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Bug with attack rate BC and reaper - Page 3

Forum Index > SC2 General
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Ropid
Profile Joined March 2009
Germany3557 Posts
July 17 2012 10:03 GMT
#41
On July 17 2012 18:55 darkness wrote:
Show nested quote +
On July 17 2012 18:36 eScaper-tsunami wrote:
Random delay actually explains a lot of things that's been happening to me... I go into probe vs probe battles getting a slightly faster attack off at the beginning but end up losing the fight..... thank you random delay, now I know to NEVER fight probe vs probe despite knowing the opponent's probe had the slightly slower first attack...


I fail to understand why we need any random factor in a strategic game.
Also one more thing, 'Random' is sometimes f*cked up. You may spawn as a race more than 3 times in a row. That's flawed imho although there's really small chance something like this happens. Like... 1/12 to be one race 4 times in a row?

That is actually exactly what "random" is in reality. If it is not like that, the programmers have rigged it to make it feel better to players.
"My goal is to replace my soul with coffee and become immortal."
HomeWorld
Profile Joined December 2011
Romania903 Posts
July 17 2012 10:04 GMT
#42
On July 17 2012 15:07 Dgotto wrote:
Hi all!
For some days I test various terran's units ingame for their DPS and... I found that the attack rate of Battlecruiser and Reaper are lower than that in their tooltips.
Tests were done in "Unit test map" at "Faster" game speed.

At first, I will explain the method of calculation (sample test):
target - full HP and shields Nexus without any upgrades for armor or shields.
attacker - Marauder without any upgrades for attack or stimpack. Base damage = 20, attack cooldown = 1.5 seconds.

Nexus doesn't have any shield armor, so Marauder will hit for full 20 damage every 1.5 seconds until shields ends (from 1000 to 0). The calculations are 1000/20*1,5=50*1,5=75 seconds.

And then I test it ingame:
Start (8:00) - http://s019.radikal.ru/i600/1207/4a/2d945839128f.jpg
End (9:15) - http://s59.radikal.ru/i163/1207/60/9d9b6a45ae42.jpg

As you can see from screenshot 2 it takes exactly 75 seconds (as calculated before). So, go next!

Battlecruiser test:
#1 - Air-to-ground attack:
Base damage is 8 to ground, and tooltip says attack rate is 0.23 sec. But on teamliquid wiki there is more detailed information (http://wiki.teamliquid.net/starcraft2/Battlecruiser). It says 0.225 sec (I check it with SC2Editor - 0.225).

target - Nexus with +3 graded shields.
attacker - Battlecruiser w/o grades for attack.
The point of calculation - the time needed to destroy 1000 shields.

Ingame test:
Start (34:20) - http://s015.radikal.ru/i333/1207/63/3d0ad5dc665c.jpg
End (35:18) - http://s017.radikal.ru/i428/1207/9b/7f077a53dbca.jpg

The test was done in 58 seconds, but BK hit one extra time. There are 1000/(8-3)=200 hits needed to remove shields, and 1 extra attack was done, so 201 attack in 58 seconds.
Time between attacks - 58/201=0,288557 seconds. That's far from stated 0.225 seconds. The difference is felt.
DPS of Battlecruiser is 8/0.225=35.55 (rounded up to 35.6 on teamliquid wiki).
Real DPS of Battlecruiser is 8/0,288557=27.72. That's 22% lower.
DPS per limit is 27.72/6=4,62... so low. Stimpacked marine deals 6*1,5/0,86=10,46 dps!

#2 - Air-to-air attack:
target - Battlecruiser with +2 armor grades, it totaly has 2+3=5 armor.
attacker - Battlecruiser without attack grades, damage =6 and the attack rate is the same = 0.225.
The purpose of the test - damage BCruiser up to 50 HP.

Start (34:10) - http://s61.radikal.ru/i174/1207/38/cf44b28912c8.jpg
End (36:34) - http://s015.radikal.ru/i333/1207/0f/b404adf9e07c.jpg

The time needed - 144 seconds.
Number of attacks done = (550-51)/(6-5)=499/1=499.
Time between attacks = 144/499=0,288557! It's equal to previous test's result!
DPS (for 0.225 attack rate) - 6/0,225=26,66
Real DPS - 6 /0,288557 =20,7931
20,7931/26,66=0,7799 - 22% lower dps, again.

Reaper test:
Attack to structures (with bombs):
target - Nexus w/o any grades.
attacker - Reaper, 30 damage to structures, 1.8 seconds attack cooldown from game tooltip.
The purpose of the test - damage shields for 990 points. 990/30=33 attacks done.

Start (2:00) - http://s48.radikal.ru/i120/1207/60/cd88dce53c1c.jpg
End (3:09) - http://s019.radikal.ru/i604/1207/b3/a8a6f6a34c60.jpg

It takes 69 seconds. Time between attacks - 69/33=2,09. One more time it's not as in tooltips!
DPS (for 1.8 attack rate) - 30/1,8=16,66
Real DPS - 30/2,09=14,35.
14,35/16,66=0,8613. ~14% lower from stated amount.

Some words after
The difference between reference and test data can not be explained by random +/-1 second or +/-1 attack. This affect results a little! Tests of other terran units grants perfectly matching values or very close ones to the stated data.

So, the main question - are there bugs or wrong tooltips?
© Glucodav (http://eu.battle.net/sc2/ru/forum/topic/4941225803)
PS Sorry for any mistakes in English



That's an interesting finding, let's hope it will be backed up by other separate "experiments". To be honest , I always had the feeling that BCs were too weak compared to other related top tier units
zhurai
Profile Blog Joined September 2010
United States5660 Posts
July 17 2012 10:05 GMT
#43
random delay is pretty stupid to implement into competitive games.
Twitter: @zhurai | Site: http://zhurai.com
Aerisky
Profile Blog Joined May 2012
United States12129 Posts
July 17 2012 10:11 GMT
#44
Oh wow, so the random delay actually decreases BC dps by 22%?! O_O

That's insane....maybe this is what is holding back BCs from being useful or something? I'm amazed it was only discovered now @_@
Jim while Johnny had had had had had had had; had had had had the better effect on the teacher.
Broodwurst
Profile Joined June 2011
Germany1586 Posts
July 17 2012 10:14 GMT
#45
Wierd/stupid rng in a Blizzard game? That's a shocker <.<
Fanboys = (ウ╹◡╹)ウ /// I like smiley faces
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
July 17 2012 10:16 GMT
#46
That's an interesting finding, let's hope it will be backed up by other separate "experiments". To be honest , I always had the feeling that BCs were too weak compared to other related top tier units


Because the carrier is doing so much better, right?

At least the BC has its niche uses in all 3 matchups, and has gone through various buffs and is getting some more in HOTS.. carrier not so lucky though.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
pmp10
Profile Joined April 2012
3315 Posts
July 17 2012 10:19 GMT
#47
On July 17 2012 18:55 darkness wrote:
Show nested quote +
On July 17 2012 18:36 eScaper-tsunami wrote:
Random delay actually explains a lot of things that's been happening to me... I go into probe vs probe battles getting a slightly faster attack off at the beginning but end up losing the fight..... thank you random delay, now I know to NEVER fight probe vs probe despite knowing the opponent's probe had the slightly slower first attack...


I fail to understand why we need any random factor in a strategic game.
Also one more thing, 'Random' is sometimes f*cked up. You may spawn as a race more than 3 times in a row. That's flawed imho although there's really small chance something like this happens. Like... 1/12 to be one race 4 times in a row?

Otherwise unit will overkill their targets.
Imagine 20 siege tanks hitting a single dropped marine wasting 90% of their dps.
BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2012-07-17 22:19:13
July 17 2012 10:22 GMT
#48
So I ran two tests in the unit test map and it confirms what the OP said. (The first test against the Hydra begins at 43 seconds and ends at 45, the second against the Nexus begins at 1:45 and ends at 2:21)

Replay: http://drop.sc/223255

First, the BC against a Hydra (low hp and no armor) with no upgrades yields the following: It takes the BC 11 shots to kill the Hydra and it takes the BC 3 seconds to kill the Hydra (and there is actually one more shot on the way toward the Hydra when it does).

So 3/11 = 0.2727 attack speed

Second, lets look at the BC vs 1000 Nexus shields with no shield upgrades: It takes 125 shots to kill the Nexus shields and it takes the BC 36 seconds to do so (and again there is one more shot on the way to Nexus when 1000 damage is done).

36/125 = .288 attack

EDIT: I am an idiot. The OP is correct.
tsango
Profile Joined July 2011
Australia214 Posts
July 17 2012 10:25 GMT
#49
On July 17 2012 15:07 Dgotto wrote:

DPS per limit is 27.72/6=4,62... so low. Stimpacked marine deals 6*1,5/0,86=10,46 dps!



So i guess that proves what we've been saying all these years... + Show Spoiler +
marines are OP.


In all seriousness - I wonder how many other units could be affected by such bugs, it would be interesting to do further testing and see. I think you will however find out that unit balance is conducted based on in game performance ahead of numerical statistics and thus such glitches are ultimately accounted for anyway. Also, when you consider that marines cant float and have nowhere near the same HP, it probably makes sense its DPS is lower/limit.
If you dont like something, then that should be reason enough to try and change it
Prillan
Profile Joined August 2011
Sweden350 Posts
July 17 2012 10:27 GMT
#50
On July 17 2012 19:22 BronzeKnee wrote:
I find it odd that you decided to add armor to the Nexus and Battle Cruiser when doing the damage test. My first reaction is you are trying to hide something, and my second after thinking about it is that it magnifies the results of your test. Because it takes longer (ie more shots) for the Battle Cruiser to do the stated damage you end up with more overall random delays, and thus the Battle Cruiser does less and less DPS over time.
.....

It's done to make the HP an multiplier of the damage done to easier be able to measure it.

Also measuring on something with more HP evens out the randomness.
TheBB's sidekick, aligulac.com | "Reality is frequently inaccurate." - Douglas Adams
BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2012-07-17 10:28:53
July 17 2012 10:28 GMT
#51
On July 17 2012 19:27 Prillan wrote:
Show nested quote +
On July 17 2012 19:22 BronzeKnee wrote:
I find it odd that you decided to add armor to the Nexus and Battle Cruiser when doing the damage test. My first reaction is you are trying to hide something, and my second after thinking about it is that it magnifies the results of your test. Because it takes longer (ie more shots) for the Battle Cruiser to do the stated damage you end up with more overall random delays, and thus the Battle Cruiser does less and less DPS over time.
.....

It's done to make the HP an multiplier of the damage done to easier be able to measure it.

Also measuring on something with more HP evens out the randomness.


I think my tests were pretty clear. Read my whole post. Download and watch the replay I provided.
Cyanure
Profile Joined June 2009
France51 Posts
July 17 2012 10:30 GMT
#52
On July 17 2012 19:28 BronzeKnee wrote:
Show nested quote +
On July 17 2012 19:27 Prillan wrote:
On July 17 2012 19:22 BronzeKnee wrote:
I find it odd that you decided to add armor to the Nexus and Battle Cruiser when doing the damage test. My first reaction is you are trying to hide something, and my second after thinking about it is that it magnifies the results of your test. Because it takes longer (ie more shots) for the Battle Cruiser to do the stated damage you end up with more overall random delays, and thus the Battle Cruiser does less and less DPS over time.
.....

It's done to make the HP an multiplier of the damage done to easier be able to measure it.

Also measuring on something with more HP evens out the randomness.


I think my tests were pretty clear. Read my whole post. Download and watch the replay I provided.


Your test is clear, but it is less acurate than the OP.
The longer the time, the better the average measurement
tsango
Profile Joined July 2011
Australia214 Posts
July 17 2012 10:31 GMT
#53
On July 17 2012 19:22 BronzeKnee wrote:
I find it odd that you decided to add armor to the Nexus and Battle Cruiser when doing the damage test. My first reaction is you are trying to hide something, and my second after thinking about it is that it magnifies the results of your test. Because it takes longer (ie more shots) for the Battle Cruiser to do the stated damage you end up with more overall random delays, and thus you could find that the Battle Cruiser does less and less DPS over time.

So I ran two tests in the unit test map. (The first test against the Hydra begins at 43 seconds and ends at 45, the second against the Nexus begins at 1:45 and ends at 2:21)

Replay: http://drop.sc/223255

First, the BC against a Hydra (low hp and no armor) with no upgrades yields the following: It takes the BC 11 shots to kill the Hydra and it takes the BC 3 seconds to kill the Hydra (and there is actually one more shot on the way toward the Hydra when it does).

So 3/11 = 0.2727 DPS

So in that case the BC actually does more damage than stated!

Second, lets look at the BC vs 1000 Nexus shields with no shield upgrades: It takes 125 shots to kill the Nexus shields and it takes the BC 36 seconds to do so (and again there is one more shot on the way to Nexus when 1000 damage is done).

36/125 = .288 DPS

Again the BC actually does more damage than stated!

So while in your scenario the BC does 22% less damage, in most real scenarios it will do much closer to it's stated DPS, and in some scenarios it even appears to do more damage, and thus I think you are misrepresenting the facts by picking unlikely scenarios.

However, your tests and mine do show problems with the damage system in SC2.


I also thought it seemed odd that the BC testing was done with +3 shields... i guess it simulates somewhat "expected" upgrades for that point in time, but to the same effect you would also assume attack upgrades were also completed probably +3. I'm not sure whether due to scaling +3 attacks is EXACTLY mitigated by +3 armour, (i always thought it was) in which case testing should just be done with no upgrades on either. Also, real world performance which is what balance is based on is unfortunately performed with real world scenarios in mind (at the highest end of play)... It's not everyday you see BC's in PvT, or shield upgrades for that matter.
If you dont like something, then that should be reason enough to try and change it
DifuntO
Profile Joined November 2011
Greece2376 Posts
July 17 2012 10:32 GMT
#54
If you repeat the test a few times with the BC do you get the same result or it's different every time because of the random attack delay?
All I do is Stim.
Prillan
Profile Joined August 2011
Sweden350 Posts
July 17 2012 10:34 GMT
#55
On July 17 2012 19:28 BronzeKnee wrote:
Show nested quote +
On July 17 2012 19:27 Prillan wrote:
On July 17 2012 19:22 BronzeKnee wrote:
I find it odd that you decided to add armor to the Nexus and Battle Cruiser when doing the damage test. My first reaction is you are trying to hide something, and my second after thinking about it is that it magnifies the results of your test. Because it takes longer (ie more shots) for the Battle Cruiser to do the stated damage you end up with more overall random delays, and thus the Battle Cruiser does less and less DPS over time.
.....

It's done to make the HP an multiplier of the damage done to easier be able to measure it.

Also measuring on something with more HP evens out the randomness.


I think my tests were pretty clear. Read my whole post. Download and watch the replay I provided.

But your test doesn't contradict what I said.
(I answered to your first statement with him trying to hide something)

The tooltip displays attack rate (period) WITHOUT the random delay.

You're measuring the attack rate (period) WITH the random delay.

Of course they're going to differ! But somehow everybody is concluding that there must be some kind of bug. There isn't!
You're just misinterpreting the tooltip.
TheBB's sidekick, aligulac.com | "Reality is frequently inaccurate." - Douglas Adams
nocrA
Profile Joined August 2011
Italy27 Posts
Last Edited: 2012-07-17 10:42:37
July 17 2012 10:35 GMT
#56
On July 17 2012 19:22 BronzeKnee wrote:

So 3/11 = 0.2727 attack speed

So in that case the BC actually does damage faster than stated!

36/125 = .288 attack

Again the BC actually does damage faster than stated!

So while in your scenario the BC does 22% less damage, in most real scenarios it will do much closer to it's stated DPS, and in some scenarios it even appears to do more damage


If by stated you mean the attack rate displayed in the game it's 0.225 so your results are much higher than that and much more similar to the OP results(~0.288) also there is really no need to test because just looking at the random delay which is between -0.0625 and 0.1875 we can get the real rate of fire:

average delay = (0.1875 - 0.0625)/2=0.0625

actual rate of fire = stated + delay = 0.225 + 0.0625 = 0.2875

(╯°□°)╯︵ ┻━┻
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
July 17 2012 10:54 GMT
#57
Guys, i dont understand why some of you are saying something like "omg the bc is so bad now, that this is discovered".
No.
If the attack speed would be 0.2875 without a random delay, nobody would complain in years.
But now that it is 0.2875 with the random delay and the tooltip says 0.225 its a big deal?

Its not like the BC got worse because this was discovered t-t
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
lazyitachi
Profile Blog Joined December 2011
1043 Posts
July 17 2012 10:56 GMT
#58
On July 17 2012 18:55 darkness wrote:
Show nested quote +
On July 17 2012 18:36 eScaper-tsunami wrote:
Random delay actually explains a lot of things that's been happening to me... I go into probe vs probe battles getting a slightly faster attack off at the beginning but end up losing the fight..... thank you random delay, now I know to NEVER fight probe vs probe despite knowing the opponent's probe had the slightly slower first attack...


I fail to understand why we need any random factor in a strategic game.
Also one more thing, 'Random' is sometimes f*cked up. You may spawn as a race more than 3 times in a row. That's flawed imho although there's really small chance something like this happens. Like... 1/12 to be one race 4 times in a row?


I am starting to think the average tl posters have horrible math and logic.
please brush up on non bayesian probability and law of large numbers.
Thanks
Jarree
Profile Joined January 2012
Finland1004 Posts
July 17 2012 10:57 GMT
#59
Yeah but the main question is why does bc random delay differ from everything else in the game? Is that a mistake by blizz that got in to the game or is there a reason for it?
Dephy
Profile Joined January 2011
Lithuania163 Posts
July 17 2012 11:10 GMT
#60
On July 17 2012 19:54 MasterReY wrote:
Guys, i dont understand why some of you are saying something like "omg the bc is so bad now, that this is discovered".
No.
If the attack speed would be 0.2875 without a random delay, nobody would complain in years.
But now that it is 0.2875 with the random delay and the tooltip says 0.225 its a big deal?

Its not like the BC got worse because this was discovered t-t


well, previous you could theory craft with bc dps and shit like that, making it seem more pop efficent unit than it really is(in theory craft), and always falling flat in real games.
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