots his last attack. correct.

So either the sentry not getting off his last hit is wrong, or the roach getting his last hit off is wrong. I'd say the sentry vs roach is prob wrong.

How this helps some more.
Prev 1 2 3 4 5 6 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
Wardi Open
12:00
#59
WardiTV1916
OGKoka 369
Rex112
IntoTheiNu 42
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 369
Hui .287
Rex 112
Vindicta 36
StarCraft: Brood War
Hyuk 15268
Rain 5044
GuemChi 1845
Sea 1841
Horang2 1536
Jaedong 1132
Mini 420
firebathero 390
Larva 322
Pusan 172
[ Show more ]
Hyun 171
Killer 129
Backho 91
Mong 53
ToSsGirL 51
sSak 49
Aegong 40
sas.Sziky 38
JulyZerg 34
soO 29
Rock 20
scan(afreeca) 16
zelot 14
ajuk12(nOOB) 12
Noble 10
Terrorterran 8
SilentControl 8
Dota 2
Gorgc4481
qojqva3030
Dendi1150
XcaliburYe226
420jenkins169
syndereN103
Counter-Strike
oskar112
Other Games
olofmeister1707
B2W.Neo941
hiko491
Pyrionflax416
crisheroes316
Lowko275
Fuzer 240
Sick220
Liquid`LucifroN145
Mlord103
Mew2King91
Liquid`VortiX67
QueenE52
Organizations
StarCraft: Brood War
Kim Chul Min (afreeca) 6
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• blackmanpl 7
• Michael_bg 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 717
• WagamamaTV347
League of Legends
• Nemesis2770
• TFBlade524
Upcoming Events
Wardi Open
1h 16m
Replay Cast
8h 16m
WardiTV Korean Royale
21h 16m
OSC
1d 2h
Replay Cast
1d 8h
Replay Cast
1d 18h
Kung Fu Cup
1d 21h
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
2 days
The PondCast
2 days
RSL Revival
2 days
Solar vs Zoun
MaxPax vs Bunny
[ Show More ]
Kung Fu Cup
2 days
WardiTV Korean Royale
2 days
PiGosaur Monday
3 days
RSL Revival
3 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
3 days
CranKy Ducklings
4 days
RSL Revival
4 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
4 days
BSL 21
5 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
5 days
RSL Revival
5 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
5 days
WardiTV Korean Royale
5 days
BSL 21
6 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
Wardi Open
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.