• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:03
CEST 09:03
KST 16:03
  • 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
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Weekly Cups (July 14-20): Final Check-up0Esports World Cup 2025 - Brackets Revealed19Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission re-extension4Firefly given lifetime ban by ESIC following match-fixing investigation17
StarCraft 2
General
Who will win EWC 2025? Weekly Cups (July 14-20): Final Check-up Team TLMC #5 - Submission re-extension Geoff 'iNcontroL' Robinson has passed away Program: SC2 / XSplit / OBS Scene Switcher
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) FEL Cracov 2025 (July 27) - $8000 live event RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame
Brood War
General
Corsair Pursuit Micro? BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Pro gamer house photos Flash Announces (and Retracts) Hiatus From ASL
Tourneys
BWCL Season 63 Announcement CSL Xiamen International Invitational [Megathread] Daily Proleagues 2025 ACS Season 2 Qualifier
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
[MMORPG] Tree of Savior (Successor of Ragnarok) Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread CCLP - Command & Conquer League Project
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Games Industry And ATVI Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 652 users

SC2 Tool - Hits to Kill Chart

Forum Index > SC2 General
Post a Reply
Normal
MajicPanda
Profile Joined March 2010
70 Posts
Last Edited: 2010-05-21 23:46:30
March 31 2010 06:17 GMT
#1
http://www.sinfulgaming.com/starcraft2/deathchart.php

Simple really.. I'm putting together a little tool that will show how many hits it takes a unit to kill another unit. I'm going to add the ability to add armor and attack upgrades so that players can try to maximize their strategies; for example it might take 1 ground weapon upgrade for protoss to kill off a unit 1 hit less which would be highly valuable information.

I assume all players to know how to properly use strategy with each unit and things like Void Ray probably won't be supported.

I'm not trying to advertise or plug the site... just offering a tool to the community and looking for some feedback so that it can be made more useful. I'm offering it to you guys first since I know there are some number crunchers around.

Please report any bugs or suggestions here.

Thanks.



- 4/5/2010 - Changed entire layout of page with tabs for easier viewing. Working on some sort of unit efficiency rating so that the most efficient unit (excluding micro, kiting, etc.. not calculable) can be displayed.

- 4/15/10 - Complete combat system overhaul.. please report any bugs.

- 4/19/10 - Fixed a bug that caused damage vs shields to account for armor when it should not have. Shield armor is now 0.
- Immortal hardened shields implemented.
- Stimpack, marine combat shield, protoss shields, guardian shield, EMP implemented as upgrades/abilities.

- 4/20/10 - All upgrades and abilities are now implemented.

- 5/4/10 - Implemented multiple unit vs multiple unit combat.

- 5/21/10 - Updated for Patch 13


- KNOWN ISSUES.

- Baneling damage isn't calculated correctly.
- Void Ray damage is based on fully charged.
- Battles that result in a tie are broken again.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
Last Edited: 2010-03-31 06:38:34
March 31 2010 06:31 GMT
#2
I broke it as soon as I was going to go to bed for the night but I've fixed it... sorry to the 100+ people who already tried to take a look at it

EDIT: Didn't want to triple post. There was an IE bug that made it so the unit images weren't showing up. Fixed.
Its panda monium.
TelecoM
Profile Blog Joined January 2010
United States10671 Posts
March 31 2010 06:35 GMT
#3
pretty awesome site and awesome idea, mad props
AKA: TelecoM[WHITE] Protoss fighting
SarcasticOne
Profile Joined March 2010
Australia213 Posts
Last Edited: 2010-03-31 06:40:50
March 31 2010 06:37 GMT
#4
very well done, and very useful!!! thanks :D

one bug.... it appears that the damage calc vs immortals (cause of shield) isnt done correctly

immortal vs immortal

5.00 hits to kill this unit
This unit does 30 extra damage per shot to this unit.
Nuxar
Profile Joined February 2009
Canada212 Posts
Last Edited: 2010-03-31 06:39:16
March 31 2010 06:38 GMT
#5
Very good and very useful to learn the basic of a somethign like this. Quite interesting.

Gj man, keep up the work!

EDIT: Lol, you fixed it while I was writing so I re-wrote!
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
Last Edited: 2010-03-31 06:39:19
March 31 2010 06:38 GMT
#6
I love your website!

I've implemented a program for generating hit charts. You can find it here.

I've made the source code available (Python). Feel free to incorporate the hit computation algorithm (or the charts) into your site if you find it helpful.
TL Android App Open Source http://www.teamliquid.net/forum/viewmessage.php?topic_id=265090
MajicPanda
Profile Joined March 2010
70 Posts
March 31 2010 06:46 GMT
#7
On March 31 2010 15:37 SarcasticOne wrote:
very well done, and very useful!!! thanks :D

one bug.... it appears that the damage calc vs immortals (cause of shield) isnt done correctly

immortal vs immortal

Show nested quote +
5.00 hits to kill this unit
This unit does 30 extra damage per shot to this unit.


This should be fixed.. thanks for pointing this out, i noticed a pretty large mathematical error which should now fix a lot of calculations across the board.

Consider this alpha release.
Its panda monium.
VTArlock
Profile Blog Joined December 2009
United States1763 Posts
March 31 2010 06:54 GMT
#8
So I was messin around with your site and when I hit protoss - zealots vs zerg - drone it said "unit cannot attack this unit" or something... buggy?
Why?
MajicPanda
Profile Joined March 2010
70 Posts
March 31 2010 07:02 GMT
#9
The left is the attacker and the right is the defending unit. You sure you didn't click larva? Seems to work fine on this end for Zealot vs Drone.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
March 31 2010 20:43 GMT
#10
Added a button to calculate damage vs ALL units at once for a quick viewing. Let me know if you have any other suggestions and I'll add them.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
April 01 2010 07:03 GMT
#11
Damage charts added showing dmg per rank of weapon and dmg per rank of armor. It does not account for a unit not actually being upgradable or not, so use your SC2 knowledge for now and don't be retarded.
Its panda monium.
OverShield
Profile Joined February 2010
Canada41 Posts
April 01 2010 07:26 GMT
#12
Awesome! +1 Immortals kill tanks in 3 hits :D
JoSo
Profile Joined January 2010
Sweden47 Posts
April 01 2010 07:28 GMT
#13
A button for reversing the "matchup" chosen would be awesome.

I mean to be able to see Zealot vs Zergling hits really fast, if I was initally looking at Zergling vs Zealot.
Suspected
Profile Joined April 2010
United States9 Posts
April 01 2010 08:00 GMT
#14
Awesome work. A couple of problems, however: the hit to kill against immortals and zerg units is wrong. For immortals, you have to take into account that they take a max of 10 dmg for the first 10 hits. Also, you need to add +1 hp to all zerg units when they face off against an opponent with two attacks. For example, your program indicates that a thor will kill a hydra in one hit. This is not the case because one hp is instantly regenerated before the second hit takes place.
cartoon]x
Profile Joined March 2010
United States606 Posts
April 01 2010 08:20 GMT
#15
looks like corruptors should upgrade armor vs. phoenix, and phoenix should upgrade attack vs. corruptors.
It is not enough to conquer; one must learn to seduce.
MajicPanda
Profile Joined March 2010
70 Posts
April 01 2010 14:13 GMT
#16
On April 01 2010 17:00 Suspected wrote:
Awesome work. A couple of problems, however: the hit to kill against immortals and zerg units is wrong. For immortals, you have to take into account that they take a max of 10 dmg for the first 10 hits. Also, you need to add +1 hp to all zerg units when they face off against an opponent with two attacks. For example, your program indicates that a thor will kill a hydra in one hit. This is not the case because one hp is instantly regenerated before the second hit takes place.


I have reports that this functionality is no longer in game.. I do understand the 1hp/2sec regen of Zerg, but someone just tested and it took a full 2 seconds to regen drone hp after a hit on it. I can't confirm till I get home.
Its panda monium.
route_Map
Profile Joined August 2009
United States28 Posts
April 01 2010 14:27 GMT
#17
Great work. Thanks!
Fruscainte
Profile Blog Joined December 2009
4596 Posts
Last Edited: 2010-04-01 14:35:45
April 01 2010 14:34 GMT
#18
Wow, repears kill non-Terran workers in 2 shots? That's amazing. Just need like, four reapers and you can go to town on a base.

EDIT: They actually kill almost as fast as Banshees. That's ridiculous.
AmstAff
Profile Blog Joined January 2008
Germany949 Posts
April 01 2010 15:18 GMT
#19
u need to change the SCV health. good work!
after 2 years i reached it = marine icon
Queequeg
Profile Joined September 2003
Germany263 Posts
Last Edited: 2010-04-01 15:35:00
April 01 2010 15:21 GMT
#20
I tried it with only Drones earlier, but now I even tried it with Hydras. One Hydra can take 3 shots at another Hydra to bring it down from 90 to 54 (3x12=36 damage) before the attacked Hydra's regen starts to kick in. There is no instant regen anymore.
cyllu2
Profile Joined February 2010
Sweden74 Posts
Last Edited: 2010-04-01 15:41:05
April 01 2010 15:39 GMT
#21
As much as I wished it would be so, Hydras don't have +6 to armored units.

edit: it doesn't seem to calculate with +6 to armored, it just says they have that bonus.
what
WaveMotion
Profile Blog Joined January 2010
United States147 Posts
April 01 2010 15:56 GMT
#22
woah thats sick. nice job.
In heaven, everything is fine.
Ajax77
Profile Joined April 2010
United States75 Posts
April 01 2010 16:12 GMT
#23
A simple addition that might increase it's utility... add the rate of fire and show how quickly it will kill the corresponding unit. Also, if you could easily swap attacker and defender, that might also be nice. Good work!
zurg
Profile Blog Joined September 2004
1923 Posts
April 01 2010 16:41 GMT
#24
nice!
god job man thanks
우리는 대-한민국입니다
MajicPanda
Profile Joined March 2010
70 Posts
April 01 2010 17:56 GMT
#25
On April 02 2010 01:12 Ajax77 wrote:
A simple addition that might increase it's utility... add the rate of fire and show how quickly it will kill the corresponding unit. Also, if you could easily swap attacker and defender, that might also be nice. Good work!


Pretty sure Blizzard uses float numbers for rate of fire. I've seen some dmg calcs out there, but I don't see how they are accurate. I would prefer not to add data that is "kind of" accurate. If this is not correct please tell me and I'd be happy to add it, but I think attack delay is stuff like .34623 seconds.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
April 01 2010 17:59 GMT
#26
On April 02 2010 00:39 cyllu2 wrote:
As much as I wished it would be so, Hydras don't have +6 to armored units.

edit: it doesn't seem to calculate with +6 to armored, it just says they have that bonus.


It actually was being calculated vs air units.. fixed. Thanks for the heads up. I'm going to output a lot more data to show what's happening so that we can make sure the calculations are proper soon.
Its panda monium.
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
April 01 2010 18:01 GMT
#27
It's not very useful at the moment, but can you add in how much time it takes as well? If something takes 5.5 hits to kill something else, put both the time for 5.5 hits and 6 hits.
Vexx
Profile Blog Joined March 2010
United States462 Posts
April 01 2010 18:02 GMT
#28
On April 02 2010 00:39 cyllu2 wrote:
As much as I wished it would be so, Hydras don't have +6 to armored units.

edit: it doesn't seem to calculate with +6 to armored, it just says they have that bonus.


Lol. That's the first unit I tried too and when I saw the +6 to armor I was like... I never knew!!!!

Rushed to check only to be disappointed. I don't mind though, hydras own.
I am not nice.
MajicPanda
Profile Joined March 2010
70 Posts
April 01 2010 18:08 GMT
#29
On April 02 2010 03:02 Vexx wrote:
Show nested quote +
On April 02 2010 00:39 cyllu2 wrote:
As much as I wished it would be so, Hydras don't have +6 to armored units.

edit: it doesn't seem to calculate with +6 to armored, it just says they have that bonus.


Lol. That's the first unit I tried too and when I saw the +6 to armor I was like... I never knew!!!!

Rushed to check only to be disappointed. I don't mind though, hydras own.


The primary weapon targeted both air and ground, so that was old errant data that somehow found its way into my data set. I think at one time there were 2 separate attacks.. one for ground and one for air. It wasn't being calculated in my data, so really.. it was just a letdown to see it, nothing more
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
Last Edited: 2010-04-01 18:22:10
April 01 2010 18:21 GMT
#30
If we have REAL attack time values at some point.. if someone can extract the actual unit data, I can factor in attack times like a Marine fires every .346 seconds then if totalAttackTime % 2 = 0, regenerate 1hp if defending unit race = Zerg. I don't want to add this kind of data until we get exact numbers though as it would be misleading if its not 100% absolutely accurate to the .00001
Its panda monium.
nik_0_0
Profile Joined March 2010
Canada82 Posts
April 01 2010 19:05 GMT
#31
One thing, it seems like you are missing the x2 on the viking's air attack. Other wise pretty cool!
Eh?
MajicPanda
Profile Joined March 2010
70 Posts
April 01 2010 19:13 GMT
#32
On April 02 2010 03:01 Chairman Ray wrote:
It's not very useful at the moment, but can you add in how much time it takes as well? If something takes 5.5 hits to kill something else, put both the time for 5.5 hits and 6 hits.


I appreciate your opinion, but knowing a Reaper can 2 shot Zerg and protoss workers if you get the +1 damage upgrade is QUITE useful information
Its panda monium.
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
April 01 2010 19:15 GMT
#33
I get the feeling this is going to be Day9's favorite chart.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
Badjas
Profile Blog Joined October 2008
Netherlands2038 Posts
Last Edited: 2010-04-01 20:56:37
April 01 2010 19:23 GMT
#34
Bug report: currently a drone takes 233.33 hits to kill a mothership

Nice job on the presentation, it looks pretty. A few comments, the interface is geared to giving information on two units, and then there's the single bit of information in the number of shots it takes to kill the other unit. This information is most useful in comparison to other unit combinations. By itself it doesn't say that much. Ah wait I read your comment and now I tried out that extra button you made that shows more damage calculations. Presentation in a sorted list please? :D

Besides the number of shots it takes to kill the unit, it would be informative if you would indicate the number of shots it takes the other way around, and then add a number of efficiency:

For the numbers, I will assume that regeneration is already compensated for.

It takes a zergling 18 hits to kill a hydra.
It takes a hydra 2,92 hits to kill a zergling. But it makes more sense to say that three shots kill a zergling, as that last 0,08 bit of a shot goes completely lost.
A zergling costs 25 minerals, 0 gas
A hydra costs 100 minerals, 50 gas
Attacking a hydra with a zergling, ignoring range versus melee advantage, and partial damage/healing and the like, can be given an efficiency rating. Either you give minerals and gas a separate rating, or you could value gas as double the worth of minerals or any other weight. If taken separate, the efficiency in minerals would be:
0,648888889 = (100*3)/(25*18)
mineral efficiency of zergling attacking hydra = (hydra mineral * hydra hits to kill a zergling) / (zergling mineral * zergling hits to kill a hydra)
gas efficiency would yield a divide by zero. If I were to weigh gas twice the value as minerals, I would get an efficiency of zergling attack a hydra:
1,33333 = ((100+2*50)*3)/((25+2*0)*18)
when gas is equal worth to minerals:
1=((100+50)*3)/((25+0)*18)
That is a perfect balance, I guess by design.

If such a score could be incorporated, that'd be neat.

Edit: oopsie, I made a mistake. You'll have to take attack cooldown into account in the efficiency rating. With the zergling/hydra example you'll see then, I predict, that the zergling is more efficient than the hydra, but if you factor in melee versus ranged it should balance out somewhat again as the hydra can get some hits in while the zergling is moving to the hydra (also calculable).
I <3 the internet, I <3 you
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
April 01 2010 19:31 GMT
#35
wow really cool i dont even have to download and its fast.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
MajicPanda
Profile Joined March 2010
70 Posts
April 01 2010 20:47 GMT
#36
On April 02 2010 04:23 Badjas wrote:
Bug report: currently a drone takes 233.33 hits to kill a mothership


And this is an issue why? lol

5dmg - 2armor = 3dmg per hit
350hp + 350shields = 700
700 / 3 = 233.33
Its panda monium.
hzhao
Profile Joined June 2007
China75 Posts
April 01 2010 20:50 GMT
#37
On April 02 2010 05:47 MajicPanda wrote:
Show nested quote +
On April 02 2010 04:23 Badjas wrote:
Bug report: currently a drone takes 233.33 hits to kill a mothership


And this is an issue why? lol

5dmg - 2armor = 3dmg per hit
350hp + 350shields = 700
700 / 3 = 233.33

shield have 2 armor?
drone can attack mothership?
L
Profile Blog Joined January 2008
Canada4732 Posts
April 01 2010 20:52 GMT
#38
Ultralisks are taking 35 shots to kill each other. I think Kaiserblades are outprioritizing headbutt for the calculation.
The number you have dialed is out of porkchops.
Badjas
Profile Blog Joined October 2008
Netherlands2038 Posts
April 01 2010 20:58 GMT
#39
On April 02 2010 05:47 MajicPanda wrote:
Show nested quote +
On April 02 2010 04:23 Badjas wrote:
Bug report: currently a drone takes 233.33 hits to kill a mothership


And this is an issue why? lol

5dmg - 2armor = 3dmg per hit
350hp + 350shields = 700
700 / 3 = 233.33

I don't think drones can attack air, and a mothership most definitely hovers in the air.
I <3 the internet, I <3 you
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
April 01 2010 21:00 GMT
#40
I think you could go a bit more in-depth ^_^ On Liquipedia II, there are numbers for cooldown and movement. Can you tell where I'm going with this? XD

With the cooldown speed, you can calculate how efficiently a unit can kill another unit (i.e. how much life they will have less, how much time it takes, etc.)

With the movement speed, you can calculate exactly how well a melee unit will perform against a ranged unit, and even calculate for kiting.

Obviously, it would take forever, but it's possible; especially easier since cooldowns are measured in game seconds, and movement speeds are measured in game seconds per matrix, rather than the funky system they used for SC1.

Any plans? XD
MajicPanda
Profile Joined March 2010
70 Posts
April 01 2010 21:18 GMT
#41
On April 02 2010 05:58 Badjas wrote:
Show nested quote +
On April 02 2010 05:47 MajicPanda wrote:
On April 02 2010 04:23 Badjas wrote:
Bug report: currently a drone takes 233.33 hits to kill a mothership


And this is an issue why? lol

5dmg - 2armor = 3dmg per hit
350hp + 350shields = 700
700 / 3 = 233.33

I don't think drones can attack air, and a mothership most definitely hovers in the air.


No site has Mothership classified as a Air for a modifier.. not sc2armory, not liquipedia. Someone would need to confirm the classification of this unit as ground or air.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
April 01 2010 21:20 GMT
#42
On April 02 2010 05:52 L wrote:
Ultralisks are taking 35 shots to kill each other. I think Kaiserblades are outprioritizing headbutt for the calculation.


Headbutt targets buildings only, no? I know it's not listed on my site, but I'm pretty sure that's the mechanic.

Ok, so originally I wanted this to be a "quick" guide for people who already knew strategy and whatnot, but a lot of people seem to be asking a lot of questions regarding the reason for things.. so I"ll try to output more information so the damage calculations and whatnot are more understandable. Maybe tomorrow.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
April 01 2010 21:36 GMT
#43
By popular request....... chart now shows both units attacking each other stats.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
April 02 2010 07:01 GMT
#44
A lot more unit data added to page so it's easier to see what's going on.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
Last Edited: 2010-04-02 08:13:52
April 02 2010 07:48 GMT
#45
On April 02 2010 04:23 Badjas wrote:
Bug report: currently a drone takes 233.33 hits to kill a mothership

Nice job on the presentation, it looks pretty. A few comments, the interface is geared to giving information on two units, and then there's the single bit of information in the number of shots it takes to kill the other unit. This information is most useful in comparison to other unit combinations. By itself it doesn't say that much. Ah wait I read your comment and now I tried out that extra button you made that shows more damage calculations. Presentation in a sorted list please? :D

Besides the number of shots it takes to kill the unit, it would be informative if you would indicate the number of shots it takes the other way around, and then add a number of efficiency:

For the numbers, I will assume that regeneration is already compensated for.

It takes a zergling 18 hits to kill a hydra.
It takes a hydra 2,92 hits to kill a zergling. But it makes more sense to say that three shots kill a zergling, as that last 0,08 bit of a shot goes completely lost.
A zergling costs 25 minerals, 0 gas
A hydra costs 100 minerals, 50 gas
Attacking a hydra with a zergling, ignoring range versus melee advantage, and partial damage/healing and the like, can be given an efficiency rating. Either you give minerals and gas a separate rating, or you could value gas as double the worth of minerals or any other weight. If taken separate, the efficiency in minerals would be:
0,648888889 = (100*3)/(25*18)
mineral efficiency of zergling attacking hydra = (hydra mineral * hydra hits to kill a zergling) / (zergling mineral * zergling hits to kill a hydra)
gas efficiency would yield a divide by zero. If I were to weigh gas twice the value as minerals, I would get an efficiency of zergling attack a hydra:
1,33333 = ((100+2*50)*3)/((25+2*0)*18)
when gas is equal worth to minerals:
1=((100+50)*3)/((25+0)*18)
That is a perfect balance, I guess by design.

If such a score could be incorporated, that'd be neat.

Edit: oopsie, I made a mistake. You'll have to take attack cooldown into account in the efficiency rating. With the zergling/hydra example you'll see then, I predict, that the zergling is more efficient than the hydra, but if you factor in melee versus ranged it should balance out somewhat again as the hydra can get some hits in while the zergling is moving to the hydra (also calculable).


I was thinking about incorporating something like this.. the only thing with the logic in this is attack delay changes depending on game speed, so I'm not sure what to do there.

I'd think you also need to factor in supply cost in there somewhere.. not sure the weight, but it could use some work for sure.

If we used the default attack speed of the game and used the time it took for one unit to kill the other compared to its resource cost.. I guess that might give some sort of useful data. Suggestions welcome
Its panda monium.
TopHat
Profile Joined February 2010
United States12 Posts
April 02 2010 08:36 GMT
#46
On April 02 2010 06:18 MajicPanda wrote:
Show nested quote +
On April 02 2010 05:58 Badjas wrote:
On April 02 2010 05:47 MajicPanda wrote:
On April 02 2010 04:23 Badjas wrote:
Bug report: currently a drone takes 233.33 hits to kill a mothership


And this is an issue why? lol

5dmg - 2armor = 3dmg per hit
350hp + 350shields = 700
700 / 3 = 233.33

I don't think drones can attack air, and a mothership most definitely hovers in the air.


No site has Mothership classified as a Air for a modifier.. not sc2armory, not liquipedia. Someone would need to confirm the classification of this unit as ground or air.


Fairly sure the Mothership is a full air unit, I played a game recently where I mass roached against a toss. He squeezed out a Mothership while I destroyed his base, roaches could not hit it.

All ground attacking units currently calculate number of hits to drop a Mothership, which shouldn't be possible.
Drayne
Profile Joined February 2010
Canada239 Posts
April 02 2010 08:51 GMT
#47
Very nice little chart you made there! thanks for the hard work
MajicPanda
Profile Joined March 2010
70 Posts
Last Edited: 2010-04-02 08:54:37
April 02 2010 08:52 GMT
#48
Makes sense to me.. I'll add - Air to its mods

- Done.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
April 02 2010 20:01 GMT
#49
I've made a lot of code changes to only show data that is actually possible. Meaning.. I removed the calculations for +4 to +6 for all units except protoss since that data is useless. It's only for shields + armor upgrades.

Please report any bugs with it as soon as you see them so I can make sure the data is accurate.
Its panda monium.
StayFrosty
Profile Joined February 2010
Canada743 Posts
April 02 2010 21:18 GMT
#50
a bit buggy but thanks for the awesome app
MajicPanda
Profile Joined March 2010
70 Posts
April 02 2010 23:36 GMT
#51
On April 03 2010 06:18 StayFrosty wrote:
a bit buggy but thanks for the awesome app


how so?
Its panda monium.
AllFear
Profile Joined March 2010
44 Posts
April 02 2010 23:42 GMT
#52
looks nice but might want to make it prettier/more user friendly/easily viewable without scrolling
Twinweapon: I saw creep and zerglings outside my wall-in and was like O DAM PROBLEM WTH IS THIS.
MajicPanda
Profile Joined March 2010
70 Posts
April 04 2010 20:19 GMT
#53
bump for more feedback.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
April 05 2010 21:39 GMT
#54
On April 03 2010 08:42 AllFear wrote:
looks nice but might want to make it prettier/more user friendly/easily viewable without scrolling


Changed entire layout of page and working on some sort of killing efficiency rating. The math is nowhere near complete, but I'm experimenting.
Its panda monium.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 05 2010 22:59 GMT
#55
On April 02 2010 05:47 MajicPanda wrote:
Show nested quote +
On April 02 2010 04:23 Badjas wrote:
Bug report: currently a drone takes 233.33 hits to kill a mothership


And this is an issue why? lol

5dmg - 2armor = 3dmg per hit
350hp + 350shields = 700
700 / 3 = 233.33


What he's getting at is he wants to be explicitly told that workers can't attack motherships.
Bring back 2v2s!
Savio
Profile Joined April 2008
United States1850 Posts
April 06 2010 01:18 GMT
#56
Holy crap! Sweet sweet website. Major props. Bookmarked.

Hope you keep it up to date as I plan to use it through vanillla release and all expansions as a quick, intuitive guide to answer questions I have.
The inherent vice of capitalism is the unequal sharing of the blessings. The inherent blessing of socialism is the equal sharing of misery. – Winston Churchill
crisPtoss
Profile Joined April 2010
United States1 Post
April 06 2010 01:40 GMT
#57
great tool thanks! I think your viking damage is calculating incorrectly by not including the x2 on air-to-air attack. Look at your results in pheonix vs viking as an example...it shows viking requiring twice the # of attacks as needed to kill
MajicPanda
Profile Joined March 2010
70 Posts
April 06 2010 03:00 GMT
#58
On April 06 2010 10:40 crisPtoss wrote:
great tool thanks! I think your viking damage is calculating incorrectly by not including the x2 on air-to-air attack. Look at your results in pheonix vs viking as an example...it shows viking requiring twice the # of attacks as needed to kill


Viking is rated at 2.0 second delay attack speed. Would have to validate this information, but that's the current data on the air to air. It is measured in seconds. It is calculating the 2x.. just really slow attack speed compared to the Phoenix.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
April 06 2010 21:44 GMT
#59
Looking for suggestions regarding the combat statistics page. What would you like to see added? This page is for unit vs unit stats and the outcome of a battle between the two regarding time to kill and damage delt.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
April 07 2010 20:40 GMT
#60
Updated for new patch.
Its panda monium.
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.
MajicPanda
Profile Joined March 2010
70 Posts
Last Edited: 2010-04-16 03:09:18
April 16 2010 02:59 GMT
#81
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
Its panda monium.
Craz
Profile Joined June 2004
United States69 Posts
April 16 2010 03:33 GMT
#82
The log is correct, shows 7 attacks, but combat stats shows marine doing 8 attacks.
MajicPanda
Profile Joined March 2010
70 Posts
April 16 2010 15:06 GMT
#83
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.
Its panda monium.
gREIFOCs
Profile Joined April 2010
Argentina208 Posts
April 16 2010 15:30 GMT
#84
I thought it would crash if i did Banshee vs Ultralisk, but it didn't jam.
Don't work hard. You die at the end anyway, dummy.
MaximumSquid
Profile Joined April 2010
United States62 Posts
April 16 2010 16:04 GMT
#85
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
You Gotta Take Your Squid To The Max!!
MajicPanda
Profile Joined March 2010
70 Posts
April 17 2010 00:12 GMT
#86
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.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
Last Edited: 2010-04-18 18:08:57
April 18 2010 18:08 GMT
#87
Tie's are correctly working now. The last hit with a line marked shows what the next attack would have been for logging purposes.
Its panda monium.
zTz
Profile Blog Joined February 2003
United States476 Posts
April 18 2010 18:47 GMT
#88
would be a nice addition to liquipedia
where's the rants n flames section?
Shouryu
Profile Joined April 2010
Norway132 Posts
April 18 2010 19:10 GMT
#89
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?
</post>
MajicPanda
Profile Joined March 2010
70 Posts
Last Edited: 2010-04-18 23:18:18
April 18 2010 22:57 GMT
#90
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.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
April 19 2010 16:32 GMT
#91
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.
Its panda monium.
Musoeun
Profile Blog Joined March 2009
United States4324 Posts
April 19 2010 16:42 GMT
#92
I'm playing with it at the moment and the only upgrades I'm seeing for Protoss units are shield upgrades?
Don't Shoot the Penguins. | Dance, 성은, dance! | Killer FanKlub | Action sucks. | Storm Terran hwaiting.
MajicPanda
Profile Joined March 2010
70 Posts
April 19 2010 16:52 GMT
#93
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.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
April 19 2010 21:14 GMT
#94
Guardian shield, stimpack, marine combat shield, EMP implemented.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
April 20 2010 14:57 GMT
#95
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.
Its panda monium.
Vhex
Profile Joined April 2010
Canada14 Posts
April 20 2010 15:02 GMT
#96
wow great tool, i'll definitely use this!
Don't cross the STREAMS!!!
CruS
Profile Joined March 2010
Sweden218 Posts
April 20 2010 15:10 GMT
#97
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.
Whoever fears suffering, is already suffering from what he fears.
MajicPanda
Profile Joined March 2010
70 Posts
April 20 2010 15:14 GMT
#98
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.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
April 20 2010 15:23 GMT
#99
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.
Its panda monium.
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
April 20 2010 15:36 GMT
#100
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.
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
MajicPanda
Profile Joined March 2010
70 Posts
April 20 2010 15:40 GMT
#101
On April 21 2010 00:36 Osmoses wrote:
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.


I guess the most useful thing is seeing if +1 +2 +3 armor/weapons, stim pack, or whatever combo you can think of will 1 shot or take a shot off killing a unit.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
April 20 2010 16:21 GMT
#102
Page is back up and damage calculations show correct as far as i can tell.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
April 22 2010 19:20 GMT
#103
Updated for patch (version 0.11.0.15097)
Its panda monium.
Pengu1n
Profile Blog Joined October 2004
United States552 Posts
April 22 2010 19:30 GMT
#104
sweet i was just thinking about something like this ealier
Shouryu
Profile Joined April 2010
Norway132 Posts
April 22 2010 20:20 GMT
#105
Just wondering about something;
Atk. Immortal
Def. Thor
Winner is usually an Immortal unless the thor uses the "250 mm gun skill"
Source;

However in this chart, the thor wins. Does this means that this hit tool uses this ability?

Atk. Sentry
Def. Mutalisk
The sentry is according to husky a counter to the mutalisk, but in this tool the muta wins.


Great tool all in all. Would be nice if you could add options for spells, upgrades and such.

</post>
MajicPanda
Profile Joined March 2010
70 Posts
Last Edited: 2010-04-22 21:03:45
April 22 2010 21:01 GMT
#106
On April 23 2010 05:20 Shouryu wrote:
Just wondering about something;
Atk. Immortal
Def. Thor
Winner is usually an Immortal unless the thor uses the "250 mm gun skill"

However in this chart, the thor wins. Does this means that this hit tool uses this ability?

Atk. Sentry
Def. Mutalisk
The sentry is according to husky a counter to the mutalisk, but in this tool the muta wins.


Great tool all in all. Would be nice if you could add options for spells, upgrades and such.



I do have options for upgrades, guardian shield, and some other abilties.. are you not seeing them?

My tool has the Immortal winning vs Thor, so I'm not sure what you're looking at exactly? My tool also shows 7 volleys from the Thor hitting the Immortal which is similar to what is happening in that video you linked.

Sentry vs Muta... did you use guardian shield? I think the issue you're seeing is 1v1 compared to 20 vs 20. In 20 v 20 sent vs muta the bounce attacks from the mutas become almost useless, so my tool isnt an end all for deciding a battle.. it's just a quick reference guide.

On my tool, Muta wins vs Sentry without guardian shield active, but if you use it.. the Sentry actually comes up the winner by 1 hit. It is very very accurate as long as the attack times we have are spot on.
Its panda monium.
Shouryu
Profile Joined April 2010
Norway132 Posts
April 22 2010 21:29 GMT
#107
Ah, sorry was playing with standard settings, went a little bit too fast for me
Good job on the tool
</post>
MajicPanda
Profile Joined March 2010
70 Posts
April 23 2010 01:06 GMT
#108
Did you have any problems with the interface or get confused by something? There are probably some user friendly tweaks I could make.
Its panda monium.
CrabTrap
Profile Joined April 2010
United States34 Posts
Last Edited: 2010-04-23 01:28:55
April 23 2010 01:26 GMT
#109
Great work, this tool will be VERY usefull

has anyone asked about a more user-friendly way of turning on-off weapon and armor levels for units? The only way i found to reset it is to just re-select the unit, which works.

I'm also curious on the time it takes for units to take down buildings.
"I believe i can fly!" - Terran CC
Pablols
Profile Joined August 2009
Chile517 Posts
April 23 2010 01:41 GMT
#110
1 - 0.000: Photon Cannon hits Missile Turret for 19 -- Missile Turret hp: 231 / shields: 0
2 - 1.250: Photon Cannon hits Missile Turret for 19 -- Missile Turret hp: 212 / shields: 0
3 - 2.500: Photon Cannon hits Missile Turret for 19 -- Missile Turret hp: 193 / shields: 0
4 - 3.750: Photon Cannon hits Missile Turret for 19 -- Missile Turret hp: 174 / shields: 0
5 - 5.000: Photon Cannon hits Missile Turret for 19 -- Missile Turret hp: 155 / shields: 0
6 - 6.250: Photon Cannon hits Missile Turret for 19 -- Missile Turret hp: 136 / shields: 0
7 - 7.500: Photon Cannon hits Missile Turret for 19 -- Missile Turret hp: 117 / shields: 0
8 - 8.750: Photon Cannon hits Missile Turret for 19 -- Missile Turret hp: 98 / shields: 0
9 - 10.000: Photon Cannon hits Missile Turret for 19 -- Missile Turret hp: 79 / shields: 0
10 - 11.250: Photon Cannon hits Missile Turret for 19 -- Missile Turret hp: 60 / shields: 0
11 - 12.500: Photon Cannon hits Missile Turret for 19 -- Missile Turret hp: 41 / shields: 0
12 - 13.750: Photon Cannon hits Missile Turret for 19 -- Missile Turret hp: 22 / shields: 0
13 - 15.000: Photon Cannon hits Missile Turret for 19 -- Missile Turret hp: 3 / shields: 0
14 - 16.250: Photon Cannon hits Missile Turret for 19 -- Missile Turret hp: -16 / shields: 0
MajicPanda
Profile Joined March 2010
70 Posts
April 24 2010 23:30 GMT
#111
On April 23 2010 10:26 CrabTrap wrote:
Great work, this tool will be VERY usefull

has anyone asked about a more user-friendly way of turning on-off weapon and armor levels for units? The only way i found to reset it is to just re-select the unit, which works.

I'm also curious on the time it takes for units to take down buildings.


I've made the interface for changing upgrades a lot more user friendly.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
April 26 2010 00:41 GMT
#112
I need a little feedback from the community.. I'm honestly not a min maxer or do much with my own tool, I've just been bored on lunch breaks at work.

I've thought it might be a good idea to have a table output of each fight so that users can copy paste this into excel or whatnot to have it permanently stored.

I'd like some feedback on what kind of info would be useful to see in this table for comparison purposes. Any layout or table combo is perfectly acceptable as a suggestion. I might even try to automate this process and have it online in the future.
Its panda monium.
MajicPanda
Profile Joined March 2010
70 Posts
April 28 2010 22:34 GMT
#113
This kind of data not useful to anyone or does no one understand the capability? Was hoping to see some discussion about the # of hits and whatnot certain units take to kill others and some charting.

Take Marauder vs Stalker for instance.
Attacker Defender Winner, BattleTime, AtkHPLeft, DefHPLeft, and upgrades. So with Marauder using +1, +2, +3 to weapons it shows the diff.

Marauder Stalker Marauder 12.000 8 -15
Marauder Stalker Marauder 10.500 21 -12 1W
Marauder Stalker Marauder 9.000 34 -5 2W
Marauder Stalker Marauder 9.000 34 -19 3W
Its panda monium.
SouP.
Profile Joined February 2010
United States25 Posts
April 28 2010 22:42 GMT
#114
I would love to see you add a way to see how many of the selected unit it would take to kill the other unit. An example would be how many corruptors do you need to kill 1 void ray etc.
stalife
Profile Blog Joined June 2006
Canada1222 Posts
April 28 2010 22:57 GMT
#115
wow what a great program! I would definitely appreciate the spell thing as well. Also, would there be something like...

also agree with Soup. I would like to see how many units I need to kill X amount of sentries, etc.
www.memoryexpress.com
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
Last Edited: 2010-04-28 23:14:57
April 28 2010 23:03 GMT
#116
I agree with soup too. Oh and any update on the corrupter vs col thing? It says neither unit can attack each other.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
Shaoling
Profile Blog Joined October 2009
Sweden344 Posts
April 28 2010 23:05 GMT
#117
Wow, great tool! Sentry's -> mutas :O:O
www.feelingcontemptuous.com - My music website [Dubstep/Electro/House]
sidesprang
Profile Joined January 2009
Norway1033 Posts
April 28 2010 23:10 GMT
#118
Gj on making this. saves alot of time not doing theese test manualy.
Float like a butterfly, sting like a bee.
mesobored123
Profile Joined March 2010
United States62 Posts
April 28 2010 23:40 GMT
#119
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)
Camila_br
Profile Joined April 2004
Brazil529 Posts
April 28 2010 23:50 GMT
#120
great tool, thx for sharing =)
"Do you really want chat rooms?"
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!
Zalan
Profile Joined April 2010
Canada18 Posts
May 12 2010 11:29 GMT
#141
Yes, Java can handle threads very well and it's not very complicated.
You can give a look at Sun's tutorial:
http://java.sun.com/docs/books/tutorial/essential/concurrency/index.html

From there, you can browse to the general tutorial webpage too if you want a glimpse on other stuff.

And if you are interested in porting your app to Java, you can PM me with questions or for some help, I'll be glad to give a hand.

P.-S. Sorry for late reply :/
Each second dies upon birth, make good use of their sacrifice
Zero[UK]
Profile Joined April 2010
United Kingdom34 Posts
May 12 2010 11:48 GMT
#142
Amazing, just simply amazing work.

Kratisto
Profile Joined June 2008
United States199 Posts
May 12 2010 12:22 GMT
#143
Quick, someone create a huge grid with every unit Vs. every other unit with Shots For X-axis to kill Y-axis.

Also, this would be interesting if it also did Refire Rate * (Shots to Kill - 1) so that we had Time To Kill.
Mykill
Profile Blog Joined February 2009
Canada3402 Posts
May 12 2010 12:35 GMT
#144
awesome!
easy to use
helpful
[~~The Impossible Leads To Invention~~] CJ Entusman #52 The problem with internet quotations is that they are hard to verify -Abraham Lincoln c.1863
spiff.spaceman
Profile Joined May 2010
United States10 Posts
Last Edited: 2010-05-14 06:57:34
May 14 2010 06:52 GMT
#145
On April 23 2010 06:01 MajicPanda wrote:
Show nested quote +
On April 23 2010 05:20 Shouryu wrote:
Just wondering about something;
Atk. Immortal
Def. Thor
Winner is usually an Immortal unless the thor uses the "250 mm gun skill"

However in this chart, the thor wins. Does this means that this hit tool uses this ability?



I do have options for upgrades, guardian shield, and some other abilties.. are you not seeing them?

My tool has the Immortal winning vs Thor, so I'm not sure what you're looking at exactly? My tool also shows 7 volleys from the Thor hitting the Immortal which is similar to what is happening in that video you linked.


I just did a little testing of Thor vs. Immortal and got these damage values against the Immortal:

non-upgraded: 10 per hit
guardian shield: 8 per hit
shields +1: 10 per hit
guardian shield and shield +1: 8 per hit

With no upgrades, the Thor wins with 8 hp, just like your tool says.

However, your tool also reports the same damage with guardian shield, which seems to be incorrect. You should be subtracting the armor for guardian shield after the hardened shield calculation is evaluated.
Interplanetary explorer extraordinare!
MajicPanda
Profile Joined March 2010
70 Posts
Last Edited: 2010-05-15 15:01:09
May 15 2010 14:59 GMT
#146
On May 14 2010 15:52 spiff.spaceman wrote:
Show nested quote +
On April 23 2010 06:01 MajicPanda wrote:
On April 23 2010 05:20 Shouryu wrote:
Just wondering about something;
Atk. Immortal
Def. Thor
Winner is usually an Immortal unless the thor uses the "250 mm gun skill"

However in this chart, the thor wins. Does this means that this hit tool uses this ability?



I do have options for upgrades, guardian shield, and some other abilties.. are you not seeing them?

My tool has the Immortal winning vs Thor, so I'm not sure what you're looking at exactly? My tool also shows 7 volleys from the Thor hitting the Immortal which is similar to what is happening in that video you linked.


I just did a little testing of Thor vs. Immortal and got these damage values against the Immortal:

non-upgraded: 10 per hit
guardian shield: 8 per hit
shields +1: 10 per hit
guardian shield and shield +1: 8 per hit

With no upgrades, the Thor wins with 8 hp, just like your tool says.

However, your tool also reports the same damage with guardian shield, which seems to be incorrect. You should be subtracting the armor for guardian shield after the hardened shield calculation is evaluated.


Thank you for this bug report. I have adjusted the way hardened shield is calculated and removed a bunch of Immortal specific code and refactored the damage to this unit. Here is the combat log for:
Thor vs. Immortal (+GS)
The shield is huge as the last hit vs the Immortal has its damage reduced significantly, so the "bleed through" damage to the armor is very minimal.

Thor starts the battle with HP: 400 / Shields: 0
Immortal starts the battle with HP: 200 / Shields: 100
1 - 0.000: Thor hits Immortal shields for 16 -- Immortal hp: 200 / shields: 84
1 - 0.000: Immortal hits Thor for 49 -- Thor hp: 351 / shields: 0
2 - 1.280: Thor hits Immortal shields for 16 -- Immortal hp: 200 / shields: 68
2 - 1.450: Immortal hits Thor for 49 -- Thor hp: 302 / shields: 0
3 - 2.560: Thor hits Immortal shields for 16 -- Immortal hp: 200 / shields: 52
3 - 2.900: Immortal hits Thor for 49 -- Thor hp: 253 / shields: 0
4 - 3.840: Thor hits Immortal shields for 16 -- Immortal hp: 200 / shields: 36
4 - 4.350: Immortal hits Thor for 49 -- Thor hp: 204 / shields: 0
5 - 5.120: Thor hits Immortal shields for 16 -- Immortal hp: 200 / shields: 20
5 - 5.800: Immortal hits Thor for 49 -- Thor hp: 155 / shields: 0
6 - 6.400: Thor hits Immortal shields for 16 -- Immortal hp: 200 / shields: 4
6 - 7.250: Immortal hits Thor for 49 -- Thor hp: 106 / shields: 0
7 - 7.680: Thor hits Immortal shields for 16 -- Immortal hp: 188 / shields: 0
7 - 8.700: Immortal hits Thor for 49 -- Thor hp: 57 / shields: 0
8 - 8.960: Thor hits Immortal for 54 -- Immortal hp: 134 / shields: 0
8 - 10.150: Immortal hits Thor for 49 -- Thor hp: 8 / shields: 0
9 - 10.240: Thor hits Immortal for 54 -- Immortal hp: 80 / shields: 0
10 - 11.520: Thor hits Immortal for 54 -- Immortal hp: 26 / shields: 0
9 - 11.600: Immortal hits Thor for 49 -- Thor hp: -41 / shields: 0
9 - 11.600: Thor has died.
Its panda monium.
triggerpappy
Profile Joined May 2010
United States13 Posts
May 15 2010 17:02 GMT
#147
Nice tool !

I went ahead and added to our directory so our gamers can go to your site easily and use it

Fragworld>StarCraft2>Utilities

thanks!
GreEny K
Profile Joined February 2008
Germany7312 Posts
May 15 2010 17:06 GMT
#148
Cool idea
Why would you ever choose failure, when success is an option.
MajicPanda
Profile Joined March 2010
70 Posts
May 16 2010 02:24 GMT
#149
Added a few buildings to attack so you can calculate dps and determine the time to kill other buildings.
Its panda monium.
Bibdy
Profile Joined March 2010
United States3481 Posts
May 18 2010 19:20 GMT
#150
Dunno if you factored in the health drop for Stims into your calculations. Did a test of 10 Marauders vs 10 Hydras and applied stims. The Marauder DPS seems to go up by 50%, but their health doesn't seem to go down.
MajicPanda
Profile Joined March 2010
70 Posts
May 18 2010 22:47 GMT
#151
On May 19 2010 04:20 Bibdy wrote:
Dunno if you factored in the health drop for Stims into your calculations. Did a test of 10 Marauders vs 10 Hydras and applied stims. The Marauder DPS seems to go up by 50%, but their health doesn't seem to go down.


Marauder health is decreased by 20hp if a stim is used. It should say at the top of the combat log.

Marauder starts the battle with HP: 105 / Shields: 0
Hydralisk starts the battle with HP: 80 / Shields: 0
1 - 0.000: Marauder hits Hydralisk for 10 -- Hydralisk hp: 70 / shields: 0
1 - 0.000: Hydralisk hits Marauder for 11 -- Marauder hp: 94 / shields: 0
2 - 0.830: Hydralisk hits Marauder for 11 -- Marauder hp: 83 / shields: 0
2 - 1.000: Marauder hits Hydralisk for 10 -- Hydralisk hp: 60 / shields: 0
3 - 1.660: Hydralisk hits Marauder for 11 -- Marauder hp: 72 / shields: 0
3 - 2.000: Marauder hits Hydralisk for 10 -- Hydralisk hp: 50 / shields: 0
2.000: Hydralisk regenerated 1hp -- 51
4 - 2.490: Hydralisk hits Marauder for 11 -- Marauder hp: 61 / shields: 0
4 - 3.000: Marauder hits Hydralisk for 10 -- Hydralisk hp: 41 / shields: 0
5 - 3.320: Hydralisk hits Marauder for 11 -- Marauder hp: 50 / shields: 0
5 - 4.000: Marauder hits Hydralisk for 10 -- Hydralisk hp: 31 / shields: 0
4.000: Hydralisk regenerated 1hp -- 32
6 - 4.150: Hydralisk hits Marauder for 11 -- Marauder hp: 39 / shields: 0
7 - 4.980: Hydralisk hits Marauder for 11 -- Marauder hp: 28 / shields: 0
6 - 5.000: Marauder hits Hydralisk for 10 -- Hydralisk hp: 22 / shields: 0
8 - 5.810: Hydralisk hits Marauder for 11 -- Marauder hp: 17 / shields: 0
7 - 5.999: Marauder hits Hydralisk for 10 -- Hydralisk hp: 12 / shields: 0
6.000: Hydralisk regenerated 1hp -- 13
9 - 6.640: Hydralisk hits Marauder for 11 -- Marauder hp: 6 / shields: 0
8 - 6.999: Marauder hits Hydralisk for 10 -- Hydralisk hp: 3 / shields: 0
10 - 7.470: Hydralisk hits Marauder for 11 -- Marauder hp: -5 / shields: 0
10 - 7.470: Marauder has died.
Its panda monium.
AsianEcksDragon
Profile Joined March 2008
United States1036 Posts
May 18 2010 23:38 GMT
#152
Why is it that Stalkers take 5 hits to kill +1 armored zerglings? 9x4 is 36
神は乗り越えられる試練しか与えない
MajicPanda
Profile Joined March 2010
70 Posts
May 19 2010 00:18 GMT
#153
On May 19 2010 08:38 AsianEcksDragon wrote:
Why is it that Stalkers take 5 hits to kill +1 armored zerglings? 9x4 is 36


Zerg regen 1hp every 2 seconds even in combat.

Stalker starts the battle with HP: 80 / Shields: 80
Zergling starts the battle with HP: 35 / Shields: 0
1 - 0.000: Stalker hits Zergling for 9 -- Zergling hp: 26 / shields: 0
1 - 0.000: Zergling hits Stalker shields for 5 -- Stalker hp: 80 / shields: 75
2 - 0.696: Zergling hits Stalker shields for 5 -- Stalker hp: 80 / shields: 70
3 - 1.392: Zergling hits Stalker shields for 5 -- Stalker hp: 80 / shields: 65
2 - 1.440: Stalker hits Zergling for 9 -- Zergling hp: 17 / shields: 0
2.000: Zergling regenerated 1hp -- 18
4 - 2.088: Zergling hits Stalker shields for 5 -- Stalker hp: 80 / shields: 60
5 - 2.784: Zergling hits Stalker shields for 5 -- Stalker hp: 80 / shields: 55
3 - 2.880: Stalker hits Zergling for 9 -- Zergling hp: 9 / shields: 0
6 - 3.480: Zergling hits Stalker shields for 5 -- Stalker hp: 80 / shields: 50
4.000: Zergling regenerated 1hp -- 10
7 - 4.176: Zergling hits Stalker shields for 5 -- Stalker hp: 80 / shields: 45
4 - 4.320: Stalker hits Zergling for 9 -- Zergling hp: 1 / shields: 0
8 - 4.872: Zergling hits Stalker shields for 5 -- Stalker hp: 80 / shields: 40
9 - 5.568: Zergling hits Stalker shields for 5 -- Stalker hp: 80 / shields: 35
5 - 5.760: Stalker hits Zergling for 9 -- Zergling hp: -8 / shields: 0
5 - 5.760: Zergling has died.
Its panda monium.
Skvid
Profile Blog Joined April 2010
Lithuania751 Posts
May 19 2010 00:34 GMT
#154
That's a very nice tool, combined with the unit tester custom map tool this is going to produce some interesting results, im sure
Especially now that they are shutting down beta :>
Logo
Profile Blog Joined April 2010
United States7542 Posts
May 19 2010 04:11 GMT
#155
Awesome tool, but you're missing the bounce of mutalisk attacks!
Logo
MajicPanda
Profile Joined March 2010
70 Posts
May 22 2010 05:13 GMT
#156
Updated... to the new apparently horrible patch =/
Its panda monium.
hyped
Profile Joined April 2010
United States135 Posts
Last Edited: 2010-05-29 22:43:20
May 29 2010 22:42 GMT
#157
baytripper
Profile Joined May 2010
United States170 Posts
May 30 2010 05:39 GMT
#158
a few things i've noticed:

there's no way to do calculations for sieged tanks that i can figure out. seems like they should be listed the way vikings are, as two separate units. i know the splash is like, impossible to figure out, but i'd still like to know which units can be one-shotted and how upgrades affect that

brood lords are listed as two food, when they are in fact four (not a big deal, but the main way i use the tool is to make equal-food comparisons, so might throw some people off)

there are a few missing upgrades. the most important is the infernal preigniter, which is listed in unit info but not selectable under combat statistics. it's a really critical upgrade in TvZ. i think there was another, but i can't remember what it is.

loving the tool though, i use it all the time. keep up the good work!
Deleted User 72834
Profile Joined April 2010
247 Posts
June 02 2010 12:16 GMT
#159
--- Nuked ---
Tequiila
Profile Joined August 2010
United Kingdom16 Posts
September 11 2010 08:33 GMT
#160
That is brilliant!!! Very well done
To be...
Raikynn
Profile Joined July 2010
41 Posts
Last Edited: 2010-09-12 13:48:28
September 12 2010 13:47 GMT
#161
Is this up to date? A lot of the HPs are off. Ultras are 450 in this tool. It'd be awesome if it was updated.
Stirlitz
Profile Joined September 2010
Greece28 Posts
November 08 2010 17:42 GMT
#162
I have an idea to make it a little better since right now it acts as if the units start on top of each other and range isn't calculated. Do you think that you could make it so that the guy with the lesser range starts attacking a little later to cover for the range difference? for example on a colossus vs thor fight they both shoot at each other at 0:00 while the collosus has a greater range and should start attacking first if it had the extended thermal lance upgrade.

It would of course be impossible to take movement into consideration in a way to simulate micro but if range+speed were combined into the formula then we'd have a little more accurate results in the end.

Great work, btw, quite helpful program!
Stromming
Profile Joined July 2010
Sweden64 Posts
November 08 2010 17:56 GMT
#163
On November 09 2010 02:42 Stirlitz wrote:
I have an idea to make it a little better since right now it acts as if the units start on top of each other and range isn't calculated. Do you think that you could make it so that the guy with the lesser range starts attacking a little later to cover for the range difference? for example on a colossus vs thor fight they both shoot at each other at 0:00 while the collosus has a greater range and should start attacking first if it had the extended thermal lance upgrade.

It would of course be impossible to take movement into consideration in a way to simulate micro but if range+speed were combined into the formula then we'd have a little more accurate results in the end.

Great work, btw, quite helpful program!


I agree, this shouldn't be too hard. Just put a (x-y)/z second delay before the short range unit attacks, where

x = Range of the longer-range unit
y = Range of the shorter-range unit
z = Speed of the shorter-range unit, measured in range units per second

Or something?
out4blood
Profile Joined July 2010
United States313 Posts
November 08 2010 18:18 GMT
#164
Maybe this is already noted, but melee vs ranged units doesn't produce anywhere near accurate results.
http://sc2sig.com/s/us/1228872-1.png?1290726543
HenryGale
Profile Joined January 2011
United States23 Posts
December 07 2011 21:00 GMT
#165
Is this still available somewhere? The link seems to be broken.
forelmashi
Profile Blog Joined August 2007
421 Posts
January 04 2012 22:47 GMT
#166
This tool was very cool and useful, is there anything else like it?
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 1d 2h
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft646
Nina 233
ProTech75
StarCraft: Brood War
Leta 542
soO 96
Noble 60
Backho 55
Shinee 35
Mind 35
Dota 2
XcaliburYe89
Fuzer 51
League of Legends
JimRising 783
Counter-Strike
Stewie2K1404
Super Smash Bros
amsayoshi58
Other Games
summit1g11927
shahzam1305
NeuroSwarm83
Organizations
Other Games
gamesdonequick2090
BasetradeTV55
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Berry_CruncH309
• davetesta6
• Kozan
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
• IndyKCrew
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• lizZardDota288
League of Legends
• Rush1976
• Stunt500
• HappyZerGling106
Other Games
• WagamamaTV173
Upcoming Events
Esports World Cup
1d 2h
ByuN vs Astrea
Lambo vs HeRoMaRinE
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Esports World Cup
2 days
Esports World Cup
3 days
Esports World Cup
4 days
CranKy Ducklings
5 days
BSL20 Non-Korean Champi…
5 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
FEL
6 days
BSL20 Non-Korean Champi…
6 days
BSL20 Non-Korean Champi…
6 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Liquipedia Results

Completed

CSL Xiamen Invitational
Championship of Russia 2025
Murky Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
CC Div. A S7
Underdog Cup #2
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
HCC Europe
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 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.