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Here's some important ones, though a little outdated for basic stats. You aren't the first to compile these ones, but with a little work in excel, you can be the best. Really the first good one to get published
Shurafa's, though slow and missing some comparisons Shurafa's TeamLiquid thread
What these other ones include that are useful is dps gains per upgrade, dps versus their bonus damage type compared to normal, dps per cost, and dps per hp.
In-game usefulness of these numbers are low, excepting an explanation to why your army died to thors so fast (Highest DPS unit in the game) or ultralisks. Also, the gains per upgrade invested is useful to see how the investment pays off lategame, in such situations as building upgrade-boosted stalkers against battlecruisers (lose out in a dps perspective compared to every upgrade the battlecruisers get). The modeling of broodlord dps is a fun one as well. What is the average broodlings on the ground dps + the broodlord initial launch dps equal to?
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is there a similar list for broodwar? would be nice to compare both games unit dps
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On June 24 2012 01:54 -Kira wrote:Show nested quote +On June 23 2012 15:35 Sea_Food wrote: All workers dont have same dps.
As a stataholic. I could not watch more. These numbers are so wrong and make me cry. Show some proof, liquipedia stats say 3.3 for all workers. All workers have the same attack damage. A drone will recover enough health to kill an scv and I can't remember probe, I think the probe wins?
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On June 24 2012 02:05 -Kira wrote: Noone claims that. It's just a dps chart for the people so they can see dps, nothing else. Wanna see all stats - go to liquipedia.
One of my points was along the lines that the OP chart isn't even particularly good or accuate even as far as DPS goes.
If you have a chart that's supposed to be about DPS, you really can't ignore armor or splash.
(edit) - Again, not that I'm trying to hate on the OP or the effort.
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It's really hard to derive any real meaningful data from these charts but they are cool nonetheless.
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so you're telling me to use reapers to kill chargelots with a small maurader wall?
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Too bad reapers take forever to build.
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One of the things i love about the SC2 comunity is you can always count on someone to go properly anal and analyze everything. Brilliant job, keep it up. Much love from me and the other lazy fuckers in the SC2 scene who like to have this stuff bottlefed to us.
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One thing to keep in mind for carriers is that for every plus 1 air attack upgrade, you get +2 dmg PER fighter (they do 2 attacks per volley). I believe that would be +16 dmg per volley for each upgrade (when you count 8 fighters per carrier).
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On June 24 2012 04:27 Reborn8u wrote: One thing to keep in mind for carriers is that for every plus 1 air attack upgrade, you get +2 dmg PER fighter (they do 2 attacks per volley). I believe that would be +16 dmg per volley for each upgrade (when you count 8 fighters per carrier).
same thing can be said of armor upgrades against the carrier. 1 armor upgrade is essential 16 less damage per volley. Thats why carrier isnt effective along with other things( crappy kiting ability)
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For those comparing the reaper dps with marine's keep in mind how much marines are cheaper, easier and faster to produce. Does it take into account stim btw?
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On June 24 2012 02:30 Probe1 wrote:Show nested quote +On June 24 2012 01:54 -Kira wrote:On June 23 2012 15:35 Sea_Food wrote: All workers dont have same dps.
As a stataholic. I could not watch more. These numbers are so wrong and make me cry. Show some proof, liquipedia stats say 3.3 for all workers. All workers have the same attack damage. A drone will recover enough health to kill an scv and I can't remember probe, I think the probe wins?
The probe wins if it's microed around, as shields regenerate faster than the drone's life. However the drone wins against both SCVs and probes if you're a-moving without micro.
On June 24 2012 04:42 SuperYo1000 wrote:Show nested quote +On June 24 2012 04:27 Reborn8u wrote: One thing to keep in mind for carriers is that for every plus 1 air attack upgrade, you get +2 dmg PER fighter (they do 2 attacks per volley). I believe that would be +16 dmg per volley for each upgrade (when you count 8 fighters per carrier). same thing can be said of armor upgrades against the carrier. 1 armor upgrade is essential 16 less damage per volley. Thats why carrier isnt effective along with other things( crappy kiting ability)
No. The carrier has the best dps in the game. I'm pretty sure about that. It does twice as much damage as it did in brood war, and was arguably the best late game unit there. The weakness of the carrier is that units clump up much more in SC2, so the interceptors just melt under clumped anti air units. The other reason that it's bad is of course that it's so slow, and the fact that you can't really kite with it like you could in BW.
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[/QUOTE] All workers have the same attack damage. A drone will recover enough health to kill an scv and I can't remember probe, I think the probe wins?[/QUOTE]
The probe wins if it's microed around, as shields regenerate faster than the drone's life. However the drone wins against both SCVs and probes if you're a-moving without micro.
Not true. The first one to get a hit wins between a drone and an SCV. Probes loses against both the SCV and drone, even though it gets the first attack.
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vikings have higher dps vs zerglings than vs mutas? now I know!
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On June 23 2012 18:56 Krejven wrote:Show nested quote +On June 23 2012 18:38 Masvidal wrote: ROFL I just noticed how hilariously terrible stalkers are at doing damage.
Silly things a Stalker does less damage than:
A Zergling A Marine An Infested Terran A Roach
And Stalkers do only .3 more dps than 2 probes attacking, and .9 more dps than a Sentry. I knew it wasn't just me thinking Stalkers just tickle stuff. Notice that all 4 things I listed cost far less than a Stalker. But even though they don't do a lot of damage, that still seems wrong that they do less damage than a marine or a roach. Is that number actually correct, or did you get something wrong? You clearly failed to see that you are looking at stalkers dps against everything but armored (which it has a dmg bonus against). Against armored targets it does infact quite alot more dmg than the units you listed. And it can shoot up compared to the roach. No, I defintely realized it. I did it purposely because that is it's BASE damage, and because vs. Armored Protoss should have Immortals. Other than when fighting Roaches (combined with Immortals), in all matchups pretty much everything you get Stalkers to target are light, except PvP when they are just shooting at each other so DPS could be whatever it wants. I know DPS is everything, but having less damage than an unstimmed marine or a single zergling is mind-boggling. Same with Infested Terrans. You're telling me if I blink stalker harass, I'm paying 125/50 per unit and paying for blink upgrade for units that I am going to be risking to deal some damage, while Zerg can throw up FREE units from infestors in infested Terrans that do more dps? That can't be right.
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Pretty interesting stuff. Thanks for sharing .
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I wished the chart also mentionned the medivac's healing rate, because I ran the following test: A stimmed marauder cannot kill a non-armored unit being healed by a medivac, and the marauder with stim is higher dps than half of the units in that chart... meaning that over half the units in the game (at 2 supply worth) cannot kill a unit that is supported by a medivac... it just feels wrong to me :S
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The dps chart is it vs 0 Armor? I assume so? Because armor also plays a role in dps scaling, you probably have a huge project ahead of yourself because of it =o.
I hope to see the finished product.
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What about dps*range per supply*space. This gives an idea of how much damage a group of such units will put out if clumped together. Would be tricky-- melee would need to be handled separately than range.
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