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SC2 Tool - Hits to Kill Chart - Page 7

Forum Index > SC2 General
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pandamanana
Profile Joined April 2010
37 Posts
April 29 2010 00:59 GMT
#121
I think I broke it. I made the attacker a Banshee and the defender an Ultralisk and it won't calculate the damage. Is that on purpose? ;3
master of wood, water and hill
MajicPanda
Profile Joined March 2010
70 Posts
April 29 2010 01:09 GMT
#122
On April 29 2010 09:59 pandamanana wrote:
I think I broke it. I made the attacker a Banshee and the defender an Ultralisk and it won't calculate the damage. Is that on purpose? ;3


Maybe you didnt wait for the battle to finish? Lol.. i need to maybe put a display saying it's STILL calculating for insanely long fights.

Banshee starts the battle with HP: 140 / Shields: 0
Ultralisk starts the battle with HP: 600 / Shields: 0
1 - 0.000: Banshee hits Ultralisk for 22 -- Ultralisk hp: 578 / shields: 0
2 - 1.250: Banshee hits Ultralisk for 22 -- Ultralisk hp: 556 / shields: 0
2.000: Ultralisk regenerated 1hp -- 557
3 - 2.500: Banshee hits Ultralisk for 22 -- Ultralisk hp: 535 / shields: 0
4 - 3.750: Banshee hits Ultralisk for 22 -- Ultralisk hp: 513 / shields: 0
4.000: Ultralisk regenerated 1hp -- 514
5 - 5.000: Banshee hits Ultralisk for 22 -- Ultralisk hp: 492 / shields: 0
6.000: Ultralisk regenerated 1hp -- 493
6 - 6.250: Banshee hits Ultralisk for 22 -- Ultralisk hp: 471 / shields: 0
7 - 7.500: Banshee hits Ultralisk for 22 -- Ultralisk hp: 449 / shields: 0
8.000: Ultralisk regenerated 1hp -- 450
8 - 8.750: Banshee hits Ultralisk for 22 -- Ultralisk hp: 428 / shields: 0
9 - 10.000: Banshee hits Ultralisk for 22 -- Ultralisk hp: 406 / shields: 0
10.000: Ultralisk regenerated 1hp -- 407
10 - 11.250: Banshee hits Ultralisk for 22 -- Ultralisk hp: 385 / shields: 0
12.000: Ultralisk regenerated 1hp -- 386
11 - 12.500: Banshee hits Ultralisk for 22 -- Ultralisk hp: 364 / shields: 0
12 - 13.750: Banshee hits Ultralisk for 22 -- Ultralisk hp: 342 / shields: 0
14.000: Ultralisk regenerated 1hp -- 343
13 - 15.000: Banshee hits Ultralisk for 22 -- Ultralisk hp: 321 / shields: 0
16.000: Ultralisk regenerated 1hp -- 322
14 - 16.250: Banshee hits Ultralisk for 22 -- Ultralisk hp: 300 / shields: 0
15 - 17.500: Banshee hits Ultralisk for 22 -- Ultralisk hp: 278 / shields: 0
18.000: Ultralisk regenerated 1hp -- 279
16 - 18.750: Banshee hits Ultralisk for 22 -- Ultralisk hp: 257 / shields: 0
17 - 20.000: Banshee hits Ultralisk for 22 -- Ultralisk hp: 235 / shields: 0
20.000: Ultralisk regenerated 1hp -- 236
18 - 21.250: Banshee hits Ultralisk for 22 -- Ultralisk hp: 214 / shields: 0
22.000: Ultralisk regenerated 1hp -- 215
19 - 22.500: Banshee hits Ultralisk for 22 -- Ultralisk hp: 193 / shields: 0
20 - 23.750: Banshee hits Ultralisk for 22 -- Ultralisk hp: 171 / shields: 0
24.000: Ultralisk regenerated 1hp -- 172
21 - 25.000: Banshee hits Ultralisk for 22 -- Ultralisk hp: 150 / shields: 0
26.000: Ultralisk regenerated 1hp -- 151
22 - 26.250: Banshee hits Ultralisk for 22 -- Ultralisk hp: 129 / shields: 0
23 - 27.500: Banshee hits Ultralisk for 22 -- Ultralisk hp: 107 / shields: 0
28.000: Ultralisk regenerated 1hp -- 108
24 - 28.750: Banshee hits Ultralisk for 22 -- Ultralisk hp: 86 / shields: 0
25 - 30.000: Banshee hits Ultralisk for 22 -- Ultralisk hp: 64 / shields: 0
30.000: Ultralisk regenerated 1hp -- 65
26 - 31.250: Banshee hits Ultralisk for 22 -- Ultralisk hp: 43 / shields: 0
32.000: Ultralisk regenerated 1hp -- 44
27 - 32.500: Banshee hits Ultralisk for 22 -- Ultralisk hp: 22 / shields: 0
28 - 33.750: Banshee hits Ultralisk for 22 -- Ultralisk hp: 0 / shields: 0
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
April 29 2010 01:10 GMT
#123
On April 29 2010 08:40 mesobored123 wrote:
Are you sure you added the +10 hp to marine when you get the combat shield upgrade? I'm looking at the combat stats for both and it has it that the marine has 45 hp in both situations (with upgrade and without)


Is this possibly an interface issue? It says the one on left starts with 55hp for me and vise versa.

Marine starts the battle with HP: 55 / Shields: 0
Marine starts the battle with HP: 45 / Shields: 0
1 - 0.000: Marine hits Marine for 6 -- Marine hp: 39 / shields: 0
1 - 0.000: Marine hits Marine for 6 -- Marine hp: 49 / shields: 0
2 - 0.861: Marine hits Marine for 6 -- Marine hp: 33 / shields: 0
2 - 0.861: Marine hits Marine for 6 -- Marine hp: 43 / shields: 0
3 - 1.722: Marine hits Marine for 6 -- Marine hp: 27 / shields: 0
3 - 1.722: Marine hits Marine for 6 -- Marine hp: 37 / shields: 0
4 - 2.582: Marine hits Marine for 6 -- Marine hp: 21 / shields: 0
4 - 2.582: Marine hits Marine for 6 -- Marine hp: 31 / shields: 0
5 - 3.443: Marine hits Marine for 6 -- Marine hp: 15 / shields: 0
5 - 3.443: Marine hits Marine for 6 -- Marine hp: 25 / shields: 0
6 - 4.304: Marine hits Marine for 6 -- Marine hp: 9 / shields: 0
6 - 4.304: Marine hits Marine for 6 -- Marine hp: 19 / shields: 0
7 - 5.165: Marine hits Marine for 6 -- Marine hp: 3 / shields: 0
7 - 5.165: Marine hits Marine for 6 -- Marine hp: 13 / shields: 0
8 - 6.026: Marine hits Marine for 6 -- Marine hp: -3 / shields: 0
8 - 6.026: Marine hits Marine for 6 -- Marine hp: 7 / shields: 0
Its panda monium.
mesobored123
Profile Joined March 2010
United States62 Posts
April 29 2010 07:46 GMT
#124
I didn't check that tab but that's probably it just interface.
MajicPanda
Profile Joined March 2010
70 Posts
April 29 2010 22:30 GMT
#125
Little buggy here and there but ive implemented Nv1 combat. I have no plans to implement NvN combat, so this will probably be one of the last things I do besides possibly adding other abilities.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
April 30 2010 13:12 GMT
#126
Any modifications to the tool that would make it a lot more useful?
Its panda monium.
Draken
Profile Joined May 2010
Canada61 Posts
May 03 2010 12:59 GMT
#127
First of all, thanks for the great tool!

Second, I registered on this forum just to provide some feedback :

1. Need more precision on melee vs ranged battles. Add an option so we can see the outcome of combat if both units are on top of each other, or if they start at a distance (max range of the ranged unit), when it gets free hits on the melee. It would help us find out things like how many zealots you need to kill a tower, factoring in the "closing in time" factor. (I assume this is hard to do because stats on movement speed are not available?)

2. Add the zealot "charge" ability / upgrade? it makes a huge difference in battle.

3. Let us find out how many hits (and time) it takes for a unit to kill a building. You can either add all the buildings, or if it is too time consuming add a dummy building that has 1000 HP so we can test this out. We can't test this out now because units retaliate, while buildings don't. (This would help find out how many zealots it takes to kill a spaceport or pylon fast enough before a void ray comes out, or to counter a tower rush, etc. Mostly helps in figuring out BOs.)
Zalan
Profile Joined April 2010
Canada18 Posts
May 03 2010 13:17 GMT
#128
Yeah, really a good idea.

Although, I got some NaN for the Ultralisk
Ok, maybe that's because it can't attack air unit, but you should manage this case (write n/a or 0 for damage).
And a little speed boost would be welcome too (no need to do it in real time )
(or maybe it's just due to the NaN?)

And it would be nice to be able to enter the number of unit manually.

So a few more minor twists and I think it will get perfect ^_^

Great job!
Each second dies upon birth, make good use of their sacrifice
Seijuro
Profile Joined December 2009
52 Posts
Last Edited: 2010-05-03 13:27:08
May 03 2010 13:26 GMT
#129
nice work, well done
mrproper
Profile Joined April 2010
Romania93 Posts
Last Edited: 2010-05-03 15:10:40
May 03 2010 15:04 GMT
#130
16 marines vs 1 thor: Winner - Thor ?

1 - 0.000: Marine hits Thor for 80 -- Thor hp: 320 / shields: 0
1 - 0.000: Thor hits Marine for 90 -- Marine hp: -45 / shields: 0
2 - 1.930: Thor hits Marine for 90 -- Marine hp: -135 / shields: 0
2 - 1.930: Marine has died.
2 - 0.861: Marine hits Thor for 70 -- Thor hp: 250 / shields: 0
3 - 1.722: Marine hits Thor for 70 -- Thor hp: 180 / shields: 0
3 - 3.860: Thor hits Marine for 90 -- Marine hp: -45 / shields: 0
3 - 3.860: Marine has died.
4 - 2.582: Marine hits Thor for 65 -- Thor hp: 115 / shields: 0
5 - 3.443: Marine hits Thor for 65 -- Thor hp: 50 / shields: 0
4 - 5.790: Thor hits Marine for 90 -- Marine hp: -45 / shields: 0
4 - 5.790: Marine has died.
6 - 4.304: Marine hits Thor for 60 -- Thor hp: -10 / shields: 0
6 - 4.304: Thor has died.

I think the "winner" is the other unit to not die first. However, if you have 2 units from which one dies, then the winner should be the last standing unit
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
May 03 2010 15:21 GMT
#131
1 Archon vs 3 Mutalisks - Pretty interesting in my opion

Archon starts the battle with HP: 10 / Shields: 350
Mutalisk starts the battle with HP: 120 / Shields: 0
1 - 0.000: Archon hits Mutalisk for 39 -- Mutalisk hp: 81 / shields: 0
1 - 0.000: Mutalisk hits Archon shields for 27 -- Archon hp: 10 / shields: 323
2 - 1.525: Mutalisk hits Archon shields for 27 -- Archon hp: 10 / shields: 296
2 - 1.754: Archon hits Mutalisk for 39 -- Mutalisk hp: 42 / shields: 0
2.000: Mutalisk regenerated 1hp -- 43
3 - 3.049: Mutalisk hits Archon shields for 27 -- Archon hp: 10 / shields: 269
3 - 3.508: Archon hits Mutalisk for 39 -- Mutalisk hp: 4 / shields: 0
4.000: Mutalisk regenerated 1hp -- 5
4 - 4.574: Mutalisk hits Archon shields for 27 -- Archon hp: 10 / shields: 242
4 - 5.262: Archon hits Mutalisk for 39 -- Mutalisk hp: -34 / shields: 0
4 - 5.262: Mutalisk has died.
5 - 6.098: Mutalisk hits Archon shields for 18 -- Archon hp: 10 / shields: 224
5 - 7.016: Archon hits Mutalisk for 39 -- Mutalisk hp: 81 / shields: 0
6 - 7.623: Mutalisk hits Archon shields for 18 -- Archon hp: 10 / shields: 206
8.000: Mutalisk regenerated 1hp -- 82
6 - 8.770: Archon hits Mutalisk for 39 -- Mutalisk hp: 43 / shields: 0
7 - 9.148: Mutalisk hits Archon shields for 18 -- Archon hp: 10 / shields: 188
10.000: Mutalisk regenerated 1hp -- 44
7 - 10.524: Archon hits Mutalisk for 39 -- Mutalisk hp: 5 / shields: 0
8 - 10.672: Mutalisk hits Archon shields for 18 -- Archon hp: 10 / shields: 170
12.000: Mutalisk regenerated 1hp -- 6
9 - 12.197: Mutalisk hits Archon shields for 18 -- Archon hp: 10 / shields: 152
8 - 12.278: Archon hits Mutalisk for 39 -- Mutalisk hp: -33 / shields: 0
8 - 12.278: Mutalisk has died.
10 - 13.721: Mutalisk hits Archon shields for 9 -- Archon hp: 10 / shields: 143
9 - 14.032: Archon hits Mutalisk for 39 -- Mutalisk hp: 81 / shields: 0
11 - 15.246: Mutalisk hits Archon shields for 9 -- Archon hp: 10 / shields: 134
10 - 15.786: Archon hits Mutalisk for 39 -- Mutalisk hp: 42 / shields: 0
16.000: Mutalisk regenerated 1hp -- 43
12 - 16.771: Mutalisk hits Archon shields for 9 -- Archon hp: 10 / shields: 125
11 - 17.540: Archon hits Mutalisk for 39 -- Mutalisk hp: 4 / shields: 0
18.000: Mutalisk regenerated 1hp -- 5
13 - 18.295: Mutalisk hits Archon shields for 9 -- Archon hp: 10 / shields: 116
12 - 19.294: Archon hits Mutalisk for 39 -- Mutalisk hp: -34 / shields: 0
12 - 19.294: Mutalisk has died.
Progamertwitter.com/welmu1 | twitch.com/Welmu1
Konqrr.Bwade
Profile Joined May 2010
United States1 Post
May 03 2010 17:06 GMT
#132
Thanks you! This will be very helpful to a SC2 noob such as myself.
MajicPanda
Profile Joined March 2010
70 Posts
May 05 2010 00:12 GMT
#133
On May 04 2010 00:04 mrproper wrote:
16 marines vs 1 thor: Winner - Thor ?

1 - 0.000: Marine hits Thor for 80 -- Thor hp: 320 / shields: 0
1 - 0.000: Thor hits Marine for 90 -- Marine hp: -45 / shields: 0
2 - 1.930: Thor hits Marine for 90 -- Marine hp: -135 / shields: 0
2 - 1.930: Marine has died.
2 - 0.861: Marine hits Thor for 70 -- Thor hp: 250 / shields: 0
3 - 1.722: Marine hits Thor for 70 -- Thor hp: 180 / shields: 0
3 - 3.860: Thor hits Marine for 90 -- Marine hp: -45 / shields: 0
3 - 3.860: Marine has died.
4 - 2.582: Marine hits Thor for 65 -- Thor hp: 115 / shields: 0
5 - 3.443: Marine hits Thor for 65 -- Thor hp: 50 / shields: 0
4 - 5.790: Thor hits Marine for 90 -- Marine hp: -45 / shields: 0
4 - 5.790: Marine has died.
6 - 4.304: Marine hits Thor for 60 -- Thor hp: -10 / shields: 0
6 - 4.304: Thor has died.

I think the "winner" is the other unit to not die first. However, if you have 2 units from which one dies, then the winner should be the last standing unit


Marine starts the battle with HP: 45 / Shields: 0
Thor starts the battle with HP: 400 / Shields: 0
1 - 0.000: Marine hits Thor for 80 -- Thor hp: 320 / shields: 0
1 - 0.000: Thor hits Marine for 90 -- Marine hp: -45 / shields: 0
1 - 0.000: Marine has died.
2 - 0.861: Marine hits Thor for 75 -- Thor hp: 245 / shields: 0
3 - 1.722: Marine hits Thor for 75 -- Thor hp: 170 / shields: 0
2 - 1.930: Thor hits Marine for 90 -- Marine hp: -45 / shields: 0
2 - 1.930: Marine has died.
4 - 2.582: Marine hits Thor for 70 -- Thor hp: 100 / shields: 0
5 - 3.443: Marine hits Thor for 70 -- Thor hp: 30 / shields: 0
3 - 3.860: Thor hits Marine for 90 -- Marine hp: -45 / shields: 0
3 - 3.860: Marine has died.
6 - 4.304: Marine hits Thor for 65 -- Thor hp: -35 / shields: 0
6 - 4.304: Thor has died.

16v1.. can you reproduce this? Maybe I made a change today that fixed the bug accidentally.. just wanna make sure it's not bugged.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
May 05 2010 00:21 GMT
#134
On May 03 2010 22:17 Zalan wrote:
Yeah, really a good idea.

Although, I got some NaN for the Ultralisk
Ok, maybe that's because it can't attack air unit, but you should manage this case (write n/a or 0 for damage).
And a little speed boost would be welcome too (no need to do it in real time )
(or maybe it's just due to the NaN?)


Great job!


It's in 4x speed... any faster and the nanoseconds become a little too close and can cause issues in javascript. maybe I'll learn C++ some day.. nah, too much sc2 to play.
Its panda monium.
Zalan
Profile Joined April 2010
Canada18 Posts
May 05 2010 13:30 GMT
#135
Hahaha! C++ isn't that hard to manage for simple things (and I guess if you can do it in javascript, it's simple enough).
Otherwise, you could try to do it in Java (which is in between JavaScript and C++). There is a ton of really nice tutorials on the net and you should be able to breeze through the important stuff in a night (when Blizzard will reset ). Moreover, you can use Java to make nice applets ^_^

Anyway, it's still nice, so don't feel like you must speed it up too much.

However, you should write some message to replace the NaN when attacking air units
Each second dies upon birth, make good use of their sacrifice
Draken
Profile Joined May 2010
Canada61 Posts
May 06 2010 04:56 GMT
#136
C++ can't do javascript's job anyway. JS can run on the client machine and deliver instant results, while as far as i know there is no browser-integrated C++ interpreter, and using advanced delivery systems like activeX controls will most likely be blocked by windows security / etc.

Only way I can see is C++ Net + AJAX. Which is way overkill for this application... I'd say it is already doing a good enough job with simple JS.

But if you really want to speed it up, a simple way would be to store/save the results in the JS (they are not that big, i'd say they fit in less than a 10k JS file) once for all and just load them on the fly.
TheNomad
Profile Joined April 2010
United States134 Posts
May 06 2010 05:08 GMT
#137
Add siege tank Non-Siege and siege tank Siege mode please.
Zalan
Profile Joined April 2010
Canada18 Posts
May 06 2010 13:20 GMT
#138
Draken, you are totally right. That's why I mentionned Java as a nice alternative.

But I think you are right, results could be saved, but isn't there a random factor?
Also, there is a lot of possible combinations, so you'd need to get some automatic generator to update on each new patch, and you don't want your computer to process that for days
Each second dies upon birth, make good use of their sacrifice
MajicPanda
Profile Joined March 2010
70 Posts
May 06 2010 23:26 GMT
#139
On May 06 2010 22:20 Zalan wrote:
Draken, you are totally right. That's why I mentionned Java as a nice alternative.

But I think you are right, results could be saved, but isn't there a random factor?
Also, there is a lot of possible combinations, so you'd need to get some automatic generator to update on each new patch, and you don't want your computer to process that for days


Does Java offer some sort of threaded method that would compute functions at the exact same time opposed to js computing line by line?

The results are a factor way too great to store. Theoretically I could but when you've got 1v1 and 3 armor upgrades, 3 defense upgrades, emp, stim pack, etc on BOTH sides of the fight the combinations get insane. Take that and also factor in the fact that you have # vs. # units... storing the data isn't exactly what i want.
Its panda monium.
whs
Profile Joined May 2010
United States10 Posts
May 09 2010 04:40 GMT
#140
This tool is amazing!
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