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Unit Cost Effectiveness DPS HP Cost Table

Forum Index > SC2 General
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Ixess
Profile Joined February 2012
Canada13 Posts
Last Edited: 2012-03-07 10:55:41
March 07 2012 06:06 GMT
#1
Unit battles are determined by effective dps*hp vs effective dps*hp and based on cost.
This is based on equal numbers of units attacking from both sides. With micro or more units on one side, hp can be conserved and dps can be increased by focusing.

Cost is based on 2 saturated bases. (minerals are worth 3.57143 and gas is worth 13.1579 based on time to mine)
Dps is based on a recently posted dps table.

Armour changes change attacking unit dps based on cooldown and can't be included.
Shields and health regen are fixed rates that can be taken off of dps and can't be included.

Attack types, splash and other things like that can be added in yourself, these are ratios.
Some Spells, AOE, and movement can't be accurately included

Melee units have more cost effectiveness since ranged units reduce their group hp before they can do damage.
So speed is an important factor for melee units which is not included.

I'm sure there are many errors. I'm happy to correct them if you post the error.
[image loading]

Why did I post this?
It might help people make builds.
It may be interesting(I find this stuff very interesting).
Someone else might improve upon this, which I support.

If someone knows how to usefully include build times, I'd like to know. I tried and it distorted things too much.
Everything has an optimal strategy
Encrypto
Profile Joined August 2010
United States442 Posts
March 07 2012 06:07 GMT
#2
Wow, looks like a lot of work went into this. Interesting to see that the Thor has the highest DPS x HP / Cost ratio.
pt
Profile Joined November 2010
United States813 Posts
March 07 2012 06:07 GMT
#3
lol zealot is really high
EG-TL!
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
March 07 2012 06:09 GMT
#4
dps/cost would be an interesting stat as well if you can put that in there
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
etrensce
Profile Joined April 2011
Australia337 Posts
March 07 2012 06:09 GMT
#5
Why does the auto-turret cost 1244 minerals?
If life gives you lemons, burn lifes house down
eScaper-tsunami
Profile Blog Joined July 2009
Canada313 Posts
March 07 2012 06:11 GMT
#6
if i'm correct, it looks like you equalized minerals and gas.... gas > mineral
RuhRoh is my herO
Orracle
Profile Blog Joined January 2011
United States314 Posts
March 07 2012 06:12 GMT
#7
Not sure if I missed it, but is there a reason the colossus isn't added?
thundertoss
Profile Joined March 2010
United States1166 Posts
March 07 2012 06:12 GMT
#8
Interesting... where's the rest? O.o I hope you made a program (or excel macro or something) to do this for you quickly ^_^
Underneath David Kims banelings is another control group of banelings.
Ixess
Profile Joined February 2012
Canada13 Posts
March 07 2012 06:16 GMT
#9
I gave 1244 minerals to the auto-turret to balance it, since it has no mineral cost. Maybe I should just remove it.
Everything has an optimal strategy
Dbla08
Profile Joined March 2011
United States211 Posts
March 07 2012 06:17 GMT
#10
what escraper said, but to clarify the compensation, minerals are 4x more abundant than gas geysers (on most maps, iirc there was a base on one that has 3 geysers?) but otherwise this is interesting info to gander at, proves that queens > hydras lol i plan on just making queens anytime i have the thought "hydras might be ok." better range (grooved spines need to just be built in, fer serious), higher dps*cost/hp, creep & transfuse <3
SadSatyr
Profile Joined April 2010
United States77 Posts
Last Edited: 2012-03-07 06:22:02
March 07 2012 06:19 GMT
#11
Wow, this is pretty cool info. Just wish I was smart/good enough to use it. Good job!

edit: To provide something useful to the discussion... for the people wanting just dps/cost ratio you can divide the current dps*hp/cost number by the hp of the unit.
Ventor
Profile Joined February 2011
United States336 Posts
March 07 2012 06:21 GMT
#12
This table holds no real value and should not be referred to. It just seems like you were bored.
oGsMc - EGHuK - White-Ra - SlayerSBoxeR - STBomber Fighting!~
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
March 07 2012 06:22 GMT
#13
If you're doing cracklings you could do shield marines, and stimmed marines and marauders ( -hp if you want).
SadSatyr
Profile Joined April 2010
United States77 Posts
March 07 2012 06:24 GMT
#14
@ ventor Why would you say it holds no value? Who cares if he was bored. He has provided more information to the community, that is never a bad thing. At the very least say why you think it holds no value...
OrchidThief
Profile Joined April 2011
Denmark2298 Posts
Last Edited: 2012-03-07 06:34:08
March 07 2012 06:28 GMT
#15
Battles aren't determined by dps*hp vs dps*hp. They're determined by effective dps*hp vs effective dps*hp (including armor as you note). This means you don't gain much real information from sheets like these. I did one of these when SC2 came out, and I realised that even then all the units that on paper looked like they were the most powerful, were sometimes not used due to entirely different reasons.

A more meaningful approach would be to include all the units secondary stats such as movement speed, surface area etc and make a stat called "usefulness" or something that weighs some of the secondary stats.
Peleus
Profile Joined March 2010
Australia420 Posts
March 07 2012 06:35 GMT
#16
Unfortunately the problem with theory crafting is that there is so much more than what's on the paper. For example 100 lings vs 100 marines. You may think to look at this table to discover who would have the best damage, cost, HP etc but it doesn't factor in things like marines being able to all fire at once as opposed to only the front line of lings.

Ixess
Profile Joined February 2012
Canada13 Posts
Last Edited: 2012-03-07 06:40:01
March 07 2012 06:37 GMT
#17
I added Colossus and removed auto-turret. there is a spreadsheet, but I expect there are some errors, So I'll release it after its more accurate. I Also add DPS/cost.

Yes gas is worth more than minerals, it is based on how long it takes to mine each mineral(seconds per mineral or gas)
I want to add modified dps for stimmed marines.

You can usefully use these numbers if you decrease each units dps in a specific situation by the regen rates, and muliply aoe by average number of units in range.
Everything has an optimal strategy
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
Last Edited: 2012-03-07 06:45:17
March 07 2012 06:43 GMT
#18
I suppose it's not a bad thing, but like Peleus said, there's 20 other things to consider when theorycrafting with this. I don't see any practical use for this.

It's much faster and more practical to just open up a unit tester, make logical army compositions to fight, and observe how it goes. Taking health regen, different unit compositions, upgrades, melee vs ranged units, build time, tech required, etc, etc is near impossible, and not something you're going to be able to make practical use of during an actual game.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
eScaper-tsunami
Profile Blog Joined July 2009
Canada313 Posts
March 07 2012 06:43 GMT
#19
Just a suggestion, I think dps*hp/cost/supply will actually tell a different story altogether.
RuhRoh is my herO
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
March 07 2012 07:02 GMT
#20
For people that dont know math, i would like to remind that the cheap units are actually alot better than in the table because they stack more. For example even thou queen has almost equal dh/c as zergling, 3 zerglings (75 min) still beat 1 queen (150 min) because their dps is three times higer when all lings aare still alive and two times higer when two lings are still around.
Ixess
Profile Joined February 2012
Canada13 Posts
March 07 2012 07:03 GMT
#21
dps*hp/cost/supply doesn't make any sense, but i added dps*hp/supply for when the restriction isn't cost but supply with maxed armies.

Also added alternating colors.
Everything has an optimal strategy
FinestHour
Profile Joined August 2010
United States18466 Posts
March 07 2012 07:06 GMT
#22
Man, why do they have to go and get rid of the thor in HOTS.
thug life.                                                       MVP/ex-
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
March 07 2012 07:09 GMT
#23
Thors do the most overkill, which is yet another form of intricacy this graph can't capture.
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
March 07 2012 07:14 GMT
#24
On March 07 2012 16:09 Resistentialism wrote:
Thors do the most overkill, which is yet another form of intricacy this graph can't capture.

no that is not it. It is because thors are expensive units and thus stack less as i mentioned in previous post.
Fym
Profile Joined October 2009
United Kingdom189 Posts
March 07 2012 07:28 GMT
#25
I thought artosis said carriers have the highest dps in game but according to your chart, the thor does.
If you wanna be a good chef, you dont make fish n chips.
eScaper-tsunami
Profile Blog Joined July 2009
Canada313 Posts
March 07 2012 09:19 GMT
#26
On March 07 2012 16:03 Ixess wrote:
dps*hp/cost/supply doesn't make any sense, but i added dps*hp/supply for when the restriction isn't cost but supply with maxed armies.

Also added alternating colors.


On March 07 2012 16:02 Sea_Food wrote:
For people that dont know math, i would like to remind that the cheap units are actually alot better than in the table because they stack more. For example even thou queen has almost equal dh/c as zergling, 3 zerglings (75 min) still beat 1 queen (150 min) because their dps is three times higer when all lings aare still alive and two times higer when two lings are still around.


That's why dps*hp/cost/supply might make sense. Tyvm sea_food. On a side note, you left out immortal.
RuhRoh is my herO
Elefes
Profile Joined September 2011
Russian Federation164 Posts
March 07 2012 09:44 GMT
#27
Due to how armor works, you kinda need to add something that accounts base attack and base armor. I.e., high-dps units with fast cooldown, but moderate dmg per hit, are extremely vulnerable to armoder units (Marines vs. Ultras)
JakeBurton
Profile Joined October 2010
74 Posts
March 07 2012 09:54 GMT
#28
On March 07 2012 16:14 Sea_Food wrote:
Show nested quote +
On March 07 2012 16:09 Resistentialism wrote:
Thors do the most overkill, which is yet another form of intricacy this graph can't capture.

no that is not it. It is because thors are expensive units and thus stack less as i mentioned in previous post.


Honestly, I think the biggest issue with thor dps is that it has high shot damage and slow shots (and thus overkill) combined with the setup time between targeting a unit and firing the first shot. Thors do great dps against large targets but ridiculously bad dps when they have to switch targets multiple times in a fight.
Mooneyes
Profile Joined March 2011
Sweden72 Posts
March 07 2012 10:09 GMT
#29
Ideas: Secondary dps wich includes the dps of units with bonus dmg when bonus dmg is aplicable.
Adding a cell to set the lvl of attack 0 1 2 3. Shoud be relatively easy if the sheet uses formulas.
Blatantly stolen: The Zerg: Protoss is soooo imbalanced. The Protoss: Zerg is soooo imbalanced. The Terran: I would like to thank all my friends and family for another GSL win. -GSL 2011
ArhK
Profile Joined July 2007
France287 Posts
March 07 2012 10:12 GMT
#30
I think in order for this sheet to be useful, you should factor in the range of each unit. Like a multiplier from each unit of range a unit gets. This way, it will more reflect the usefulness of unit ingame, aka Marines with their range against Speedling for example.
stingbear
Profile Joined May 2010
16 Posts
March 07 2012 10:22 GMT
#31
Why does lings have 0.5 supply? Don't they have 1 supply?
Ixess
Profile Joined February 2012
Canada13 Posts
March 07 2012 10:25 GMT
#32
On March 07 2012 18:19 eScaper-tsunami wrote:
Show nested quote +
On March 07 2012 16:03 Ixess wrote:
dps*hp/cost/supply doesn't make any sense, but i added dps*hp/supply for when the restriction isn't cost but supply with maxed armies.

Also added alternating colors.


Show nested quote +
On March 07 2012 16:02 Sea_Food wrote:
For people that dont know math, i would like to remind that the cheap units are actually alot better than in the table because they stack more. For example even thou queen has almost equal dh/c as zergling, 3 zerglings (75 min) still beat 1 queen (150 min) because their dps is three times higer when all lings aare still alive and two times higer when two lings are still around.


That's why dps*hp/cost/supply might make sense. Tyvm sea_food. On a side note, you left out immortal.


Stacking isn't related to supply, its based on fitting more units in the same space.
supply is not a restriction, and so it does not make sense to divide by it.
Everything has an optimal strategy
ZenithM
Profile Joined February 2011
France15952 Posts
March 07 2012 10:31 GMT
#33
I didn't find the Sentry in there.
CatNzHat
Profile Blog Joined February 2011
United States1599 Posts
March 07 2012 10:31 GMT
#34
rauder vs armored, same with like stalker and other units with differing damage vs armor types
Could also probably include column with dps increase per attack upgrade
DeAnconia
Profile Joined August 2011
United States22 Posts
March 07 2012 10:37 GMT
#35
On March 07 2012 19:22 stingbear wrote:
Why does lings have 0.5 supply? Don't they have 1 supply?


Well, two of them have a combined 1 supply.
DOUDOU
Profile Joined October 2011
Wales2940 Posts
March 07 2012 10:40 GMT
#36
dps/buildtime would be interesting for me
Feast | Grubby | Mvp | Polt | Fantasy | Last | MMA | forGG | Leenock | Soberphano | Scarlett cutiepie
Deleuze
Profile Blog Joined December 2010
United Kingdom2102 Posts
March 07 2012 10:54 GMT
#37
On March 07 2012 15:28 OrchidThief wrote:
Battles aren't determined by dps*hp vs dps*hp. They're determined by effective dps*hp vs effective dps*hp (including armor as you note). This means you don't gain much real information from sheets like these. I did one of these when SC2 came out, and I realised that even then all the units that on paper looked like they were the most powerful, were sometimes not used due to entirely different reasons.

A more meaningful approach would be to include all the units secondary stats such as movement speed, surface area etc and make a stat called "usefulness" or something that weighs some of the secondary stats.


Yep, sadly this is a meaningless spreadsheet.

Micro is by far more determining factor for an engagement. After that it is positioning.

If you're doing 1a v 1a this *might* be useful.
“An image of thought called philosophy has been formed historically and it effectively stops people from thinking.” ― Gilles Deleuze, Dialogues II
Ixess
Profile Joined February 2012
Canada13 Posts
Last Edited: 2012-03-07 11:03:44
March 07 2012 11:02 GMT
#38
Added immortal and sentry, removed dps from meaningless units, and added dps/buildtime, and speed.
Also deleted slightly higher cost versions of archon.

If both players micro at the same skill level this is still fairly accurate(they will have similar total hp*dps and usage skill).
This is also very useful for few units micro in at least 2 ways. You can use percentages to factor in skill difference.
Or you can include all factors, which isn't that much usually, just regen,shields,time for each unit in battle, and focus.

Also you don't have to use it the way I suggest. There are build times, costs, speed, dps, and hp.
With all that you can do many more things. Use your imagination.
Everything has an optimal strategy
Exigaet
Profile Joined May 2010
Canada355 Posts
Last Edited: 2012-03-07 15:06:27
March 07 2012 15:02 GMT
#39
Where are you getting the numbers for Battlecruisers doing double the DPS than Carriers?

Carriers have 8 interceptors. Each Interceptor has 2 attacks dealing 5(+3) damage each, dealing 80(+48) damage between all 8 per wave, attacking at a fairly fast attack speed(forget the attack speed, someone else may know).

Battlecruisers do 8(+3) damage to ground and 6(+3) damage to air every 0.23 seconds.

KicKDoG
Profile Joined December 2003
Sweden765 Posts
March 07 2012 15:03 GMT
#40
yeah some units isn't added! O_O
http://www.twitter.com/KicKDoG_LoL baylife plox?
KimJongChill
Profile Joined January 2011
United States6429 Posts
March 07 2012 15:04 GMT
#41
Broodlord seems kinda low.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
Ixess
Profile Joined February 2012
Canada13 Posts
March 07 2012 21:44 GMT
#42
This is where I got the dps and stats as well as all other units. http://wiki.teamliquid.net/starcraft2/Carrier

I think I could add in how common regen rates, shields, and medics affect dps in exact numbers. I'll look into that later.
Are any more units missing?
Everything has an optimal strategy
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