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Dps per cost - Page 6

Forum Index > SC2 General
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Schmitec
Profile Joined October 2010
Czech Republic2 Posts
October 27 2010 15:27 GMT
#101
Would it make sense to update this table with partial supply cost? I mean theoretically 1 thor is about equal to 5 marines comparing the DPS and consumed minerals/gas (don't speculate now about the value of gas) The idea is different supply consumption which make marines little less expensive. Maybe this is not the best example, just want to hear other opinions about it.
Mereel
Profile Joined February 2010
Germany895 Posts
October 27 2010 15:31 GMT
#102
kim carrier gonna flip out
TPW Mapmaking Team
Noxie
Profile Blog Joined April 2010
United States2227 Posts
October 27 2010 15:37 GMT
#103
Agreed with a post earlier. While this is a very interesting graph and what not. In starcraft there is so much kiting that DPS really isnt the factor. It will simply come down to amount of hits to kill.

With this information it gives you a little better look at how much you need vs other builds to be viable.. while the DPS is really just another thing to theory craft about.
Simplification
Profile Joined May 2010
United States33 Posts
October 27 2010 15:49 GMT
#104
Can we call this A-Move theory? Because that is the only time this matters is a-move versus a-move in an open space...
NevilleS
Profile Blog Joined July 2009
Canada266 Posts
October 27 2010 15:52 GMT
#105
I can't believe some of these "hur hur, OP doesn't take everything into account, hur hur" posts. Come on. For something as complex as Starcraft, it's standard scientific practice to make a bunch of assumptions about the effects of other phenomena on the thing you are trying to analyze, and then proceed with the analysis directly. Usually, you would state these assumptions to make it clear, which he doesn't do here, but still. These numbers *are* accurate for a single unit, already in range of a target, where the target has infinite health, and assuming the damage output is continuous instead of discrete. Sure, these assumptions aren't valid in a real game, but that doesn't change the fact that the information might still be useful...
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
October 27 2010 15:58 GMT
#106
Tank = 14.42
Sieged Tank = 16,67

IMO this looks just stupid, yeah there is splash but still.
https://steamcommunity.com/id/*tlusernamehere*/
Gummy
Profile Blog Joined October 2010
United States2180 Posts
October 27 2010 16:01 GMT
#107
On October 28 2010 00:58 HwangjaeTerran wrote:
Tank = 14.42
Sieged Tank = 16,67

IMO this looks just stupid, yeah there is splash but still.

It's a well-known fact that a small number of unsieged tanks beats a small equal number of sieged tanks.
¯\_(ツ)_/¯ There are three kinds of people in the world: those who can count and those who can't.
me_viet
Profile Blog Joined April 2010
Australia1350 Posts
Last Edited: 2010-10-27 16:05:45
October 27 2010 16:03 GMT
#108
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.


sorry, off the top of my head i can't think of which T unit has the lowest HP. and Slowest production time. afaik. It's the Hydra with 80 hp for 2 food. Even the infestor has more hp at 90.

ALSO afaik, the Thor is the fastest production of food at 60s for 6 food.

So remind me which unit has the lowest hp for food for T? ty

EDIT: typ
Aquilix
Profile Joined April 2010
United States45 Posts
October 27 2010 16:04 GMT
#109
On October 28 2010 00:58 HwangjaeTerran wrote:
Tank = 14.42
Sieged Tank = 16,67

IMO this looks just stupid, yeah there is splash but still.


The tank unsieged also attacks much faster, but has shorter range....

And nowadays it is weaker v unarmored while sieged

This chart is pretty out of date... would love to see it updated :D
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
October 27 2010 16:08 GMT
#110
On October 28 2010 01:04 Aquilix wrote:
Show nested quote +
On October 28 2010 00:58 HwangjaeTerran wrote:
Tank = 14.42
Sieged Tank = 16,67

IMO this looks just stupid, yeah there is splash but still.


The tank unsieged also attacks much faster, but has shorter range....

And nowadays it is weaker v unarmored while sieged

This chart is pretty out of date... would love to see it updated :D


Yeah I wonder if it would be better to just kite with your army and tanks than sieging them.
https://steamcommunity.com/id/*tlusernamehere*/
TERRANLOL
Profile Blog Joined July 2010
United States626 Posts
October 27 2010 16:14 GMT
#111
Ehh... you can't really use DPS to determine anything lol. There's sooo many other factors that go into the game. What about unit size? Since marines are smaller they clump easier and are more susceptible to splash damage. Zealtots with charge will eat all of the splash damage for other units and also shoot it back into your own army...
Sentries aren't actually mean to shoot at things so much as theyr'e meant for the spells, but the forcefields allow the zealot DPS to take full effect as well as to split armies in half, yet they're factored into the average like it doesn't make a different...
Lol.. what about Psi storm dps?

I could make a huge list of this stuff...
Slayer91
Profile Joined February 2006
Ireland23335 Posts
October 27 2010 16:23 GMT
#112
As a zerg, 4 drones will mine 150 minerals in the same time you can mine 100 gas with an extractor.Not counting extractor build time+cost. But its nothing like 3:1 just because you have 3 times the gas.
Also, you should get DPSxHP/Cost. DPSxHP is basically who wins in a 1v1 fight/ or the general "firepower" of the unit. If you army DPSxHP>his yours will typically win all other things equal.
NJO
Profile Joined May 2010
27 Posts
October 27 2010 17:03 GMT
#113
dps in army battles really isnt a factor, its more of how many of X unit shots does it take to kill Y unit and in what amount of time. The term "critical mass" normally refers to a amount of units that once reached will normally start killing units instantly. EX: enough siege tanks that the entire radius of the splash is a kill zone, or enough colo that each time they fire 4 or more units always die.

There are way to many factors in game that will alter dps statistics drastically, esp when u start to factor in overkill and positioning
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
October 27 2010 17:49 GMT
#114
Charged Void Ray DPS vs. armored is still crazy, even post patch. Given that they can fly, hit both air and ground, now do pretty decent damage uncharged vs. armored (almost exactly the same as 2 stalkers, for similar cost), and with the speed upgrade absolutely wreck vikings...

I think its safe to say all the "Voids are useless" QQing was overblown. They aren't an instawin if unscouted anymore, but they are still very, very dangerous
He drone drone drone. Me win. - ogsMC
Slayer91
Profile Joined February 2006
Ireland23335 Posts
October 27 2010 18:06 GMT
#115
On October 28 2010 02:03 NJO wrote:
dps in army battles really isnt a factor, its more of how many of X unit shots does it take to kill Y unit and in what amount of time. The term "critical mass" normally refers to a amount of units that once reached will normally start killing units instantly. EX: enough siege tanks that the entire radius of the splash is a kill zone, or enough colo that each time they fire 4 or more units always die.

There are way to many factors in game that will alter dps statistics drastically, esp when u start to factor in overkill and positioning


Of course its a factor. It's just not as accurate due to overkill. Its still a big factor, but splash and damage per volley does affect it, splash a lot more.
HTX
Profile Joined February 2010
Germany265 Posts
October 27 2010 18:13 GMT
#116
Good job!

Can you add the correlation between HP/cost? Maybee you can add the HP-efficency [damage/s/HP]
to your data ? One of them to get the rest would be awesome!
The internet: a horrible collective liar
Pepe-
Profile Joined August 2010
Germany87 Posts
October 27 2010 18:39 GMT
#117
Updated and added efficiency per cost that I created some months ago.
RoboBob
Profile Blog Joined September 2010
United States798 Posts
Last Edited: 2010-10-27 20:33:15
October 27 2010 20:21 GMT
#118
Good stuff! however I think it is a mistake to not factor supply cost into the equation. 1 supply for each race = 20 mins so its easy to still make cross-race comparisons.

I think this is the part of the reason why low supply units (including workers) come across as so strong in your chart. 1 marine going from 50 minerals to 70 minerals is going to cut efficiency by 29%, but a muta going from 100/100 to 140/100, at 1 min = 1.5 gas, goes from 250 cost to 290 cost, which only cuts efficiency by 14% ... which helps narrow the actual single-target dps between them.

Because terrans tend to have more low supply units compared to, say, Protoss, is a big part of the reason why terrans come out so strong in the overall race v race comparison imo. Plus their low supply units are weighted more; marines & mauraders get 2 entries each, and hellions get 3. I can kinda understand that Zerg should be lower vs p/t, because Zerg don't need to spend additional resources on production buildings, so their per unit costs are higher to compensate.

Note that this adjustment does NOT tell you which units are best to make at max supply, it simply reveals the units true mineral cost.

Oh, and another bug, for the stimmed units, you forgot to reduce to reduce the hp of the unit stimming. so stim marine needs -10 hp and stimmed maurauder needs -20 hp. it would be also nice to have marines both with and without combat shields. =)
Pepe-
Profile Joined August 2010
Germany87 Posts
October 27 2010 20:43 GMT
#119
Sounds well but why 20 mins?
Also its still a difference between losing 1 larvae, time to build depot or just walking to pylons position.

Soon updating values for stimmed units.
RoboBob
Profile Blog Joined September 2010
United States798 Posts
October 27 2010 20:49 GMT
#120
Oh, I also feel that making the "range dps modifier" just the sqrt of range is a bit iffy. That would imply that a unit with 4 range would have double the effective dps of an identical unit with 1 range. I think ^(1/4) would be more appropiate, to tone it down from 2x to 1.4x.

Alteratively, you could factor in speed as well, which serves the same purpose for melee and clumped units, by multipling dps by the sqrt of speed too. That might be a pain for Zerg units though.
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