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Dps per cost - Page 3

Forum Index > SC2 General
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Jarmam
Profile Joined June 2010
Denmark140 Posts
September 01 2010 22:03 GMT
#41
On September 02 2010 05:53 Pepe- wrote:
This data was took by the ingame help >.<


The data is wrong according to any source I can find. If Carriers had 2,5 times the DPS of a fully charged voidray against any units without armor, then, no matter how Starcraft works, they would be seen more than every 50th game.
"Freedom for Colossus" - White-Ra
terranghost
Profile Joined May 2010
United States980 Posts
Last Edited: 2010-09-01 22:13:19
September 01 2010 22:05 GMT
#42
On September 02 2010 05:56 Grummler wrote:
Show nested quote +
On September 02 2010 05:31 ZaaaaaM wrote:
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


So, you have read my last sentence. Awesome. Or maybe you read the rest too, but dont want to discuss about it, cause trolling is so much easier.

Show nested quote +
On September 02 2010 05:53 neobowman wrote:
Starcraft isn't a DPS game. There's way too many different factors like splash damage, unit speed, range, mineral/gas ratios, etc, etc. I guess you could learn some stuff with the DPS but in general, not as useful as it could be in games like WoW or something.


This.


While you are correct in this reasoning (and believe most people here realize that) dps information is still good to have.
Zerglings with adrenal glands may be able to kill shit fast but who cares if one storm anhilates the whole bunch and you lose all of your dps instantly?

There are still a variety of things one can take out of this information.
(Btw your opponent is not always going to have templar ready for the immediate storm)
The statement I am about to make could be made without this fancy chart but I will make it anyway.
It is common knowledge the the immortal is very good versus armored targets. But my opponent is going all broodlords. Even though they are armored it does me no good since immortals cannot attack air. But say I notice he is going very heavy with lings so my gateway/warpgates are going to be pumping out primarily zealots. Well a ranged unit would be good to throw in here as I could shoot over my zealots and add additional dps (kill shit faster). What can I add? Stalkers? No than I have less zealots. What about an immortal? Well to make it simple look at the chart the immortal is exactly double that of a stalker as far as gas and minerals go so I am just going to look at the first dps column and the immortals dps vs light targets is also exactly double that of the stalker. So in short the immortal is the cost and damage of 2 stalkers. (this for the time being excludes that they have about 3x the health and their special shield.) The immortal does not clog my my gateways and I can get ranged support it just as fast. Against heavy zealot numbers an obvious transition for my zerg buddy would be roaches but you already have the immortals to help take care of said roaches. He decides to go air you have all the gateways for stalkers already and your immortals can just sit back for a bit.

Yes there are a million and one factors that go into a strategy game to decide who wins you mentioned a few of them. Cost splash harassment the list goes on. The idea of a dps list not to get too drawn into it and take out of it what information you can. What be relevant for whatever situation you are up against.

"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
September 01 2010 22:08 GMT
#43
On September 02 2010 05:45 Buddhist wrote:
Show nested quote +
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.


Negatory. Adrenal decreases attack time by 20%, which is not the same as increasing damage by 20%.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
terranghost
Profile Joined May 2010
United States980 Posts
Last Edited: 2010-09-01 22:19:22
September 01 2010 22:17 GMT
#44
On September 02 2010 07:03 Jarmam wrote:
Show nested quote +
On September 02 2010 05:53 Pepe- wrote:
This data was took by the ingame help >.<


The data is wrong according to any source I can find. If Carriers had 2,5 times the DPS of a fully charged voidray against any units without armor, then, no matter how Starcraft works, they would be seen more than every 50th game.



Think about it. What other factors could go into this? Possibly the build time of the carrier vs that of the voidray. The larger income neccacery to produce said carriers. Possibly because vikings and corruptors do very well against carriers. Making voids a better investment in more situations.
(and before anyone says this yes I do realize both of these units can combat voids to a degree however, the corruptors and vikings are both better vs carriers)

Also supply might have something to do with it as remember towards endgame supply is the resource that limits you the most and if I feel I can do more damage to my opponent with 6 supply worth of voids then a carrier well.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
HardcoreBilly
Profile Blog Joined July 2010
United States222 Posts
September 01 2010 22:18 GMT
#45
I've already known the Carrier was very powerful from unit tester. The main reason why the BC seems more resourceful has little to do with the race, but more so of the players (TLO, Jinro, etc.). If Blizzard would do as far as to nerf BC because it sees play, then I'm expecting a nerf for the Carrier sometime later, when people use it more.
Jarmam
Profile Joined June 2010
Denmark140 Posts
September 01 2010 22:38 GMT
#46
On September 02 2010 07:17 terranghost wrote:
Think about it. What other factors could go into this? Possibly the build time of the carrier vs that of the voidray. The larger income neccacery to produce said carriers. Possibly because vikings and corruptors do very well against carriers. Making voids a better investment in more situations.
(and before anyone says this yes I do realize both of these units can combat voids to a degree however, the corruptors and vikings are both better vs carriers)

Also supply might have something to do with it as remember towards endgame supply is the resource that limits you the most and if I feel I can do more damage to my opponent with 6 supply worth of voids then a carrier well.


A Corrupter has 200 health and 2 armor, meaning the Carrier suffers a 40% damage penalty assuming equal upgrades.

At the stated 80 dps in-game-time (which is 106,6 dps real-time), Carriers would do roughly 64 damage per second real-time to a Corrupter, killing it in ~3 seconds. Corrupters would deal roughly 14 DPS real-time to a Carrier, meaning that 3 of them would require 8,3 seconds to kill a Carrier *if* the Carrier had no armor (it has 2). Carriers would, in other words, deal perfectly well with Corrupters both cost-to-cost and food-to-food.
With 106,6 dps, a Carrier would kill one Viking per roughly 1,17 seconds (which is what a Carrier does to the first Viking it targets if it has the catapult-upgrade) with no upgrade difference between +dmg and +armor. In other words, Carriers would *demolish* Vikings without the slightest concievable fight. There is no way 3 Vikings can kill a Carrier in ~3,4 seconds even if none of them died. Hell, even 5 Vikings would probably lose to a single Carrier that doesnt even have upgrades (which Carriers scale with very well percentagewise).

The data provided in the OP has to be wrong on the Carrier to some extent. I dont know about the Spinecrawlers. I'd be happy to discuss Carrier strategy elsewhere than here - my beef is with the stated dps-value alone.
"Freedom for Colossus" - White-Ra
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
September 01 2010 22:40 GMT
#47
Carriers make In Utter Darkness a walk in the park. The problem is that they are higher up the tech tree compared to VRs and people aren't playing with them in the lower ranks.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
figq
Profile Blog Joined May 2010
12519 Posts
September 01 2010 22:51 GMT
#48
On September 02 2010 06:29 danl9rm wrote:
Show nested quote +
On September 02 2010 05:32 figq wrote:
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)
nothing ever has 0 dps. dmg is minimized at 1.
0.5, as quoted.
On September 02 2010 06:40 Pepe- wrote:
Show nested quote +
On September 02 2010 05:32 figq wrote:
- 1 gas really costs around 3 minerals, because the mining rate from a saturated base is around 250:800 per minute. (source)
Nah, it doesnt... buildings cost far more minerals than gas.
It would just be more than 2 if you are producing mass archons or anything like that.
If you are massing Zealots it would get below 1 and if you are producing mass reapers it would maybe go up to 2.
The main limiting factor is the speed at which you gather the resource, and there is precise calculation for it, as quoted. Also, as Zerg you don't depend on Nx buildings to increase the production speed, and as any race at some point this is fixed, and you mainly count the unit cost itself.
If you stand next to my head, you can hear the ocean. - Day[9]
TSL-Lore
Profile Joined January 2009
United States412 Posts
September 01 2010 23:07 GMT
#49
On September 02 2010 07:38 Jarmam wrote:
Show nested quote +
On September 02 2010 07:17 terranghost wrote:
Think about it. What other factors could go into this? Possibly the build time of the carrier vs that of the voidray. The larger income neccacery to produce said carriers. Possibly because vikings and corruptors do very well against carriers. Making voids a better investment in more situations.
(and before anyone says this yes I do realize both of these units can combat voids to a degree however, the corruptors and vikings are both better vs carriers)

Also supply might have something to do with it as remember towards endgame supply is the resource that limits you the most and if I feel I can do more damage to my opponent with 6 supply worth of voids then a carrier well.


A Corrupter has 200 health and 2 armor, meaning the Carrier suffers a 40% damage penalty assuming equal upgrades.

At the stated 80 dps in-game-time (which is 106,6 dps real-time), Carriers would do roughly 64 damage per second real-time to a Corrupter, killing it in ~3 seconds. Corrupters would deal roughly 14 DPS real-time to a Carrier, meaning that 3 of them would require 8,3 seconds to kill a Carrier *if* the Carrier had no armor (it has 2). Carriers would, in other words, deal perfectly well with Corrupters both cost-to-cost and food-to-food.
With 106,6 dps, a Carrier would kill one Viking per roughly 1,17 seconds (which is what a Carrier does to the first Viking it targets if it has the catapult-upgrade) with no upgrade difference between +dmg and +armor. In other words, Carriers would *demolish* Vikings without the slightest concievable fight. There is no way 3 Vikings can kill a Carrier in ~3,4 seconds even if none of them died. Hell, even 5 Vikings would probably lose to a single Carrier that doesnt even have upgrades (which Carriers scale with very well percentagewise).

The data provided in the OP has to be wrong on the Carrier to some extent. I dont know about the Spinecrawlers. I'd be happy to discuss Carrier strategy elsewhere than here - my beef is with the stated dps-value alone.


Keep in mind that the way a carrier deals damage is through small, 5 damage attacks. Meaning, if the target had 1 armor, the total damage dealt by the carrier would be reduced by 20%. If it had 2 armor (like buildings) it would be reduced by 40%. Corruptors have 2 armor i believe, reducing carrier damage significantly.
I want to become stronger. -Shindou Hikaru
ALARM
Profile Joined August 2010
Germany63 Posts
Last Edited: 2010-09-01 23:10:15
September 01 2010 23:07 GMT
#50
I really like the compliation of DPS data. But do u have any basis on which u calculated ur aggregation (Any specific reasoning that u chose THAT path out of many)? They seem ab it random to me. Great work though!
Zlasher
Profile Blog Joined February 2010
United States9129 Posts
September 01 2010 23:09 GMT
#51
Terran also has the lowest hp per food units, and has the slowest production time overall in a long macro game.

Useless statistics are useless.
Follow me: www.twitter.com/zlasher
Buddhist
Profile Joined April 2010
United States658 Posts
Last Edited: 2010-09-01 23:14:20
September 01 2010 23:11 GMT
#52
On September 02 2010 07:08 MangoTango wrote:
Show nested quote +
On September 02 2010 05:45 Buddhist wrote:
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.


Negatory. Adrenal decreases attack time by 20%, which is not the same as increasing damage by 20%.

Oh, then just:
.7*.8 = .56
.7 / .56 = 1.25

25% more dps.

I think it's actually bugged to be .59 delay with adrenal, though. Not sure. That would be only about 19% increase in dps.
On September 02 2010 08:09 ZlaSHeR wrote:
Terran also has the lowest hp per food units, and has the slowest production time overall in a long macro game.

Useless statistics are useless.

That's a pretty sensationalist statement.
KillerPlague
Profile Joined June 2010
United States1386 Posts
September 01 2010 23:13 GMT
#53
so easy to read. thank you!
Side 1: Why no dominant players with 90% win ratio Side 2: Nerf Side 1
Pepe-
Profile Joined August 2010
Germany87 Posts
September 01 2010 23:31 GMT
#54
Updated it... but I think Spinecrawler is fine :O

SwaY-
Profile Joined March 2009
Dominican Republic463 Posts
Last Edited: 2010-09-01 23:59:41
September 01 2010 23:36 GMT
#55
On September 02 2010 05:35 Buddhist wrote:
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.

Yep I've recently started to incorporate them into PvT earlier than before and I've had great success, def recommend you tinkering around it. I strongly believe its the units that will change PvT meta game in the coming months/years.
Do it beautifully
Pepe-
Profile Joined August 2010
Germany87 Posts
September 02 2010 00:25 GMT
#56
Whats the reason rocket turrets are so much better than sporecrawlers?
Their armor or life?
RoarMan
Profile Blog Joined January 2010
Canada745 Posts
September 02 2010 00:35 GMT
#57
I'm saddened to see the Spine Crawler pail in comparison to the Photon Cannon when it costs more and only exclusively attacks ground.

And wow that Rocket Turret has a lot of DPS rofl, no wonder my Mutas are getting melted

On September 02 2010 08:09 ZlaSHeR wrote:
Terran also has the lowest hp per food units, and has the slowest production time overall in a long macro game.

Useless statistics are useless.

Yea I'd really like to see where this statement is coming from please, I think someone's shocked that the Terran DPS is so high.

But what's really surprising is Zerglings with Adrenaline Glands having only 1 more point of DPS, that's not even like a 20% increase in DPS.
All the pros got dat Ichie.
Grond
Profile Blog Joined June 2010
599 Posts
September 02 2010 03:42 GMT
#58
On September 02 2010 08:31 Pepe- wrote:
Updated it... but I think Spinecrawler is fine :O



Nice :-)

Now keep going, I'm curious how things look at gas = 2.5 minerals.
MaiBoA38
Profile Joined June 2008
United States108 Posts
September 02 2010 03:58 GMT
#59
1. I feel like banelings cant really have a dps...
2. Am i reading this right , and does an 8 interceptor carrier do less dps than a 4 interceptor carrier?
3. Holy crap turrets are dirty...
Sometimes its not intentional, sometimes you just botch it.
whateversclever
Profile Joined November 2009
United States197 Posts
September 02 2010 04:54 GMT
#60
LOL. I like how Probes out DPS Stalkers and a number of other units against normal armor units.

No Archons!?
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