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On April 16 2010 06:31 Craz wrote: 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.
Hmm.. the combat log seems accurate though right? Apparently there's an attack calculated in somewhere in code that's not showing up in the log that I have. This log looks correct right?
Marine starts the battle with HP: 45 / Shields: 0 Marauder starts the battle with HP: 125 / Shields: 0 0.000: Marine hits Marauder for 5 -- Marauder hp: 120 / shields: 0 0.000: Marauder hits Marine for 10 -- Marine hp: 35 / shields: 0 0.861: Marine hits Marauder for 5 -- Marauder hp: 115 / shields: 0 1.500: Marauder hits Marine for 10 -- Marine hp: 25 / shields: 0 1.722: Marine hits Marauder for 5 -- Marauder hp: 110 / shields: 0 2.582: Marine hits Marauder for 5 -- Marauder hp: 105 / shields: 0 3.000: Marauder hits Marine for 10 -- Marine hp: 15 / shields: 0 3.443: Marine hits Marauder for 5 -- Marauder hp: 100 / shields: 0 4.304: Marine hits Marauder for 5 -- Marauder hp: 95 / shields: 0 4.500: Marauder hits Marine for 10 -- Marine hp: 5 / shields: 0 5.165: Marine hits Marauder for 5 -- Marauder hp: 90 / shields: 0 6.000: Marauder hits Marine for 10 -- Marine hp: -5 / shields: 0
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The log is correct, shows 7 attacks, but combat stats shows marine doing 8 attacks.
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Ok, I think everything except for exact tie's are now being calculated correctly. Have to find a way to work that code into the way I've coded it.
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I thought it would crash if i did Banshee vs Ultralisk, but it didn't jam.
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Layout is much better than http://sc2calc.net/, but it looks like you can't change the upgrades the units have before starting a simulated battle.
Also no guardian shield support which is a pretty big factor when determining damage against Toss.
Get those done and Stim and you'll be well on your way to having a quality product
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There was a problem with air units not finishing the combat stats but that should be alleviated. Please let me know if you see anything else. Tie's are still broken.
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Tie's are correctly working now. The last hit with a line marked shows what the next attack would have been for logging purposes.
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would be a nice addition to liquipedia
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Attacker; Zealot. Defender; Larva.
+ Show Spoiler + Zealot starts the battle with HP: 100 / Shields: 50 Larva starts the battle with HP: 25 / Shields: 0 Neither unit can attack the other. 0.000: Zealot hits Larva for -4 -- Larva hp: 29 / shields: 0 1.200: Zealot hits Larva for -4 -- Larva hp: 33 / shields: 0 2.400: Zealot hits Larva for -4 -- Larva hp: 37 / shields: 0 3.600: Zealot hits Larva for -4 -- Larva hp: 41 / shields: 0 4.800: Zealot hits Larva for -4 -- Larva hp: 45 / shields: 0 6.000: Zealot hits Larva for -4 -- Larva hp: 49 / shields: 0 7.200: Zealot hits Larva for -4 -- Larva hp: 53 / shields: 0 8.400: Zealot hits Larva for -4 -- Larva hp: 57 / shields: 0 9.600: Zealot hits Larva for -4 -- Larva hp: 61 / shields: 0 10.800: Zealot hits Larva for -4 -- Larva hp: 65 / shields: 0 12.000: Zealot hits Larva for -4 -- Larva hp: 69 / shields: 0 13.200: Zealot hits Larva for -4 -- Larva hp: 73 / shields: 0 14.400: Zealot hits Larva for -4 -- Larva hp: 77 / shields: 0 15.600: Zealot hits Larva for -4 -- Larva hp: 81 / shields: 0 16.800: Zealot hits Larva for -4 -- Larva hp: 85 / shields: 0 18.000: Zealot hits Larva for -4 -- Larva hp: 89 / shields: 0 19.200: Zealot hits Larva for -4 -- Larva hp: 93 / shields: 0 20.400: Zealot hits Larva for -4 -- Larva hp: 97 / shields: 0 21.600: Zealot hits Larva for -4 -- Larva hp: 101 / shields: 0 22.800: Zealot hits Larva for -4 -- Larva hp: 105 / shields: 0 24.000: Zealot hits Larva for -4 -- Larva hp: 109 / shields: 0 25.200: Zealot hits Larva for -4 -- Larva hp: 113 / shields: 0 26.400: Zealot hits Larva for -4 -- Larva hp: 117 / shields: 0 27.600: Zealot hits Larva for -4 -- Larva hp: 121 / shields: 0 28.800: Zealot hits Larva for -4 -- Larva hp: 125 / shields: 0 30.000: Zealot hits Larva for -4 -- Larva hp: 129 / shields: 0 31.200: Zealot hits Larva for -4 -- Larva hp: 133 / shields: 0 32.400: Zealot hits Larva for -4 -- Larva hp: 137 / shields: 0
Is it buggy?
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On April 19 2010 04:10 Shouryu wrote:Attacker; Zealot. Defender; Larva. + Show Spoiler + Zealot starts the battle with HP: 100 / Shields: 50 Larva starts the battle with HP: 25 / Shields: 0 Neither unit can attack the other. 0.000: Zealot hits Larva for -4 -- Larva hp: 29 / shields: 0 1.200: Zealot hits Larva for -4 -- Larva hp: 33 / shields: 0 2.400: Zealot hits Larva for -4 -- Larva hp: 37 / shields: 0 3.600: Zealot hits Larva for -4 -- Larva hp: 41 / shields: 0
Is it buggy?
Thanks for pointing this out. Anything with insane armor like a larva is taking the damage below 1, so when I implement armor this would have caused issues. This is the only unit right now that will have this problem, so quit attacking larva 
EDIT: This has been fixed, all attack damage per weapon is now a minimum of 1 per weapon on the unit. 5 x 2 would now be 1 x 2 resulting in 2 dmg.
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Fixed a bug that caused shields to have armor without any upgrades. Shield armor now starts at 0. If this is wrong please let me know... as far as I know all shields have armor of 0 if not upgraded.
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I'm playing with it at the moment and the only upgrades I'm seeing for Protoss units are shield upgrades?
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Ya I should hide these or put up a note on the page... i dont have my webserver installed on this machine so I can't test locally. Upgrades and abilities are still not yet 100% in.
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Guardian shield, stimpack, marine combat shield, EMP implemented.
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Alright guys, I've fully implemented every upgrade I can think of and all armor/weapon upgrades. It takes into account min damage of 1 and for damage upgrades it takes into account bonus upgrades and normal upgrades.
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wow great tool, i'll definitely use this!
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GREAT TOOL-
Bug:
The Combat stats does not reflect the log in certain cases.
For example, a Zergling vs a Zealot fight, it doesn't matter how many + dmg upgrades you have for the ling, he always does 8 dmg. However, the log clearly change the amount of dmg he can do in those two hits.
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Someone attacking the site? lol it's down all a sudden since I posted the update changes And thanks Crus, I'll check into that. The log is real time and the stats aren't so I'll double check those numbers.
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On April 21 2010 00:10 CruS wrote: GREAT TOOL-
Bug:
The Combat stats does not reflect the log in certain cases.
For example, a Zergling vs a Zealot fight, it doesn't matter how many + dmg upgrades you have for the ling, he always does 8 dmg. However, the log clearly change the amount of dmg he can do in those two hits.
Site is down for some reason.. checking into that, but I'm wondering where you saw this? I noticed the TOTAL damage given and received was probably wrong but the actual damage per hit should have been correct.
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Bleeeh internal server error, cannot view, but this seems really useful. Except for against the numerous high-damage units, like immortals, where armor don't mean shit.
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