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Dps per cost - Page 7

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RoboBob
Profile Blog Joined September 2010
United States798 Posts
Last Edited: 2010-10-27 21:08:03
October 27 2010 20:52 GMT
#121
err yeah my bad. Not 20 mins, but 100 minerals divided by 8 supply (for just depots/pylons/overlords, ignoring other sources of supply) so 12.5 minerals per unit supply. Its true it doesn't count include opportunity costs like mining and larva, but those are going to be so variable I don't think there is an easy way to quantify them. Plus, then we would need to go down the rabbit hole of valuing opportunity costs per production building, which would be especially problematic for Zerg, and very variable based upon the size of your economy and technology.
Pepe-
Profile Joined August 2010
Germany87 Posts
October 27 2010 21:07 GMT
#122
On October 28 2010 05:49 RoboBob wrote:
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.


You mean having range 9 is just 1.73 times better than range 1? Maybe I shouldnt upgrade thermal lances before I already have 3-4 Colossi :D
If we are talking about only 2 units figting each other you could be right, but when we are trying to get relevant data for a normal match, sqrt fits much better I guess.
RoboBob
Profile Blog Joined September 2010
United States798 Posts
October 27 2010 21:20 GMT
#123
For the purpose of this chart, yeah it would make sense to delay the range. Sure you can micro 1 range 9 colosses to kill several range 7, and 1 phoenix can kite infinite mutas, however both of those situations depend heavily upon a specific unit matchup. You might as well say Vikings do infinite damage just because colossus can't hit them, and banshees do infinite damage to roaches.

Any chart like this needs to be valued like a unit tester in order to have any relevancy at all. The wonderful thing about this chart is that it can get you approximations without requiring you run a ton of matches via mapeditor for every unit matchup, which is going to have little relevancy anyway because its pretty rare to have a pure unit composition
minithor
Profile Joined October 2010
Netherlands32 Posts
October 28 2010 02:31 GMT
#124
It is balanced by the fact that zerg needs to spend least on technology buildings and has the best mobility while the opposite is true for terran.
Tyler918273
Profile Joined September 2010
115 Posts
October 28 2010 04:48 GMT
#125
On October 28 2010 11:31 minithor wrote:
It is balanced by the fact that zerg needs to spend least on technology buildings and has the best mobility while the opposite is true for terran.


About the tech cost, I hear this all of the time but its not really true. It depends on the number of bases, saturation, and unit mix being produced (or perhaps rather desired unit mix). As a general guideline, the fewer the bases and earlier the tech the more expensive it is proportionately for zerg. At least I ran this between zerg and protoss and in some instances your claim was correct, but in others it swung the other way. Thats why all of these racial generalizations (damn I sound so pc) dont really apply to actual game situations.
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