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[D] Comparing SC2 to BW: A Numbers Approach - Page 2

Forum Index > SC2 General
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DestroManiak
Profile Joined December 2010
257 Posts
March 15 2011 17:28 GMT
#21
your "averages" are over simplification
Nerski
Profile Blog Joined November 2010
United States1095 Posts
March 15 2011 17:29 GMT
#22
Just to make the one guys reply true zerg QQ etc. etc....but being serious instead of kidding around. The numbers are interesting I can definitely give them that...also since many of the units are very similar to their BW counterparts it doesn't surprise me that on the whole the ratios etc. are very close. kind of if it aint broke why fix it mentality, yes i know the two in many ways are vastly different but a lot of the basic systems work very similarly.

While I honestly can't help you with your quest for more ways to stat compare the two it makes an interesting read.
Twitter: @GoForNerski /// Youtube: Youtube.com/nerskisc
Treehead
Profile Blog Joined November 2010
999 Posts
Last Edited: 2011-03-15 19:31:11
March 15 2011 19:28 GMT
#23
First of all, your analysis probably miscalculated Brood Lord DPS (they spawn broodlings on attack, which do a significant deal more damage than the unit does by itself), so I would guess Brood Lord belongs on your list of positive OvDs as well. This shows us, really, that the units with high supply and/or limited mobility do good against the average unit one-on-one (which is common sense).

The problem with your averages (and why it shows toss on top) is that it doesn't take any metric into account when averaging their attributes. If the game only had 2 units in it: Immortals and Zerglings, your analysis would reveal a positive "OvD", because an Immortal beats the average between an Immortal and a zergling. However, in game, you'd find that Immortals by themselves are terrible against zerglings.

Think of it this way. You could say that in chess, there are 6 types of pieces: pawn, king, queen, knight, bishop and rook. 3 of these pieces move up to 7 squares at once, One moves exactly 3 squares, and the other 2 move 1 square at a time. You could say that the average number of squares the average piece can move is 4.3, and that bishops, rooks, and queens are therefore powerful because they move more than this, but this also neglects that half of the pieces on the board are pawns, and that the board is designed so that the pieces which can move a lot of squares almost never are able to until the game is nearly over. In short, your analysis of which pieces are valuable has no applicability to the actual game.

Statistics have metrics for a reason. If you're going to do a comparison that has any kind of statistical backing behind it, you're going to have to use them. I'd reccomend supply, personally, though mineral/gas expenditure will no doubt explain the usefulness of certain units in the early game.
Ghost-z
Profile Joined September 2010
United States1291 Posts
Last Edited: 2011-03-15 20:07:47
March 15 2011 20:07 GMT
#24
Can anyone explain to me the simple difference between the BW Marine-vs-Zergling and the SC2 Marine-vs-Zergling? What I mean is in BW the zergling will kill the marine in 1v1 combat but in SC2 the marine kills the zergling. I know the marine has 5 extra HP in SC2 but it survives the fight with more than 5 HP remaining. Were their fire rates changed at all? Movement speed or ranges different? Can someone explain this to me because I'm puzzled by it.
Fairy Tales when you're a child begin with "Once upon a time" and when you're an adult begin, "If elected I promise..."
hmsrenown
Profile Joined July 2010
Canada1263 Posts
March 15 2011 20:15 GMT
#25
This is a thought-provoking piece, I guess there should be a better modeling of the interactions between the units. But the mathematical model is not the easiest to get if I weren't mistaken.
Tali
Profile Joined July 2010
United States41 Posts
March 15 2011 20:16 GMT
#26
How to incorporate range?


If you wanted to just create some kind of basis for comparison you could choose a unit in each game, like a Zergling. And then say the unit you want to analyze with range has range X, and attack speed Y, the time it takes the Zergling to get to the unit is Z. Over X distance the unit you're analyzing does Unit Damage/Z DPS? It wouldn't be useful in a case by case but you could use it to create a chart for big picture analysis of how range plays into offense and defense.

I'm no statistician though so thats just my idea

It was an interesting read btw, I enjoyed the info about OvD's.
Musoeun
Profile Blog Joined March 2009
United States4324 Posts
March 15 2011 22:18 GMT
#27
On March 16 2011 05:07 Ghost-z wrote:
Can anyone explain to me the simple difference between the BW Marine-vs-Zergling and the SC2 Marine-vs-Zergling? What I mean is in BW the zergling will kill the marine in 1v1 combat but in SC2 the marine kills the zergling. I know the marine has 5 extra HP in SC2 but it survives the fight with more than 5 HP remaining. Were their fire rates changed at all? Movement speed or ranges different? Can someone explain this to me because I'm puzzled by it.


I believe a stimmed marine kills a ling in BW (unless stim runs out, I forget duration). An unstimmed marine has terrible DPS and dies though. The answer in SC2 - by the numbers - is that the the zergling's damage output was lowered, and while the marine's was as well it wasn't by as much and the health was increased.
Don't Shoot the Penguins. | Dance, 성은, dance! | Killer FanKlub | Action sucks. | Storm Terran hwaiting.
Musoeun
Profile Blog Joined March 2009
United States4324 Posts
Last Edited: 2011-03-15 22:23:13
March 15 2011 22:22 GMT
#28
On March 16 2011 04:28 Treehead wrote:
First of all, your analysis probably miscalculated Brood Lord DPS (they spawn broodlings on attack, which do a significant deal more damage than the unit does by itself), so I would guess Brood Lord belongs on your list of positive OvDs as well.


Yes. This is one of the things that got ignored in my "well screw it, wtf do we do about splash?" simplification, as I noted.

On March 16 2011 04:28 Treehead wrote:
The problem with your averages (and why it shows toss on top) is that it doesn't take any metric into account when averaging their attributes. If the game only had 2 units in it: Immortals and Zerglings, your analysis would reveal a positive "OvD", because an Immortal beats the average between an Immortal and a zergling. However, in game, you'd find that Immortals by themselves are terrible against zerglings.

Statistics have metrics for a reason. If you're going to do a comparison that has any kind of statistical backing behind it, you're going to have to use them. I'd reccomend supply, personally, though mineral/gas expenditure will no doubt explain the usefulness of certain units in the early game.


You'll note that on the chart I've included damages adjusted for cost and supply; however I didn't include them immediately because I'm still not sure what direction to carry this study in.

This was basically a preliminary - strip out all the complicating factors and compare what was left.

EDIT: Double post, dammit. Sorry guys.
Don't Shoot the Penguins. | Dance, 성은, dance! | Killer FanKlub | Action sucks. | Storm Terran hwaiting.
andrewlt
Profile Joined August 2009
United States7702 Posts
March 15 2011 22:25 GMT
#29
On March 16 2011 07:18 Musoeun wrote:
Show nested quote +
On March 16 2011 05:07 Ghost-z wrote:
Can anyone explain to me the simple difference between the BW Marine-vs-Zergling and the SC2 Marine-vs-Zergling? What I mean is in BW the zergling will kill the marine in 1v1 combat but in SC2 the marine kills the zergling. I know the marine has 5 extra HP in SC2 but it survives the fight with more than 5 HP remaining. Were their fire rates changed at all? Movement speed or ranges different? Can someone explain this to me because I'm puzzled by it.


I believe a stimmed marine kills a ling in BW (unless stim runs out, I forget duration). An unstimmed marine has terrible DPS and dies though. The answer in SC2 - by the numbers - is that the the zergling's damage output was lowered, and while the marine's was as well it wasn't by as much and the health was increased.



Actually, unstimmed marine attack rate is higher in SC2 compared to BW. Stim was cut from a 100% boost to a 50% boost, though.

Zergling attack rate is much slower in SC2 compared to BW. Adrenal glands was cut from 33% to 15.7%.
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2011-03-15 22:37:10
March 15 2011 22:34 GMT
#30
On March 16 2011 05:07 Ghost-z wrote:
Can anyone explain to me the simple difference between the BW Marine-vs-Zergling and the SC2 Marine-vs-Zergling? What I mean is in BW the zergling will kill the marine in 1v1 combat but in SC2 the marine kills the zergling. I know the marine has 5 extra HP in SC2 but it survives the fight with more than 5 HP remaining. Were their fire rates changed at all? Movement speed or ranges different? Can someone explain this to me because I'm puzzled by it.


BW attack cooldowns:
Zergling: 8
Marine: 15

SC2 attack cooldowns:
Zergling: 0.696
Marine: 0.8608

A difference in cooldown of almost 100% in BW and less than 25% in SC2.
I'll call Nada.
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
March 16 2011 02:14 GMT
#31
On March 15 2011 13:21 Musoeun wrote:

The average Broodwar unit has 173 HP and has a dps of 12.393; the average Broodwar unit will die in 14 seconds against the average Broodwar unit; but the average Broodwar unit will spend 20 seconds killing the average Broodwar unit. (If these numbers being so different looks weird, the explanation is fairly simple: the high-damage units have much relative higher damage rates than the high-health units have higher health totals, so the dps average is "higher" than the hp average.) By comparison, the average SC2 unit has 202 HP and has a dps of 15.274; the average SC2 unit will die in 13 seconds against the average SC2 unit; again the average unit will spend 19 seconds killing the average unit.

So let me get this straight. The average Broodwar unit takes 14 seconds to die when fighting another of the same average Broodwar unit, and yet it takes 20 seconds to kill the average Broodwar unit.

This would seriously shit over PvP if my stalkers would kill his stalkers in 15 hits but his stalkers only needed 10 hits to to kill my stalkers. You really have to explain yourself when you use fucked up logic like this. Are you using 2 seperate units? If so, then you can't call them "THE average unit". WTF. Explain.
dave333
Profile Joined August 2010
United States915 Posts
Last Edited: 2011-03-16 04:00:25
March 16 2011 03:59 GMT
#32
Relative stuff is important.

Marines for example, relative to other units, got waaaay stronger from the transition. Everything from a faster relative firing rate, combat shields in addition to +5 hp, reactors, medivacs (you can stick 8 rines into a dropship), and clumping make them way stronger. Rines are now like ranged cracklings on stim with more HP. Siegetanks meanwhile got weaker (though smart firing is neat).

Meanwhile, units like the muta and ling kinda got hit hard. On the one hand, you can have group 20+ mutas in to a pretty powerful ball for harass, but now without stacking (and thors anyway), they are far less effective at picking off units. Lings took everything really hard; they're virtually unchanged except everything else got stronger/faster compared to them and units now clump as well. The only better thing about them is when they can run around on creep, and they they complement banelings decently.
0mar
Profile Joined February 2010
United States567 Posts
March 16 2011 04:00 GMT
#33
On March 16 2011 11:14 Geovu wrote:
Show nested quote +
On March 15 2011 13:21 Musoeun wrote:

The average Broodwar unit has 173 HP and has a dps of 12.393; the average Broodwar unit will die in 14 seconds against the average Broodwar unit; but the average Broodwar unit will spend 20 seconds killing the average Broodwar unit. (If these numbers being so different looks weird, the explanation is fairly simple: the high-damage units have much relative higher damage rates than the high-health units have higher health totals, so the dps average is "higher" than the hp average.) By comparison, the average SC2 unit has 202 HP and has a dps of 15.274; the average SC2 unit will die in 13 seconds against the average SC2 unit; again the average unit will spend 19 seconds killing the average unit.

So let me get this straight. The average Broodwar unit takes 14 seconds to die when fighting another of the same average Broodwar unit, and yet it takes 20 seconds to kill the average Broodwar unit.

This would seriously shit over PvP if my stalkers would kill his stalkers in 15 hits but his stalkers only needed 10 hits to to kill my stalkers. You really have to explain yourself when you use fucked up logic like this. Are you using 2 seperate units? If so, then you can't call them "THE average unit". WTF. Explain.


averages get skewed by high damage/high health units.
Jarhead
Profile Joined September 2009
United States53 Posts
Last Edited: 2011-03-16 04:32:17
March 16 2011 04:22 GMT
#34
On March 16 2011 13:00 0mar wrote:
Show nested quote +
On March 16 2011 11:14 Geovu wrote:
On March 15 2011 13:21 Musoeun wrote:

The average Broodwar unit has 173 HP and has a dps of 12.393; the average Broodwar unit will die in 14 seconds against the average Broodwar unit; but the average Broodwar unit will spend 20 seconds killing the average Broodwar unit. (If these numbers being so different looks weird, the explanation is fairly simple: the high-damage units have much relative higher damage rates than the high-health units have higher health totals, so the dps average is "higher" than the hp average.) By comparison, the average SC2 unit has 202 HP and has a dps of 15.274; the average SC2 unit will die in 13 seconds against the average SC2 unit; again the average unit will spend 19 seconds killing the average unit.

So let me get this straight. The average Broodwar unit takes 14 seconds to die when fighting another of the same average Broodwar unit, and yet it takes 20 seconds to kill the average Broodwar unit.

This would seriously shit over PvP if my stalkers would kill his stalkers in 15 hits but his stalkers only needed 10 hits to to kill my stalkers. You really have to explain yourself when you use fucked up logic like this. Are you using 2 seperate units? If so, then you can't call them "THE average unit". WTF. Explain.


averages get skewed by high damage/high health units.

This is still ambiguous.

Does it mean "The average expected life span of a randomly chosen unit taking damage from another randomly chosen unit is 14 seconds. The expected time required for a randomly selected unit to kill another randomly selected unit is 20 seconds"???
Barca
Profile Blog Joined October 2010
United States418 Posts
March 16 2011 04:28 GMT
#35
Really cool to see the numbers on this. Super interesting to see the changes in units from BW to SC2.

Dunno what it all means though - you say Protoss has the best units (DPS and HP for money wise), if this is the case then why does Protoss rely so heavily on spellcasters? With Force Fields and Storms, it seems a pretty strong counterargument that Protoss units aren't as strong as they seem, since without spells they lose most head-on engagements.

In SC2, micro is more prevelant, and this nullifiies a lot of your argument IMO. For instance, a Zealot is wins cost for cost against a Marauder, yet will lose with kite micro. Kiting in SC2 is soooo important, yet rarely happened as extensively in BW. Micro increases the effectiveness of your units, and some units are easier to micro than others (i.e. kiting with a Sentry rather than a Marine)

Yeahhh they should buff Zerg.
- I hate threads that end with "Thoughts?" -
Jarhead
Profile Joined September 2009
United States53 Posts
Last Edited: 2011-03-16 04:41:19
March 16 2011 04:35 GMT
#36
On March 16 2011 13:28 Barca wrote:
In SC2, micro is more prevelant

Are you sure about this?

I agree with the argument that micro makes numbers less important, since micro is different in each game. But on what basis is micro in SC2 more prevalent?

Please don't let this derail, PM me if you have an argument.
The Touch
Profile Joined September 2010
United Kingdom667 Posts
Last Edited: 2011-03-16 12:48:06
March 16 2011 12:43 GMT
#37
On March 15 2011 13:21 Musoeun wrote:
Methodology

While I started by comparing simple DPS average, this seemed oversimplified. The measure I eventually went with was DPS compared to the average hit points of all units in the study. This has its limitations and inaccuracies, of course, but it seemed to give the most reasonable numbers for comparison within each game - further thoughts will be detailed later.


I performed a similar exercise recently, but used slightly different methodology, and I only used SC2 data. My purpose was to figure out if certain units were just being overhyped (after all the cries of 'marauders are OP' and 'nerf void rays' that seemed to be everywhere at one point), but I'll present it here because it could easily be used to compare SC2 units to BW units if people think it's a worthwhile metric.

What I did was take certain stats from a unit:

Mineral Cost
Gas Cost
Food Cost
Health
Shields
Damage Per Attack
Number of Attacks
Attack Cooldown

I then subjected each unit to an arbitrary amount of damage against them (10dps), and worked out how long each unit would survive against that dps, and how much damage that unit would do before death. I called this 'base damage before death'. From that figure, I then calculated base damage done per 100 minerals, 100 gass], and 1 food for each unit, calling them mineral, gas, and food efficiency indices (since the numbers themselves are meaningless, but the numbers relative to other units are useful).

Anyway, an example of what I did:

Marauder (Stimmed)

Mineral Cost - 100
Gas Cost - 25
Food Cost - 2
Health - 125
Shields - 0
Damage Per Attack - 10
Number of Attacks - 1
Attack Cooldown - 1s

Base DPS - 10
Survival Time Against 10dps - 12.5s
Base Damage Done Before Death - 125

Mineral Efficiency Index - 125
Gas Efficiency index - 500
Food Efficiency Index - 62.5


A couple of obvious flaws are that I haven't taken splash damage or casters into account (so the unsieged tank scores more highly than the sieged tank, hellions seem awful when they can actually roast an entire mineral line in seconds, and HTs don't feature at all), and I haven't yet bothered to work out carrier/interceptor damge (brood lord/broodling was relatively easy, so I imagine carriers will be also). But overall, I think it's a decent enough way of comparing how most units will cope with an old fashioned stand-up brawl.

Results for SC2 units

Each efficiency index is as follows:

Mineral Efficiency Index
+ Show Spoiler +
Thor (Ground) - 625
Brood Lord - 552
Archon (HT) - 513
Battlecruiser (Ground) - 489
Battlecruiser (Air)
Mothership - 285
DT - 255
Archon (DT) - 205
Zealot - 200
Banshee - 179
Reaper (Buildings) - 167
Immortal - 166
Roach - 155
Tank (Unsieged) - 154
Marauder (Stimmed) - 125
Tank (Sieged) - 124
Zergling (Crackling) - 119
Hydralisk - 116
Marine (Stimmed) - 115
Phoenix - 108
Thor (Air) - 107
Colossus - 106
Queen (Air) - 105
Zergling - 101
Void Ray (Charged) - 100
Corruptor - 98
Sentry - 96
Viking (Ground) - 96
Queen (Ground) - 93
Stalker - 89
Viking (Air) - 80
Reaper (Units) - 73
Mutalisk - 71
Void Ray (Uncharged) - 50
Ghost - 44
Hellion - 29


Gas Efficiency Index
+ Show Spoiler +
Thor (Ground) - 938
Battlecruiser (Ground) - 652
Brood Lord - 552
Marauder (Stimmed) - 500
Battlecruiser (Air) - 489
Roach - 464
Ultralisk - 436
Immortal - 414
Mothership - 285
Banshee - 269
DT - 255
Hydralisk - 231
Stalker - 222
Archon (DT) - 205
Viking (Ground) - 192
Tank (Unsieged) - 185
Archon (HT) - 171
Reaper (Buildings) - 167
Void Ray (Charged) - 167
Phoenix - 162
Thor (Air) - 160
Viking (Air) - 160
Colossus - 159
Tank (Sieged) - 149
Corruptor - 147
Void Ray (Uncharged) 83
Reaper (Units) - 73
Mutalisk - 71
Sentry - 48
Ghost - 44

Zealot, Zergling, Marine, Queen Hellion - use no gas


Food Efficiency Index
+ Show Spoiler +
Battlecruiser (Ground) - 326
Thor (Ground) - 313
Battlecruiser (Air) - 244
Brood Lord - 207
DT - 159
Ultralisk - 145
Mothership - 143
Archon (HT / DT) - 128
Immortal - 103
Zealot - 100
Banshee - 90
Reaper (Buildings) - 83
Void Ray (Charged) - 83
Phoenix - 81
Queen (Air) - 79
Tank (Unsieged) - 77
Corruptor - 74
Viking (Ground) - 72
Queen (Ground) - 70
Marauder (Stimmed) - 63
Tank (Sieged) - 62
Viking (Air) - 60
Zergling (Crackling) - 60
Roach - 58
Hydralisk - 58
Marine (Stimmed) - 58
Stalker - 56
Thor (Air) - 53
Colossus - 53
Zergling - 50
Void Ray (Uncharged) - 42
Reaper (Units) - 36
Mutalisk - 35
Ghost - 33
Sentry - 24
Hellion - 14


It's unsurprising that T3 units rule the roost in terms of all three efficiency indices, simply because they have so much health and dps (as long as you can actually get them to engage, which can be a particular issue for thors and ultras because of their size).

Now, these lists are for base dps only - I do have the data for how units perform against various armor types but I've been typing and editing this for ages already and I want to stop . Either way, I think it's still a worthwhile way of comparing the relative general strengths of certain units. I certainly hadn't realised quite how resource-efficient banshees were, even against non-light units, nor did I realise just how important it is to keep your mutalisks away from the enemy army - they're a truly awful use of resources in a 'proper' fight.

tl;dr

Slightly different way of comparing units - if you find it useful, then great. If not, then at least this was a fun way of bosting my post count by 1. WIN-WIN :D
You Got The Touch
Musoeun
Profile Blog Joined March 2009
United States4324 Posts
March 16 2011 12:51 GMT
#38
On March 16 2011 11:14 Geovu wrote:
This would seriously shit over PvP if my stalkers would kill his stalkers in 15 hits but his stalkers only needed 10 hits to to kill my stalkers. You really have to explain yourself when you use fucked up logic like this. Are you using 2 seperate units? If so, then you can't call them "THE average unit". WTF. Explain.


First another example, then the math (I'll spoiler it), and then a discussion of what I may have done wrong.

Take two random sets of numbers we call A and B. We'll use A = {2, 3, 4} and B = {8, 9, 10} to make things simple. The mean (average) of A is 3; the mean of B is 9. Mean(A)/Mean(B) is 1/3 (and Mean(B)/Mean(A) is 3. If instead we take (2/9+3/9+4/9) = 9/9 = 1, then divide by 3, we still get 1/3; but if we take 3/8+3/9+3/10 = (135+120+108)/360 = 363/360. So when we divide by 3 this time, we get 121/360, a little more than 1/3.

In other words, if your two averages are different to begin with, taking them "apart" and comparing them individually is going to get you weird numbers.

+ Show Spoiler [Math] +
Take two sets, each with n members. Let A = {a1, a2, a3, ..., an} and B = {b1, b2, b3, ... bn}. Then mean(A) = sum(A)/n, and mean(B) = sum(B)/n.

The ratio of the means will be mean(A)/mean(B), also equal to sum(A)/sum(B) since both sets have the same number of members n.

Any given member of a set has a ratio of any member of a set to the mean of the other set as well, for example Ax/mean(B). The mean of these will be [A1/mean(B) + A2/mean(B) + A3/mean(B) + ... + An/mean(B)]/n = [(A1 + A2 + A3 + ... + An)/mean(B)]/n. But the sum of all terms of A is sum(A), mean(B) is sum(B)/n, so this is nsum(A)/nsum(B) = sum(A)/sum(B) = the mean.

[This is the HP/DPSA stat - HP divided by the average DPS. So the average will equal the average HP divided by average DPS.]

However, we can also take the ratio of the mean of a set to any member of the other set, for example mean(A)/Bx. If we find all of these ratios and take the average we'll have: [mean(A)/B1 + mean(A)/B2 + mean(A)/B3 + ... + mean(A)/Bn]/n. But this sum is harder to find since the denominators aren't already equal. To get the sum, for each term we need to find mean(A)*[product(B)/Bx)]. So the entire thing will be ({mean(A)*[product(B)/B1 + product(B)/B2 + product(B)/B3 + ... + product(B)/Bn]}/{product(B)})/n. Remembering that mean(A) = sum(A)/n, we find ({sum(A)*[product(B)/B1 + product(B)/B2 + product(B)/B3 + ... + product(B)/Bn]}/product(B))/n^2, which in all probability will not equal sum(A)/sum(B).

[This is the HPA/DPS stat - average HP divided by DPS. The average HPA/DPS will often be different than the average HP/average DPS.


What it means: note that the second average can be bigger or smaller (even if it's usually bigger in this comparison. What I *think* this indicates is something about the variance in stats. I postulate - can't prove - that if the average is heavily skewed upwards by one or two units, the second measure will be higher than the first. (2/11 = 0.18; but (2/5 + 2/3 + 2/25)/3 = (86/75)/3 = 0.38. If the average is skewed downwards, it should be lower than the first. In other words, OvD - the comparison - can indicate the overall skew of the DPS distribution.... or something.
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TheTenthDoc
Profile Blog Joined February 2011
United States9561 Posts
Last Edited: 2011-03-16 13:14:47
March 16 2011 13:14 GMT
#39
I'm not sure neglecting armor/size (at least in BW) is wise. The damage variance they create is large enough that I'm not sure you can make these sort of average statements. Anything with concussive damage (Vultures, Firebats, Ghosts) often has quartered or halved DPS. Your data may be slightly more accurate if you took the percentage of units in BW with each "weight class" then weighted the damage accordingly; this should be relatively easy to do. Capturing splash damage (which makes the Valkyrie, Firebat, and Corsair not totally crappy despite low DPS) is another issue I can't think of an easy way to account for.
Treehead
Profile Blog Joined November 2010
999 Posts
March 16 2011 14:04 GMT
#40
On March 16 2011 21:43 The Touch wrote:
Show nested quote +
On March 15 2011 13:21 Musoeun wrote:
Methodology

While I started by comparing simple DPS average, this seemed oversimplified. The measure I eventually went with was DPS compared to the average hit points of all units in the study. This has its limitations and inaccuracies, of course, but it seemed to give the most reasonable numbers for comparison within each game - further thoughts will be detailed later.


I performed a similar exercise recently, but used slightly different methodology, and I only used SC2 data. My purpose was to figure out if certain units were just being overhyped (after all the cries of 'marauders are OP' and 'nerf void rays' that seemed to be everywhere at one point), but I'll present it here because it could easily be used to compare SC2 units to BW units if people think it's a worthwhile metric.

What I did was take certain stats from a unit:

Mineral Cost
Gas Cost
Food Cost
Health
Shields
Damage Per Attack
Number of Attacks
Attack Cooldown

I then subjected each unit to an arbitrary amount of damage against them (10dps), and worked out how long each unit would survive against that dps, and how much damage that unit would do before death. I called this 'base damage before death'. From that figure, I then calculated base damage done per 100 minerals, 100 gass], and 1 food for each unit, calling them mineral, gas, and food efficiency indices (since the numbers themselves are meaningless, but the numbers relative to other units are useful).

Anyway, an example of what I did:

Marauder (Stimmed)

Mineral Cost - 100
Gas Cost - 25
Food Cost - 2
Health - 125
Shields - 0
Damage Per Attack - 10
Number of Attacks - 1
Attack Cooldown - 1s

Base DPS - 10
Survival Time Against 10dps - 12.5s
Base Damage Done Before Death - 125

Mineral Efficiency Index - 125
Gas Efficiency index - 500
Food Efficiency Index - 62.5


A couple of obvious flaws are that I haven't taken splash damage or casters into account (so the unsieged tank scores more highly than the sieged tank, hellions seem awful when they can actually roast an entire mineral line in seconds, and HTs don't feature at all), and I haven't yet bothered to work out carrier/interceptor damge (brood lord/broodling was relatively easy, so I imagine carriers will be also). But overall, I think it's a decent enough way of comparing how most units will cope with an old fashioned stand-up brawl.

Results for SC2 units

Each efficiency index is as follows:

Mineral Efficiency Index
+ Show Spoiler +
Thor (Ground) - 625
Brood Lord - 552
Archon (HT) - 513
Battlecruiser (Ground) - 489
Battlecruiser (Air)
Mothership - 285
DT - 255
Archon (DT) - 205
Zealot - 200
Banshee - 179
Reaper (Buildings) - 167
Immortal - 166
Roach - 155
Tank (Unsieged) - 154
Marauder (Stimmed) - 125
Tank (Sieged) - 124
Zergling (Crackling) - 119
Hydralisk - 116
Marine (Stimmed) - 115
Phoenix - 108
Thor (Air) - 107
Colossus - 106
Queen (Air) - 105
Zergling - 101
Void Ray (Charged) - 100
Corruptor - 98
Sentry - 96
Viking (Ground) - 96
Queen (Ground) - 93
Stalker - 89
Viking (Air) - 80
Reaper (Units) - 73
Mutalisk - 71
Void Ray (Uncharged) - 50
Ghost - 44
Hellion - 29


Gas Efficiency Index
+ Show Spoiler +
Thor (Ground) - 938
Battlecruiser (Ground) - 652
Brood Lord - 552
Marauder (Stimmed) - 500
Battlecruiser (Air) - 489
Roach - 464
Ultralisk - 436
Immortal - 414
Mothership - 285
Banshee - 269
DT - 255
Hydralisk - 231
Stalker - 222
Archon (DT) - 205
Viking (Ground) - 192
Tank (Unsieged) - 185
Archon (HT) - 171
Reaper (Buildings) - 167
Void Ray (Charged) - 167
Phoenix - 162
Thor (Air) - 160
Viking (Air) - 160
Colossus - 159
Tank (Sieged) - 149
Corruptor - 147
Void Ray (Uncharged) 83
Reaper (Units) - 73
Mutalisk - 71
Sentry - 48
Ghost - 44

Zealot, Zergling, Marine, Queen Hellion - use no gas


Food Efficiency Index
+ Show Spoiler +
Battlecruiser (Ground) - 326
Thor (Ground) - 313
Battlecruiser (Air) - 244
Brood Lord - 207
DT - 159
Ultralisk - 145
Mothership - 143
Archon (HT / DT) - 128
Immortal - 103
Zealot - 100
Banshee - 90
Reaper (Buildings) - 83
Void Ray (Charged) - 83
Phoenix - 81
Queen (Air) - 79
Tank (Unsieged) - 77
Corruptor - 74
Viking (Ground) - 72
Queen (Ground) - 70
Marauder (Stimmed) - 63
Tank (Sieged) - 62
Viking (Air) - 60
Zergling (Crackling) - 60
Roach - 58
Hydralisk - 58
Marine (Stimmed) - 58
Stalker - 56
Thor (Air) - 53
Colossus - 53
Zergling - 50
Void Ray (Uncharged) - 42
Reaper (Units) - 36
Mutalisk - 35
Ghost - 33
Sentry - 24
Hellion - 14


It's unsurprising that T3 units rule the roost in terms of all three efficiency indices, simply because they have so much health and dps (as long as you can actually get them to engage, which can be a particular issue for thors and ultras because of their size).

Now, these lists are for base dps only - I do have the data for how units perform against various armor types but I've been typing and editing this for ages already and I want to stop . Either way, I think it's still a worthwhile way of comparing the relative general strengths of certain units. I certainly hadn't realised quite how resource-efficient banshees were, even against non-light units, nor did I realise just how important it is to keep your mutalisks away from the enemy army - they're a truly awful use of resources in a 'proper' fight.

tl;dr

Slightly different way of comparing units - if you find it useful, then great. If not, then at least this was a fun way of bosting my post count by 1. WIN-WIN :D


Honestly this probably is worthy of an OP. I have only a couple criticisms. First, you're overvaluing the melee units (because they can be kited) and second, by listing the mineral and gas costs separately, you overvalue those whose cost is tied up in both.
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