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SC2 Tool - Hits to Kill Chart - Page 4

Forum Index > SC2 General
Post a Reply
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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?
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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?
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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.
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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"
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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.
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