SC2 Tool - Hits to Kill Chart - Page 4
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MajicPanda
70 Posts
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rethos
Romania103 Posts
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MajicPanda
70 Posts
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. | ||
djesoka
France1 Post
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sixduck
United States301 Posts
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
United States20 Posts
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MajicPanda
70 Posts
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. | ||
Equaoh
Canada427 Posts
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MajicPanda
70 Posts
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? | ||
MajicPanda
70 Posts
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? | ||
MajicPanda
70 Posts
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. | ||
MeditationError
Australia60 Posts
Any chance of adding cannons, sunken & spore colonies and turrets? | ||
Goatlust
Australia131 Posts
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Craz
United States69 Posts
+ 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
United States69 Posts
+ 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
70 Posts
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" | ||
Craz
United States69 Posts
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
70 Posts
On April 14 2010 13:41 Craz wrote: 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. | ||
MajicPanda
70 Posts
Please leave your testing comments in this thread. See current issues in 1st post for more information. Thanks. | ||
Craz
United States69 Posts
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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