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Dps per cost

Forum Index > SC2 General
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Pepe-
Profile Joined August 2010
Germany87 Posts
Last Edited: 2010-10-27 21:23:12
September 01 2010 20:13 GMT
#1
Update2:
Efficiency per cost
Its far away from being perfect, but you can help me with it.
http://yfrog.com/n5effpercostj
Dps eff. = Dps * sqrt(Range)
chose it, because the factor must be proportional to sqrt, unclear how to value it better
Health eff. = Health + Health * (Armor * c)
c = 0.1 in this chart, it depends on the unit that is attacking yours
Efficiency per cost = (Dps eff. + Health eff. / f) / ( cost / 100)
f = 10 in this chart, tell me if you see a better relation between health eff. and dps eff.

this chart doesnt not punish zerglings more for being range 1 than zealots for example. No idea to improve it so far.


Update:
This chart does not think for you :O If you think its useless, just close it...
But for example you can see that Immortals can be more useful than Stalker even against non-armored units depending on the situation you need them for.

http://yfrog.com/f/n1dpspercostj/
Click on the picture to make it bigger.

I think its too big to include directly :D
Tell me if you find any false data.

Divided cost by 100... looks much better :D
Unsure how to get better data involving thors, tanks and ultralisks splash damage.
Carriers value just shows the dps while interceptors are attacking.
Baneling´s value is more like damage instead of dps.


Kinda surpised how effective rocket turrets are :D

Took an average of each race´s relevant data (1gas = 1,5mins):
excluded each splash, zergling, baneling, PF, carrier (4) etc.

Terran: 7,48 (normal) 8,21 (armored) 8,31 (light)
Protoss: 5,77 (normal) 6,37 (armored) 6,47 (light)
Zerg: 5,64 (normal) 6,01 (armored) 5,64 (light)

Would you say this is compensated by health, buildings and upgrades?


silencesc
Profile Joined July 2010
United States464 Posts
September 01 2010 20:16 GMT
#2
Well as terran units are usually squishier (thor and bc aside) it seems somewhat balanced. It's kinda weird that the best DPS unit for protoss is the zealot xD
Real Men Proxy Gate | TEAM LIQUID HWITINGGGG!! PROUD MEMBER OF UC DAVIS CSL TEAM | "If you don't give a shit about what gum you eat, buy Stride" - Liquid`Tyler on SotG 4/19/2011
CrazyCow
Profile Joined August 2010
United States308 Posts
September 01 2010 20:19 GMT
#3
BANELING HAS HIGHEST DPS/COST, ZERG IS OP!!11!!SHIFT+1!!1

In all seriousness, this is pretty cool data.
Squirrel
Profile Blog Joined April 2010
United States1102 Posts
September 01 2010 20:20 GMT
#4
Lings, 28 DPS/c

I wuv my lings :3
mOnion
Profile Blog Joined August 2009
United States5657 Posts
Last Edited: 2010-09-01 20:21:48
September 01 2010 20:20 GMT
#5
if you post the direct link with [img] tags it will show up in your OP

but again DPS isn't really a starcraft concept, its more "hits to kill" than damage output
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Goobus
Profile Joined May 2010
Hong Kong587 Posts
Last Edited: 2010-09-01 20:29:24
September 01 2010 20:21 GMT
#6
Ah, misread what the numbers actually represent. Thought it was minerals/dps!
Grummler
Profile Joined May 2010
Germany743 Posts
Last Edited: 2010-09-01 20:25:55
September 01 2010 20:22 GMT
#7
Theorycraft of its finest. Do you think its a good idea to ignore: hitpoints, movement speed, fire rate, fire range, unit size, unit tech, unit abilities, flying/not flying, shoots air/ doesnt shoot air and synergies?

Edit: Just in case: Yes, he did ignore fire rate. I know what dps means, but its not the same if a unit deals 1000dmg each 1000 seconds or 1 dmg each second. Think about it.
workers, supply, money, workers, supply, money, workers, ...
Jarmam
Profile Joined June 2010
Denmark140 Posts
September 01 2010 20:24 GMT
#8
Does each carrier-interceptor really hit once per second?
"Freedom for Colossus" - White-Ra
Pepe-
Profile Joined August 2010
Germany87 Posts
September 01 2010 20:24 GMT
#9
On September 02 2010 05:21 Goobus wrote:
Why would you ever divide cost by 100? It's just annoying to figure out what the numbers actually represent.


I like to compare 6,4 with 3,4 more than 0,064 with 0,034 :D
funk100
Profile Joined May 2010
United Kingdom172 Posts
September 01 2010 20:25 GMT
#10
i think i know what you should do next, put in upgrades!
after every post "oh god I hope i've made sence"
OTIX
Profile Joined July 2010
Sweden491 Posts
September 01 2010 20:25 GMT
#11
How exactly do you calculate dps for banelings? Wouldn't it be either 0 or infinity?
Fraidnot
Profile Blog Joined May 2008
United States824 Posts
Last Edited: 2010-09-01 22:11:11
September 01 2010 20:28 GMT
#12
I'd like to apologize, just because I've not had the best of days is no good excuse for me to being insulting.
User was warned for this post
ZaaaaaM
Profile Joined March 2010
Netherlands1828 Posts
September 01 2010 20:31 GMT
#13
On September 02 2010 05:22 Grummler wrote:
Theorycraft of its finest. Do you think its a good idea to ignore: hitpoints, movement speed, fire rate, fire range, unit size, unit tech, unit abilities, flying/not flying, shoots air/ doesnt shoot air and synergies?

Edit: Just in case: Yes, he did ignore fire rate. I know what dps means, but its not the same if a unit deals 1000dmg each 1000 seconds or 1 dmg each second. Think about it.

Pff, don't try to be the smartguy- we know we know, don't have to "think about it" either lol


Thanks for doing this, upgrades would be interesting too
no dude, the question
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-09-01 21:09:19
September 01 2010 20:32 GMT
#14
Lings, rines, zlots own the place. But I guess if they were weaker, then a lot of game variety would be lost. As of now it is usually a valid opposition for one side to stay tier 1, while the opponent goes higher tech, and they can compete shoulder-to-shoulder, which is fun.

- Armor plays a big role. Unupgraded lings have 0 dps vs armor upgraded Planetary Fortress (the game counts the damage as 0.5 in those cases though, but that's 1/10th of what's in the table).
- In late game there's one more factor - per food.
- 1 gas really costs around 3 minerals, because the mining rate from a saturated base is around 250:800 per minute. (source)
If you stand next to my head, you can hear the ocean. - Day[9]
teemh
Profile Joined May 2010
Canada120 Posts
September 01 2010 20:35 GMT
#15
I prefer:

https://spreadsheets.google.com/ccc?key=0AhiEl7_qc0ntdGhGWlJhcF84blFTQ0Y0bEdUU2EzOXc&hl=en#gid=19
Buddhist
Profile Joined April 2010
United States658 Posts
Last Edited: 2010-09-01 20:39:14
September 01 2010 20:35 GMT
#16
holy shit @ carriers

twice the dps of fully charged void rays against armored targets, and they do that much damage vs. any target, AND they can kite every ground unit in the game, and they do 60% more dps with 3 weapon upgrades.

At 3 weapon ups, it's 128 dps for carrier vs. about 52 dps for charged VR on armored target.

Like, wow.

I need to start making some viable into-carriers builds.
OminouS
Profile Joined February 2010
Sweden1343 Posts
September 01 2010 20:41 GMT
#17
Mothership?

Should be really low for it's attack output ^^;
On the 6th day JF made Reavers and on the 7th day JF put his opponent to rest
Buddhist
Profile Joined April 2010
United States658 Posts
September 01 2010 20:42 GMT
#18
On September 02 2010 05:41 OminouS wrote:
Mothership?

Should be really low for it's attack output ^^;

They do 6 attacks for 6 damage every 2.21 seconds, which is only ~16 dps, if the SC2 wiki tells the truth.

That's crazy low DPS.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
September 01 2010 20:42 GMT
#19
Aw the first thing I looked for was to compare Zergling vs Adrenal Zerglings but you didn't include it
Buddhist
Profile Joined April 2010
United States658 Posts
September 01 2010 20:45 GMT
#20
On September 02 2010 05:42 FabledIntegral wrote:
Aw the first thing I looked for was to compare Zergling vs Adrenal Zerglings but you didn't include it

Adrenal should increase dps by 20%.

I think it's bugged or something though, according to some post on TL.
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