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Bug with attack rate BC and reaper

Forum Index > SC2 General
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Dgotto
Profile Joined February 2012
Russian Federation210 Posts
July 17 2012 06:07 GMT
#1
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
mrtomjones
Profile Joined April 2011
Canada4020 Posts
July 17 2012 06:09 GMT
#2
Did you test every unit or just those?
Malpractice.248
Profile Blog Joined November 2010
United States734 Posts
July 17 2012 06:12 GMT
#3
You should draw up a conclusion, and maybe format it better.
Otherwise, this is interesting results >.>
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
July 17 2012 06:13 GMT
#4
Well, the bomb is a special attack, so it does not fall under the rule of the regular attack speed. no clue with the bc.
Malpractice.248
Profile Blog Joined November 2010
United States734 Posts
July 17 2012 06:15 GMT
#5
On July 17 2012 15:13 JustPassingBy wrote:
Well, the bomb is a special attack, so it does not fall under the rule of the regular attack speed. no clue with the bc.

Reg attack for reaper is 1.1
Nade is 1.8
FrozenFrotie
Profile Joined January 2011
Singapore156 Posts
July 17 2012 06:16 GMT
#6
I'm surprised this was only discovered 2 years after the release of sc2. Thanks.
-FoX
Profile Joined November 2010
United States479 Posts
July 17 2012 06:24 GMT
#7
Wow, if these numbers are accurate that's insane. 22% less DPS than stated? That's a huge disparity. Hopefully we can have some other people check on the numbers/method and see if this is valid.
Jarree
Profile Joined January 2012
Finland1004 Posts
Last Edited: 2012-07-17 06:27:15
July 17 2012 06:24 GMT
#8
So you discovered BC is even more shit than it's supposed to be?

But joking aside, is bc "balanced" around the stats, or actual game play dps? Because if those calculations are correct, -22% is a huge difference.

edit: i mean lets say those calculations are correct. How would Blizzard correct the problem. Increase the real attack speed to match the stats, or change the stated attack speed of the unit.
Gfire
Profile Joined March 2011
United States1699 Posts
July 17 2012 06:26 GMT
#9
Interestingly, the random attack delay maximum amount is higher for these weapons than most weapons. Not sure if this is to blame, but it certainly could be. Most weapons have a random delay maximum of 0.125, while BCs have 0.1875.

Reaper's anti-structure, however, is more interesting. It has a random delay maximum of 0.5 (very big) but also a random delay minumum of 0.1, a positive number. Most weapons, including that of BCs, has a minimum delay of -0.0625.

You could add anywhere from -0.0625 to 0.125 to the time between attacks for a regular weapon. A BC should average to be a higher because it's between -0.0625 and 0.1875. The reapers, though, don't even have a chance to fire as fast as they should because you will always add at least 0.1, with as much as 0.5.

all's fair in love and melodies
Dgotto
Profile Joined February 2012
Russian Federation210 Posts
Last Edited: 2012-07-17 06:42:00
July 17 2012 06:26 GMT
#10
On July 17 2012 15:09 mrtomjones wrote:
Did you test every unit or just those?

Yes, all terran units(without sidge tank) have been tested, incorrect results are only bс and reaper
Moka
Profile Joined August 2010
Canada942 Posts
Last Edited: 2012-07-17 06:32:02
July 17 2012 06:27 GMT
#11
That is insteresting! Have you tried on other units than the Nexus for the reaper and the Ground to Ground attack for the battlecruiser? Maybe the Nexus has a hidden armor value, or the upgrades grants more than +3 in a hidden way, it would be very weird though Or have maybe the Maurauder do a dps test against a +3 shield Nexus, because for the maurauder you did it without shield upgrades, but for the others, you did
ヾ(@⌒_⌒@)ノ
Zariel
Profile Blog Joined December 2010
Australia1285 Posts
July 17 2012 06:33 GMT
#12
Here's what you can do. Get a unit, modify it's attack speed and damage identical to a reaper or a BC, run the tester, see the difference.
sup
Dgotto
Profile Joined February 2012
Russian Federation210 Posts
July 17 2012 06:35 GMT
#13
Tests were also the СС, results are the same
ranjutan
Profile Joined November 2010
United States636 Posts
July 17 2012 06:35 GMT
#14
O_O
I have to assume Blizzard knew about this but failed to update the tooltips.... but that seems terrible... even worse if they had no idea though D:
http://i53.tinypic.com/1r3j0p.gif
BioTech
Profile Joined March 2011
Australia264 Posts
July 17 2012 06:36 GMT
#15
So basically BCs are even worse than we think! They need a buff, theyre useless!
I actually played the original WarCraft - Orcs v Humans back in 1995!
Flamingo777
Profile Joined October 2010
United States1190 Posts
July 17 2012 06:38 GMT
#16
This is a very interesting find.. I hope someone can use the map editor to modify the BC to see what it should function as. To be honest, the unit needs a buff. This is even coming from a zerg. x.x
kazie
Profile Blog Joined September 2010
258 Posts
Last Edited: 2012-07-17 07:27:54
July 17 2012 06:40 GMT
#17
you're completely disregarding the random attack delay. BC and reaper D8 are the only 2 attacks that have a different random attack delay from the default. real attack speed of a BC is 0.1625 to 0.4125 which is 0.2875 average
probably same with d8.

oh nvm i see you mentioned random delay at the end. the problem here is that the random delay doesnt average 0. also it is pretty small compared to majority of the units' attack speeds. BC is an extreme case because of its small attack speed value and bigger random delay resulting in a big disparity between the base value and the real value. same with D8 because of its special huge random delays
pmp10
Profile Joined April 2012
3315 Posts
July 17 2012 06:49 GMT
#18
On July 17 2012 15:40 kazie wrote:
you're completely disregarding the random attack delay. BC and reaper D8 are the only 2 attacks that have a different random attack delay from the default. real attack speed of a BC is 0.1625 to 0.4125 which is 0.2875 average
probably same with d8.

That doesn't change the problem that tooltip states incorrect values.
Nachtwind
Profile Joined June 2011
Germany1130 Posts
July 17 2012 07:05 GMT
#19
I hope the unit test map has nexus shield in fight regen disabled
then this would be an awesome thread for the bnet forum to get answeres from the staffs
invisible tetris level master
kazie
Profile Blog Joined September 2010
258 Posts
July 17 2012 07:19 GMT
#20
On July 17 2012 15:49 pmp10 wrote:
Show nested quote +
On July 17 2012 15:40 kazie wrote:
you're completely disregarding the random attack delay. BC and reaper D8 are the only 2 attacks that have a different random attack delay from the default. real attack speed of a BC is 0.1625 to 0.4125 which is 0.2875 average
probably same with d8.

That doesn't change the problem that tooltip states incorrect values.

tooltips are correct in that blizzard chose to state base values, and that random delays are public knowledge. you can disagree with their decision i guess.

only thing i would say needs to be changed is liquipedia. it should at least have an attack speed page explaining the matter. if op went to another wiki like sc2pod, he would have known the cause of this.
ActionpointTV
Profile Joined May 2011
60 Posts
July 17 2012 07:35 GMT
#21
On July 17 2012 16:19 kazie wrote:
Show nested quote +
On July 17 2012 15:49 pmp10 wrote:
On July 17 2012 15:40 kazie wrote:
you're completely disregarding the random attack delay. BC and reaper D8 are the only 2 attacks that have a different random attack delay from the default. real attack speed of a BC is 0.1625 to 0.4125 which is 0.2875 average
probably same with d8.

That doesn't change the problem that tooltip states incorrect values.

tooltips are correct in that blizzard chose to state base values, and that random delays are public knowledge. you can disagree with their decision i guess.

only thing i would say needs to be changed is liquipedia. it should at least have an attack speed page explaining the matter. if op went to another wiki like sc2pod, he would have known the cause of this.

Random delays doesn't seems to effect other terran units in any meaningful way, as their test results match theoretical values, I see no reason why BC and reapers should be different.
Kreb
Profile Joined September 2010
4834 Posts
Last Edited: 2012-07-17 07:44:19
July 17 2012 07:42 GMT
#22
The BC test results were pretty interesting. But isnt it more likely to be tooltip errors rather than bugs with attack speed?
kazie
Profile Blog Joined September 2010
258 Posts
July 17 2012 07:44 GMT
#23
On July 17 2012 16:35 Remi wrote:
Show nested quote +
On July 17 2012 16:19 kazie wrote:
On July 17 2012 15:49 pmp10 wrote:
On July 17 2012 15:40 kazie wrote:
you're completely disregarding the random attack delay. BC and reaper D8 are the only 2 attacks that have a different random attack delay from the default. real attack speed of a BC is 0.1625 to 0.4125 which is 0.2875 average
probably same with d8.

That doesn't change the problem that tooltip states incorrect values.

tooltips are correct in that blizzard chose to state base values, and that random delays are public knowledge. you can disagree with their decision i guess.

only thing i would say needs to be changed is liquipedia. it should at least have an attack speed page explaining the matter. if op went to another wiki like sc2pod, he would have known the cause of this.

Random delays doesn't seems to effect other terran units in any meaningful way, as their test results match theoretical values, I see no reason why BC and reapers should be different.


On July 17 2012 15:40 kazie wrote:
you're completely disregarding the random attack delay. BC and reaper D8 are the only 2 attacks that have a different random attack delay from the default. real attack speed of a BC is 0.1625 to 0.4125 which is 0.2875 average
probably same with d8.

oh nvm i see you mentioned random delay at the end. the problem here is that the random delay doesnt average 0. also it is pretty small compared to majority of the units' attack speeds. BC is an extreme case because of its small attack speed value and bigger random delay resulting in a big disparity between the base value and the real value. same with D8 because of its special huge random delays

BlindKill
Profile Blog Joined July 2011
Australia1508 Posts
July 17 2012 07:52 GMT
#24
I hope this gets fixed, maybe BC would finally be okayish ( 22% is insane, more than a +1 weapons upgrade for bio)


Needs a David Kim meme :"loses to terran on battle report, nerf BC by 22%!"
“Life is a grindstone, and whether it grinds a man down or polishes him up depends on the stuff he's made of.”
aRyuujin
Profile Blog Joined January 2011
United States5049 Posts
July 17 2012 07:53 GMT
#25
hope they finally get rid of the random delay, it's just one small step towards wc3, where half the game was dealing with random dice rolls... it screws up terran micro so much
can i get my estro logo back pls
AmericanUmlaut
Profile Blog Joined November 2010
Germany2577 Posts
July 17 2012 08:05 GMT
#26
On July 17 2012 16:35 Remi wrote:
Show nested quote +
On July 17 2012 16:19 kazie wrote:
On July 17 2012 15:49 pmp10 wrote:
On July 17 2012 15:40 kazie wrote:
you're completely disregarding the random attack delay. BC and reaper D8 are the only 2 attacks that have a different random attack delay from the default. real attack speed of a BC is 0.1625 to 0.4125 which is 0.2875 average
probably same with d8.

That doesn't change the problem that tooltip states incorrect values.

tooltips are correct in that blizzard chose to state base values, and that random delays are public knowledge. you can disagree with their decision i guess.

only thing i would say needs to be changed is liquipedia. it should at least have an attack speed page explaining the matter. if op went to another wiki like sc2pod, he would have known the cause of this.

Random delays doesn't seems to effect other terran units in any meaningful way, as their test results match theoretical values, I see no reason why BC and reapers should be different.

As was previously stated by another poster, most units' attack delays are +X/-X, where both values are the same. That means that the average delay is 0, and over a large number of attacks the units' DPS is unaffected.

BCs' delay is -.0625/+.1865, which means that the average delay (assuming all values are equally possible) is .0625. Given a base attack speed of 0.23, that means the actual average attack speed is 0.2925, a 21.4% increase. That roughly matches the results given by the OP.
The frumious Bandersnatch
SolidMoose
Profile Joined June 2011
United States1240 Posts
July 17 2012 08:13 GMT
#27
No wonder BCs suck!

But seriously thats messed up. To be honest I always thought the BC dps numbers seemed too high for what it actually seemed to do.
Thune
Profile Joined February 2011
Austria129 Posts
July 17 2012 08:14 GMT
#28
On July 17 2012 16:53 aRyuujin wrote:
hope they finally get rid of the random delay, it's just one small step towards wc3, where half the game was dealing with random dice rolls... it screws up terran micro so much

ye i agree this is definately a huge factor and looses whole games ... also definately the reason why im not gm yet ....
-.-
nucLeaRTV
Profile Joined May 2011
Romania822 Posts
July 17 2012 08:20 GMT
#29
22% slower? Gosh, that's a lot.
"Having your own haters means you are famous"
Qgelfich
Profile Joined November 2011
Germany90 Posts
July 17 2012 08:52 GMT
#30
Wow i didnt even know about random attack delay. I always believed that sc2 was a game purely of numbers and no luck involved if controlled perfektly. I was proven wrong...
So if i battle drone vs drone i just have to "hope" that i win. This really sucks. Also this can be the deciding facor in super close marine vs marine or ling vs ling battles. Why is this even in this game?
Zoesan
Profile Joined March 2012
Switzerland141 Posts
July 17 2012 08:59 GMT
#31
And what precisely is the point of the random attack delay?
Suffer the pain of discipline or suffer the pain of regret
Ender985
Profile Blog Joined August 2010
Spain910 Posts
July 17 2012 09:31 GMT
#32
Great find, it looks pretty solid but I'd rather have someone independently confirm the results (I'll try to do it myself when I find the time): If it is really confirmed we should reach blizzard with this so they can fix the issues (most likely just update the tooltips, but one can always wish for a BC buff xD)
Member of the Pirate Party - direct democracy, institutional transparency, and freedom of information
KonohaFlash
Profile Joined July 2010
Canada1590 Posts
July 17 2012 09:33 GMT
#33
On July 17 2012 17:52 Qgelfich wrote:
Wow i didnt even know about random attack delay. I always believed that sc2 was a game purely of numbers and no luck involved if controlled perfektly. I was proven wrong...
So if i battle drone vs drone i just have to "hope" that i win. This really sucks. Also this can be the deciding facor in super close marine vs marine or ling vs ling battles. Why is this even in this game?

If I remember correctly, it's so that the game looks "good". I would imagine seeing a group of 20 Marines shooting at the same rate, would look awkawrd. This isn't my personal opinion, but I remember Artosis talking about this in a gsl game a few weeks ago.
eScaper-tsunami
Profile Blog Joined July 2009
Canada313 Posts
July 17 2012 09:36 GMT
#34
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...
RuhRoh is my herO
Dephy
Profile Joined January 2011
Lithuania163 Posts
July 17 2012 09:50 GMT
#35
they need to fix this now.
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
Last Edited: 2012-07-17 09:54:36
July 17 2012 09:53 GMT
#36
For the guys without the editor or knowledge right now, heres a screenshot:

[image loading]
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
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2012-07-17 10:01:51
July 17 2012 09:55 GMT
#37
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?
Prillan
Profile Joined August 2011
Sweden350 Posts
July 17 2012 09:57 GMT
#38
On July 17 2012 18:53 MasterReY wrote:
For the guys without the editor or knowledge right now, heres a screenshot:

+ Show Spoiler +
[image loading]



Yep, the tooltip displays period.

0.2250 + (0.1875-0.0625)/2 = 0.2875
TheBB's sidekick, aligulac.com | "Reality is frequently inaccurate." - Douglas Adams
NexCa
Profile Joined March 2011
Germany954 Posts
Last Edited: 2012-07-17 10:01:34
July 17 2012 10:01 GMT
#39
that's pretty huge considering the fact that SC2 is almost out for 2 years ... wondering if other untis got those DPS Problems too
Best Protoss Player 4 ever - Bisu[Shield] || http://www.teamliquid.net/forum/viewmessage.php?topic_id=326242 || THIS IS WHERE WE STAND, THIS IS WHERE THEY FALL, GIVE THEM NOTHING, BUT TAKE FROM THEM EVERYTHING ! || SKT FIGHTIIING
Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
July 17 2012 10:01 GMT
#40
Wow I didn't know about the random delay attacks, this is quite huge...it can decide games.

Why would you have randomness in the game just so it can look "pretty", damnit Blizzard.
You must gather your party before venturing forth.
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.
ciox
Profile Joined March 2011
58 Posts
July 17 2012 11:48 GMT
#61
Really stupid parameters that don't follow the rules are nothing new in this game, just look at the random armor-less units like Baneling, Ghost, Queen.
Random attack delay is also pretty terribad for Hellion micro, I really wonder if BW had this much delay/delay variance.
Yoduh
Profile Joined August 2010
United States216 Posts
July 17 2012 12:24 GMT
#62
On July 17 2012 20:10 Dephy wrote:
Show nested quote +
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.


theory crafting is for build orders. no pro is sitting around with pencil and paper working out the math of a BC vs nexus and banking their winning strategies on it. so the tooltip is wrong.. maybe, depends on if you think random delay should be included or not. but really everyone who plays this game at a competent level plays more by feel and experience than actually running a dps meter in their head. It's not like people have been underproducing BCs because of the false sense of security of a tooltip telling them they're better than they actually are.

and another thing, people are buying into 1 off experiments way too easily. OP did 1 test, or at least only reported 1 test, with weird conditions like +3 shields and +2 armor, just unnecessary independent variables that didn't need to be included. and without anyone backing up his findings or anyone repeating his tests to be sure so many people immediately see the results and take it as truth immediately. it's the same witch hunt mentality that gets people going crazy whenever a new hacking accusation pops up.

now we know the ~22dps difference can be attributed to random attack delays unique to BC and reaper. so everyone can just chilllll
xTrim
Profile Joined April 2011
472 Posts
July 17 2012 12:42 GMT
#63
Now we understand why BC that was supposed to be an ultimate weapon of terran is very meh...

At least 22% more attack... I'd love it!
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
Last Edited: 2012-07-17 12:49:36
July 17 2012 12:45 GMT
#64
My first and only question.... did you take shield regen in to account? (do shield regen in combat? can't remember) 4-8 marauders kill a nexus so fast that regen rate doesn't really effect it much but BC's takin down a nexus in 58 seconds would allow for a fair bit of regen on the shields....
When there is nothing left to lose but your dignity, it is already gone.
Fym
Profile Joined October 2009
United Kingdom189 Posts
July 17 2012 12:47 GMT
#65
Do your equations take in the effects of latency? Because something that attacks really fast, will be effected by it the most.
If you wanna be a good chef, you dont make fish n chips.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2012-07-17 12:56:45
July 17 2012 12:48 GMT
#66
On July 17 2012 21:45 emythrel wrote:
My first and only question.... did you take shield regen in to account? 4-8 marauders kill a nexus so fast that regen rate doesn't really effect it much but BC's takin down a nexus in 58 seconds would allow for a fair bit of regen on the shields....

protoss shields doesnt regen inside battle, after 10 sec without taking dmg they reg 2 hp per sek is how it works

some units, like reaper for example has random chance to gain a random cooldown (both very low so its barely noticeable). thats why results like this are unexpected when tested


On July 17 2012 19:01 Andr3 wrote:
Wow I didn't know about the random delay attacks, this is quite huge...it can decide games.

Why would you have randomness in the game just so it can look "pretty", damnit Blizzard.

i believe sc1 had random cooldowns on a few units aswell that were barely noticable.
an easy way to test it is just by have a bunch of units attack a building the same time and watch how they desync after a few seconds

this random delay has only been annoying for me when 5rax reaper was relevant. because optimal kiting would always be either include the random delay in your kiting timing making your kiting very reliable and stable but at the loss off potential dps while attacking discluding the random delay would result in 1-2 reapers not fire-ing at times because they were still on cooldown.
but the d3 charge was abit more annoying cause that random felt bigger so when kiting queens while attacking buildings resulted in reapers not fireing at all at times because they had more delay than normal sometimes
Progamerpls no copy pasterino
nocrA
Profile Joined August 2011
Italy27 Posts
Last Edited: 2012-07-17 12:58:45
July 17 2012 12:50 GMT
#67
On July 17 2012 21:45 emythrel wrote:
My first and only question.... did you take shield regen in to account? 4-8 marauders kill a nexus so fast that regen rate doesn't really effect it much but BC's takin down a nexus in 58 seconds would allow for a fair bit of regen on the shields....


Are you serious? this is sc2 not BW(where shields would recharge no matter what) if you keep attacking a protoss unit or structure it won't recharge shield.
Shields start recharging again 10 seconds after the last time the protoss unit/ structure was hit.

To those saying that there might be a problem with the testing the real rate of fire can by determined by theory knowing the average random delay and adding it to the nominal rate of fire(the tooltip one).

for BC the random delay it's between -0.0625 and 0.1875 average random delay=(0.1875-0.0625)/2=0.0625

real rate of fire = 0.225 + 0.0625 = 0.2875 which is almost identical to the OP's results

for the reaper the random delay it's between 0.1 and 0.5. Average delay it's 0.3

real rate of fire = 1.8 + 0.3 = 2.1 again almost identical the the OP's results

Also Random delay it's actually on all units but it's barely noticeable: for all the units except reaper and BC the average random delay it's 0.03125.(the delay it's between -0.0625 and 0.125)
(╯°□°)╯︵ ┻━┻
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
July 17 2012 12:52 GMT
#68
On July 17 2012 21:48 MorroW wrote:
Show nested quote +
On July 17 2012 21:45 emythrel wrote:
My first and only question.... did you take shield regen in to account? 4-8 marauders kill a nexus so fast that regen rate doesn't really effect it much but BC's takin down a nexus in 58 seconds would allow for a fair bit of regen on the shields....

protoss shields doesnt regen inside battle, after 10 sec without taking dmg they reg 2 hp per sek is how it works

some units, like reaper for example has random chance to gain a random cooldown (both very low so its barely noticeable). thats why results like this are unexpected when tested


nice to know, personally the dps of units isn't important to me. I already knew not to make BCs or reapers (with a few exceptions) lol
When there is nothing left to lose but your dignity, it is already gone.
Mephyss
Profile Blog Joined December 2010
Brazil128 Posts
July 17 2012 13:02 GMT
#69
So, the bug is actually the tooltip. Dont see a way for blizz to fix it, They are simple not gonna put a crazy math description on the unit and at most any value they put there will be average.
ne4aJIb
Profile Blog Joined July 2011
Russian Federation3209 Posts
Last Edited: 2012-07-17 14:14:51
July 17 2012 13:03 GMT
#70
Блеать, не заливай фотки на радикал, пожалуйста. И вставь картинки, а не ссылки.

User was warned for this post

3 warnings in a row, that's my fucking record.
Bisu,Best,Stork,Jangbi and Flash, Fantasy, Leta, Light and Jaedong, Hydra, Zero, Soulkey assemble in ACE now!
Ender985
Profile Blog Joined August 2010
Spain910 Posts
July 17 2012 13:06 GMT
#71
On July 17 2012 21:50 nocrA wrote:
Show nested quote +
On July 17 2012 21:45 emythrel wrote:
My first and only question.... did you take shield regen in to account? 4-8 marauders kill a nexus so fast that regen rate doesn't really effect it much but BC's takin down a nexus in 58 seconds would allow for a fair bit of regen on the shields....


Are you serious? this is sc2 not BW(where shields would recharge no matter what) if you keep attacking a protoss unit or structure it won't recharge shield.
Shields start recharging again 10 seconds after the last time the protoss unit/ structure was hit.

To those saying that there might be a problem with the testing the real rate of fire can by determined by theory knowing the average random delay and adding it to the nominal rate of fire(the tooltip one).

for BC the random delay it's between -0.0625 and 0.1875 average random delay=(0.1875-0.0625)/2=0.0625

real rate of fire = 0.225 + 0.0625 = 0.2875 which is almost identical to the OP's results

for the reaper the random delay it's between 0.1 and 0.5. Average delay it's 0.3

real rate of fire = 1.8 + 0.3 = 2.1 again almost identical the the OP's results

Also Random delay it's actually on all units but it's barely noticeable: for all the units except reaper and BC the average random delay it's 0.03125.(the delay it's between -0.0625 and 0.125)


Then this explains it. However the displayed dps in the tooltip is still wrong, since it should account for that random delay.
Member of the Pirate Party - direct democracy, institutional transparency, and freedom of information
Felnarion
Profile Joined December 2011
442 Posts
July 17 2012 13:15 GMT
#72
For me, even though the random delay explains it, that's just poor game design. Why should these units be special? If we want to encourage amazing micro and decision making, shouldn't outcomes be relatively predictable, even in their randomness?

What I mean is, why have two units doing significantly less DPS than stated, while other units do roughly the same?

Why change the random delay on these units, while all other units are mostly equal? If it was a balance issue, then the attack speed should have been adjusted. If it was an aesthetics issues (with the BC) then the tooltip should reflect a more accurate expected DPS somehow.

Though, now that you point it out, it did always feel to me like the BC fired its weapons at odd intervals.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
July 17 2012 13:21 GMT
#73
Worker vs Worker battles have 0.1250 delay.

So it means, instead 1.5 atack speed you can get 1.6 sometimes.

Why they're added that crappy random? wtf -_-
DropTester
Profile Joined April 2010
Australia608 Posts
July 17 2012 13:40 GMT
#74
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


its exactly as I thought when I was reading through the thread and people stating that this was the reason why the bc was so bad. No one's going to analyse the damage to such a fine point, if it is bad it can be changed accordingly but as for now the units are how blizzard wants to leave them
Ahli
Profile Joined May 2012
Germany355 Posts
July 17 2012 14:22 GMT
#75
On July 17 2012 21:50 nocrA wrote:
for BC the random delay it's between -0.0625 and 0.1875 average random delay=(0.1875-0.0625)/2=0.0625

real rate of fire = 0.225 + 0.0625 = 0.2875 which is almost identical to the OP's results

for the reaper the random delay it's between 0.1 and 0.5. Average delay it's 0.3

real rate of fire = 1.8 + 0.3 = 2.1 again almost identical the the OP's results

I can confirm that the real attack speed is in that area.

I've build a short test map to do some attack time tests which are more accurate than looking at the ingame timer. :D

Have a screenshot of one test run:
[image loading]

- It records the time required between the first dealt damage and the killing blow and counts the attacks. -> time between the first damage and last damage.
- attackSpeed = time / (attacks - 1) [first attack is subtracted as it starts the timer -> every attack has a cooldown in the time]
- I've added 3 targets: one ground, one air, one ground structure with each 1k life, 0 armor, no health regeneration.
- The attack speed is noted in the top left area of the screen.

That small map I made was made in the 1.5 arcade beta, but the BC had no balance changes regarding its rate of fire. So this still applies.

If people want me to make a usable test map on battle.net, just ask nicely and tell me features you would like to have like changeable unit type, repeatable tests, adjustable HP on the target test (or setting the amount of attacks that should be recorded), automated tests for all units, ...
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
Lukeeze[zR]
Profile Joined February 2006
Switzerland6838 Posts
July 17 2012 14:51 GMT
#76
As lon as they kill rocks, their purpose is fullfilled.
Terran & Potato Salad.
Ender985
Profile Blog Joined August 2010
Spain910 Posts
Last Edited: 2012-07-17 15:42:45
July 17 2012 15:35 GMT
#77
I have also independently confirmed the findings for Battlecruiser AA and AT.

I have tested 1 BC firing against another, with +0 attack and +3 armor upgrades, repeated 9 times. Since BC AA damage is 6 and the max upgraded armor for the BC is 6, it means each attack was doing the minimum possible damage of 0.5 health. Since the BC has 550 health, it would take 1100 shots to destroy it. The mean time needed for the target to be destroyed was 317 seconds (varying from 315 to 320, most likely due to having +/- 1 second accuracy at best). Attacking 1100 times in 317 seconds gives a delay between attacks of 0.288s, in accordance with OP.

I also tested 1 BC against a +3 armored Thor. The Thor has 400 health and a max armor of 4, BC AT attack has 8 damage, so each shot deals 4 damage. Tested it 18 times and the mean time for target destruction was 29s, varying between 28 and 30. The BC needs 100 shots to kill the Thor, and it is done in 29 seconds, with means a delay between attacks of 0.29, again in accordance with the OP.

So yeah, the tooltip info is incorrect and they probably failed to take the random delay into account.
Member of the Pirate Party - direct democracy, institutional transparency, and freedom of information
ragz_gt
Profile Blog Joined April 2012
9172 Posts
July 17 2012 15:47 GMT
#78
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 attack speed

So in that case the BC actually does damage faster 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 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, 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.


How is 0.2727 and 0.288 faster than 0.225 which is stated??!
I'm not an otaku, I'm a specialist.
Schplyok
Profile Joined June 2010
64 Posts
July 17 2012 15:54 GMT
#79
On July 17 2012 22:21 Existor wrote:
Worker vs Worker battles have 0.1250 delay.

So it means, instead 1.5 atack speed you can get 1.6 sometimes.

Why they're added that crappy random? wtf -_-


So we don't get a huge lag spike when our cpu/gpu tries to process 20 tank shot animations in the same millisecond.
oxxo
Profile Joined February 2010
988 Posts
Last Edited: 2012-07-17 16:01:23
July 17 2012 16:00 GMT
#80
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 attack speed

So in that case the BC actually does damage faster 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 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, 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.


In 'real scenarios' you could just as easily get a much longer delay due to randomness just as easily as the shorter delay you found. Testing on large HP buildings is a better test for the effect of the delay. It averages out the randomness, which more than likely is like WC3 crit chance and isn't 'true' random, and better ignores overkill effects like your hydra test. There's nothing 'odd' about his choice. Choosing a Nexus or rock is the correct choice.

In either case every test shows that the real dps is pretty off of the tooltip dps.
HardlyNever
Profile Blog Joined July 2011
United States1258 Posts
July 17 2012 16:04 GMT
#81
The random delay between attacks has been known about since early beta. There was a pretty famous thread where a guy's zealot swung first in a zealot vs zealot fight and ended up losing, thus discovering this random delay (this is before the map editor was released to the public).

For the vast majority of the units in the game, this random delay is much too small to matter. I know everyone wants SC to always be 100% consistent (fyi, BW had much more randomness on high ground damage calculations), but these random delays should never be enough to be a real deciding factor in a game, and they aren't. They are there primarily for cosmetic purposes.

Why they decided to give the reaper and BC a much bigger random window than the other units is beyond me, and it should probably be reduced.
Out there, the Kid learned to fend for himself. Learned to build. Learned to break.
Taefox
Profile Joined March 2010
1533 Posts
July 17 2012 16:08 GMT
#82
Not sure there're bugs attack rate of BC n Reapers, or Blizzard just ninja nerf them
@taefoxy
1st_Panzer_Div.
Profile Joined November 2010
United States621 Posts
July 17 2012 16:10 GMT
#83
On July 17 2012 17:05 AmericanUmlaut wrote:
Show nested quote +
On July 17 2012 16:35 Remi wrote:
On July 17 2012 16:19 kazie wrote:
On July 17 2012 15:49 pmp10 wrote:
On July 17 2012 15:40 kazie wrote:
you're completely disregarding the random attack delay. BC and reaper D8 are the only 2 attacks that have a different random attack delay from the default. real attack speed of a BC is 0.1625 to 0.4125 which is 0.2875 average
probably same with d8.

That doesn't change the problem that tooltip states incorrect values.

tooltips are correct in that blizzard chose to state base values, and that random delays are public knowledge. you can disagree with their decision i guess.

only thing i would say needs to be changed is liquipedia. it should at least have an attack speed page explaining the matter. if op went to another wiki like sc2pod, he would have known the cause of this.

Random delays doesn't seems to effect other terran units in any meaningful way, as their test results match theoretical values, I see no reason why BC and reapers should be different.

As was previously stated by another poster, most units' attack delays are +X/-X, where both values are the same. That means that the average delay is 0, and over a large number of attacks the units' DPS is unaffected.

BCs' delay is -.0625/+.1865, which means that the average delay (assuming all values are equally possible) is .0625. Given a base attack speed of 0.23, that means the actual average attack speed is 0.2925, a 21.4% increase. That roughly matches the results given by the OP.


Cool explaination, but that is a really odd way to have the BC attack speed done. Any guesses as to why they do it like that for the BC?
Manager, Team RIP ZeeZ
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2012-07-17 16:12:34
July 17 2012 16:10 GMT
#84
On July 18 2012 01:04 HardlyNever wrote:
Why they decided to give the reaper and BC a much bigger random window than the other units is beyond me, and it should probably be reduced.

I think the main problem isn't that there's a large window, just that it doesn't average out to be very close to the actual number. All units are this way, but BCs moreso, due to their higher on average random delay and also very short attack period to begin with (it's a very significant difference at around %22). Reapers are just dumb because the fastest they can ever attack, even with the shortest random delay they still have a longer period than the tooltip states.
all's fair in love and melodies
desarrisc
Profile Blog Joined April 2012
Canada226 Posts
July 17 2012 16:20 GMT
#85
I think the OP's results are significant, and should be fixed by Blizzard. It's like having your marines stutter step, and not firing a shot once a while due to random delay.

Blizzard shouldn't indicate the rate of fire is 0.225 and have the actual rate of fire significantly higher at 0.28.
"Your opponent's doing anything out of the ordinary? Just go f**king kill him." -Day [9]
StrifeCro
Profile Joined April 2010
United States69 Posts
July 17 2012 16:23 GMT
#86
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 attack speed

So in that case the BC actually does damage faster 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 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, 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.


lol dat math
ragz_gt
Profile Blog Joined April 2012
9172 Posts
July 17 2012 16:40 GMT
#87
On July 18 2012 01:23 StrifeCro 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 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 attack speed

So in that case the BC actually does damage faster 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 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, 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.


lol dat math


lol indeed... I was lost and had to reread it 3 times and like WTF??!
I'm not an otaku, I'm a specialist.
Varanice
Profile Blog Joined June 2011
United States1517 Posts
Last Edited: 2012-07-17 16:49:32
July 17 2012 16:49 GMT
#88
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?

Actually, that's incorrect. The chance for spawn any race 4 times in a row is 1/27.
+ Show Spoiler +
The first roll doesn't matter, it just determines what race you are rolling for, and then the remaining is 1/3x1/3x1/3

If you want a specific race four times in a row that would be 1/81.

And yeah, I've personally rolled Protoss five times in a row in team games before as Random.

Edit: Fail Spoiler.
www.twitch.tv/varanice
ragz_gt
Profile Blog Joined April 2012
9172 Posts
July 17 2012 16:52 GMT
#89
On July 18 2012 01:49 Varanice wrote:
Show nested quote +
On July 17 2012 18:55 darkness wrote:
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?

Actually, that's incorrect. The chance for spawn any race 4 times in a row is 1/27.
+ Show Spoiler +
The first roll doesn't matter, it just determines what race you are rolling for, and then the remaining is 1/3x1/3x1/3

If you want a specific race four times in a row that would be 1/81.

And yeah, I've personally rolled Protoss five times in a row in team games before as Random.

Edit: Fail Spoiler.


Their RNG is definitely not the best. I've rolled Terran 11 times in a row in team games, and same race 5-6 in a row is not uncommon. This is actually pretty common as depending on the seed chosen, RNG can have distinct patterns.
I'm not an otaku, I'm a specialist.
Varanice
Profile Blog Joined June 2011
United States1517 Posts
July 17 2012 16:55 GMT
#90
On July 18 2012 01:52 ragz_gt wrote:
Show nested quote +
On July 18 2012 01:49 Varanice wrote:
On July 17 2012 18:55 darkness wrote:
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?

Actually, that's incorrect. The chance for spawn any race 4 times in a row is 1/27.
+ Show Spoiler +
The first roll doesn't matter, it just determines what race you are rolling for, and then the remaining is 1/3x1/3x1/3

If you want a specific race four times in a row that would be 1/81.

And yeah, I've personally rolled Protoss five times in a row in team games before as Random.

Edit: Fail Spoiler.


Their RNG is definitely not the best. I've rolled Terran 11 times in a row in team games, and same race 5-6 in a row is not uncommon. This is actually pretty common as depending on the seed chosen, RNG can have distinct patterns.

There's no proof behind this, and I definately don't have a large enough sample size, but my personal experience is that it tends to pick the race that I've played the least, as of recent.
www.twitch.tv/varanice
Detri
Profile Blog Joined February 2011
United Kingdom683 Posts
July 17 2012 16:56 GMT
#91
blizzard QA

*slow clap*
The poor are thieves, beggars and whores, the rich are politicians, solicitors and courtesans...
ragz_gt
Profile Blog Joined April 2012
9172 Posts
July 17 2012 17:00 GMT
#92
On July 18 2012 01:55 Varanice wrote:
Show nested quote +
On July 18 2012 01:52 ragz_gt wrote:
On July 18 2012 01:49 Varanice wrote:
On July 17 2012 18:55 darkness wrote:
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?

Actually, that's incorrect. The chance for spawn any race 4 times in a row is 1/27.
+ Show Spoiler +
The first roll doesn't matter, it just determines what race you are rolling for, and then the remaining is 1/3x1/3x1/3

If you want a specific race four times in a row that would be 1/81.

And yeah, I've personally rolled Protoss five times in a row in team games before as Random.

Edit: Fail Spoiler.


Their RNG is definitely not the best. I've rolled Terran 11 times in a row in team games, and same race 5-6 in a row is not uncommon. This is actually pretty common as depending on the seed chosen, RNG can have distinct patterns.

There's no proof behind this, and I definately don't have a large enough sample size, but my personal experience is that it tends to pick the race that I've played the least, as of recent.


That's my feeling also, but no proof as you said.
I'm not an otaku, I'm a specialist.
ragz_gt
Profile Blog Joined April 2012
9172 Posts
July 17 2012 17:03 GMT
#93
On July 18 2012 01:56 Detri wrote:
blizzard QA

*slow clap*


I wish they'd hire me (SQA mostly working with automation / database and some UI)... I'd think they'd have significantly fewer bugs. I QA apps that handles transaction up to millions daily and all of them are in infinitely better shape than their RMAH. Oh well.
I'm not an otaku, I'm a specialist.
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
Last Edited: 2012-07-17 17:16:11
July 17 2012 17:08 GMT
#94
Interesting. The thing is, which is wrong: the attack speed or the tooltip? Or the fact that the random attack delay is not centered around 0?

Only the guys at Blizzard will ever know.
Bora Pain minha porra!
Lefiathen
Profile Joined December 2011
70 Posts
July 17 2012 17:13 GMT
#95
.... the nexus had shields in the BC cruiser test, so the BC ovbiously is going to take more atacks to destroy the nexus...

target - Nexus with +3 graded shields.
attacker - Battlecruiser w/o grades for attack.


The marauder one the nexus had 0 upgrades

target - full HP and shields Nexus without any upgrades for armor or shields.
attacker - Marauder without any upgrades for attack or stimpack

Do it again against a unupgraded nexus...
ragz_gt
Profile Blog Joined April 2012
9172 Posts
July 17 2012 17:40 GMT
#96
On July 18 2012 02:13 Lefiathen wrote:
.... the nexus had shields in the BC cruiser test, so the BC ovbiously is going to take more atacks to destroy the nexus...

Show nested quote +
target - Nexus with +3 graded shields.
attacker - Battlecruiser w/o grades for attack.


The marauder one the nexus had 0 upgrades

target - full HP and shields Nexus without any upgrades for armor or shields.
attacker - Marauder without any upgrades for attack or stimpack

Do it again against a unupgraded nexus...


It's in the calculation already. And it doesn't matter how many attack it took since it's the time/attack # that's off
I'm not an otaku, I'm a specialist.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10325 Posts
Last Edited: 2012-07-17 17:56:26
July 17 2012 17:53 GMT
#97
Did you consider that the attack rate values are given for Normal speed setting. So that's why you end up with more time between attacks, because Faster game speed is faster than normal?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Laurens
Profile Joined September 2010
Belgium4540 Posts
July 17 2012 17:54 GMT
#98
On July 18 2012 02:53 Yoshi Kirishima wrote:
Did you consider that the attack rate values are given for Normal speed setting. So that's why you end up with more time between attacks, because Faster game speed is faster than normal.


it's correct for all other units.
Gfire
Profile Joined March 2011
United States1699 Posts
July 17 2012 17:56 GMT
#99
On July 18 2012 02:53 Yoshi Kirishima wrote:
Did you consider that the attack rate values are given for Normal speed setting. So that's why you end up with more time between attacks, because Faster game speed is faster than normal.

I'm pretty sure that the measurements are based on in-game time, so it shouldn't matter.
all's fair in love and melodies
Yoshi Kirishima
Profile Blog Joined July 2009
United States10325 Posts
July 17 2012 17:56 GMT
#100
On July 18 2012 02:54 Laurens wrote:
Show nested quote +
On July 18 2012 02:53 Yoshi Kirishima wrote:
Did you consider that the attack rate values are given for Normal speed setting. So that's why you end up with more time between attacks, because Faster game speed is faster than normal.


it's correct for all other units.


Thanks.

Also oops, you counted in-game time, so ignore my post.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
eporter
Profile Joined June 2011
United States40 Posts
July 17 2012 18:43 GMT
#101
The real problem here is that the randomness is not symmetric.
The fire rate of a BC is 0.225 + some random number between -0.0625 and 0.1875.
As previously stated, that makes the average attack rate 0.2250 + (0.1875-0.0625)/2 = 0.2875
Blizzard should report it as 0.2875 +/- 0.1250. That would be far less confusing.
RedDragon571
Profile Joined March 2011
United States633 Posts
July 17 2012 20:42 GMT
#102
Are you accounting for the difference between real time and Blizzard time, were their any conversions messed up in those methods, because that would throw it off by a similar amount?
-FoX
Profile Joined November 2010
United States479 Posts
July 17 2012 20:44 GMT
#103
On July 18 2012 05:42 RedDragon571 wrote:
Are you accounting for the difference between real time and Blizzard time, were their any conversions messed up in those methods, because that would throw it off by a similar amount?


He's using in-game clock so the time point is irrelevant.
RedDragon571
Profile Joined March 2011
United States633 Posts
July 17 2012 20:45 GMT
#104
On July 18 2012 05:44 -FoX wrote:
Show nested quote +
On July 18 2012 05:42 RedDragon571 wrote:
Are you accounting for the difference between real time and Blizzard time, were their any conversions messed up in those methods, because that would throw it off by a similar amount?


He's using in-game clock so the time point is irrelevant.


I see, guess I missed it.
chuDr3t4
Profile Joined April 2010
Russian Federation484 Posts
July 17 2012 20:52 GMT
#105
Random attack delay is in BW too lol.
Not a bug, just a feature.
I live in Russia. I wear the fufaika, valenoks and the shapka-ushanka with the red star. I drink vodka straight from the samovar, and my riding bear plays on the balalaika.
Dbla08
Profile Joined March 2011
United States211 Posts
July 17 2012 21:03 GMT
#106
wouldn't this be something for the battlenet forums instead? the only way this will produce results if it is bugged is if blizzard sees it which is far from a guarantee on TL unless this gets to be 100+ pages or headline worthy
BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2012-07-17 22:16:47
July 17 2012 22:14 GMT
#107
Sadly, I wrote my post and did my tests at 5 am this morning and wasn't thinking and thus apologize. No more posting before first shift. The original post is correct.
IcedBacon
Profile Joined May 2011
Canada906 Posts
July 17 2012 22:35 GMT
#108
Yeah it's kind of like... so what? If Blizzard wanted BCs and reapers to be more powerful then they would be more powerful, regardless of whether or not the tooltip DPSes are correct.
"I went Zerg because Artosis is a douchebag." -IdrA
urashimakt
Profile Joined October 2009
United States1591 Posts
July 17 2012 23:10 GMT
#109
On July 18 2012 01:55 Varanice wrote:
Show nested quote +
On July 18 2012 01:52 ragz_gt wrote:
On July 18 2012 01:49 Varanice wrote:
On July 17 2012 18:55 darkness wrote:
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?

Actually, that's incorrect. The chance for spawn any race 4 times in a row is 1/27.
+ Show Spoiler +
The first roll doesn't matter, it just determines what race you are rolling for, and then the remaining is 1/3x1/3x1/3

If you want a specific race four times in a row that would be 1/81.

And yeah, I've personally rolled Protoss five times in a row in team games before as Random.

Edit: Fail Spoiler.


Their RNG is definitely not the best. I've rolled Terran 11 times in a row in team games, and same race 5-6 in a row is not uncommon. This is actually pretty common as depending on the seed chosen, RNG can have distinct patterns.

There's no proof behind this, and I definately don't have a large enough sample size, but my personal experience is that it tends to pick the race that I've played the least, as of recent.

The distribution from SC2s RNG is very even. Getting Terran 11 times in a row will happen.

It's actually pretty interesting: whenever a pseudo-random number generator is involved, conspiracies about a bias based on an incredibly minute sample size will arise. Even when we understand that 11 is a small sample when we consider how many random numbers the game generates, we still like to create a reason behind the madness.
Who dat ninja?
terran0330
Profile Joined November 2010
New Zealand106 Posts
Last Edited: 2012-07-17 23:23:22
July 17 2012 23:19 GMT
#110
On July 18 2012 01:04 HardlyNever wrote:
The random delay between attacks has been known about since early beta. There was a pretty famous thread where a guy's zealot swung first in a zealot vs zealot fight and ended up losing, thus discovering this random delay (this is before the map editor was released to the public).

For the vast majority of the units in the game, this random delay is much too small to matter. I know everyone wants SC to always be 100% consistent (fyi, BW had much more randomness on high ground damage calculations), but these random delays should never be enough to be a real deciding factor in a game, and they aren't. They are there primarily for cosmetic purposes.

Why they decided to give the reaper and BC a much bigger random window than the other units is beyond me, and it should probably be reduced.


Actually this makes a real big difference in mirror match up spawns in the early game on the custom game Desert Strike in expert mode.
Also with Firebat vs Dark Zealot/Zealot mix spawns in spawn 1 and 2
Brotoss FTW
YoYoha
Profile Joined July 2012
1 Post
July 20 2012 20:41 GMT
#111
So... Sc2 isn't true skill-based game. I'm disappoint. :\

User was temp banned for this post.
Roxor9999
Profile Joined December 2011
Netherlands771 Posts
July 20 2012 20:52 GMT
#112
On July 21 2012 05:41 YoYoha wrote:
So... Sc2 isn't true skill-based game. I'm disappoint. :\

Yup, I've lost countless of games because of the random attack delay. If it wasn't for that i would definitively be masters instead of gold.
Inquisitor1323
Profile Joined March 2012
370 Posts
July 20 2012 21:19 GMT
#113
So wait. This means terran really is underpowered.
Areon
Profile Joined November 2010
United States273 Posts
July 20 2012 21:29 GMT
#114
Would be nice if you put a final word or tl;dr for people who don't want to waste 10 minutes of their lives parsing through meaningless numbers and percentages. But nice work, it's a good find.
ejozl
Profile Joined October 2010
Denmark3364 Posts
July 20 2012 21:33 GMT
#115
So wait. This means terran really is underpowered.

I think it means, that sometimes Terran is stronger and sometimes weaker.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2012-07-20 22:03:15
July 20 2012 21:58 GMT
#116
This is not a bug, but a feature, that is clearly displayed in the map editor, so pretty much everyone that has played around with it, knowns about it. BW also had random attack delay.

All attacks except the PDD's anti-missile attack have a random delay. This is a property inherited by all weapons and if some weapon has different values that means it was changed specifically, so it's unlikely that different values are put there by mistake.

Most units have it at -0.0625 to 0.1250 or from -1 to +2 frames, which is the same as in BW, so on average the attack times for most units are 0.0625 longer. This is introduced to make units look less like robots that fire in perfect unison and to spread out the attack calculations that have to be done by the processor.

The BC has -0.0625 to 0.1875, likely to make the attacks look more like multiple independent batteries firing, instead of a constant stream.

Reaper mines have a random delay of 0.1 to 0.5 seconds.

All units have slightly lower DPS than the cooldown by itself would imply and all weapon tooltips display just the cooldown.
I'll call Nada.
Cuce
Profile Joined March 2011
Turkey1127 Posts
July 20 2012 22:11 GMT
#117
On July 17 2012 20:48 ciox wrote:
Really stupid parameters that don't follow the rules are nothing new in this game, just look at the random armor-less units like Baneling, Ghost, Queen.
Random attack delay is also pretty terribad for Hellion micro, I really wonder if BW had this much delay/delay variance.

helions do not have random attack delay as you mean them to have.

they turn ttheir turrets around before firing. thats why they have much smaller delay before they fire while pursiing then kiting.
64K RAM SYSTEM 38911 BASIC BYTES FREE
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
July 21 2012 00:15 GMT
#118
On July 18 2012 05:52 chuDr3t4 wrote:
Random attack delay is in BW too lol.
Not a bug, just a feature.


Yeah it's actually funny how many people like to point to BW as the pinnacle of competitive games because of its lack of randomness, but BW had MANY random elements from high-ground miss chance to random firing delays. If anything, SC2 is LESS random than BW which is sort of an ironic conclusion for many people.

Ever wonder why it was so difficult in BW to kill off both your remaining SCVs when you were an observer? Cooldown variance... aka random attack delay.
Moderator
Ironsights
Profile Joined January 2011
United States196 Posts
July 21 2012 06:04 GMT
#119
Well...this combined with the weak attack of battlecruisers (high fire rate low damage) explains why they simly DONT kill things fast enough.

Thankfully they are still flying beasts that just don't die when supported/upgraded...

They should fix the tool tip or alter teh "true" DPS of the battlecruiser. Cruisers are really difficult to get out in sufficient numbers to matter, let alone have upgraded. No reason to allow them to be further gimped by in game mechanics when other, simpler units such as tha marauder are uneffected.
Pain, like any other emotion, can be turned off. // If there can be no victory, then I shall fight forever.
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2012-07-21 06:53:58
July 21 2012 06:49 GMT
#120
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've got news for you: spawning as one race 4 times in a row is just as likely as any other pattern of spawning (like zerg then protoss then terran then zerg). And no, the odds of spawning as one race 4 times in a row (or any particular racial spawning pattern is one in 3^4, or 1 in 81. (Actually it's 3/81, given that it doesn't matter which race you spawn as, but the odds of spawning as any given race 4 times in a row is 1/81).
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Whitewing
Profile Joined October 2010
United States7483 Posts
July 21 2012 06:57 GMT
#121
On July 21 2012 09:15 Excalibur_Z wrote:
Show nested quote +
On July 18 2012 05:52 chuDr3t4 wrote:
Random attack delay is in BW too lol.
Not a bug, just a feature.


Yeah it's actually funny how many people like to point to BW as the pinnacle of competitive games because of its lack of randomness, but BW had MANY random elements from high-ground miss chance to random firing delays. If anything, SC2 is LESS random than BW which is sort of an ironic conclusion for many people.

Ever wonder why it was so difficult in BW to kill off both your remaining SCVs when you were an observer? Cooldown variance... aka random attack delay.


Not to mention reavers.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2012-07-21 09:46:25
July 21 2012 09:25 GMT
#122
I've known about this issue for a long time, and have personally wondered why the random modifiers on periodic attacks aren't always equalized on both sides (ex +0.1 and -0.1), or at least don't include the discrepancy into the in-game listed attack period.

I guess that a call to action about this issue is way overdue.

These anomalies exists on more units than just reaper and battle cruiser. I think I recall it existing with zerglings, and may also exist on units like infested terrans, broodlings, or other units that attack quite quickly.

These random attack period modifiers do have a significant effect, but I don't think that they are the only cause.

The rest of the cause is probably due to limited sections of time that the game engine can work with with regards to attacks, which is not a simple thing to hash out exactly, but could probably be approximated.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Archerofaiur
Profile Joined August 2008
United States4101 Posts
July 23 2012 11:44 GMT
#123
One thing I still dont get, how do replays work with the random delay? Does the replay need to include what the computer rolled? My understanding that the replay was just the player commands.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
DreadKnight
Profile Joined October 2010
United Kingdom123 Posts
Last Edited: 2012-07-23 11:55:52
July 23 2012 11:54 GMT
#124
On July 23 2012 20:44 Archerofaiur wrote:
One thing I still dont get, how do replays work with the random delay? Does the replay need to include what the computer rolled? My understanding that the replay was just the player commands.


Computer randomisation is psuedo random. I think if you start with an identical seed you can replicate the identical randomisations as long as they happen at the same time relative to the initial seeding if the seeding is based on time.
Prillan
Profile Joined August 2011
Sweden350 Posts
July 23 2012 11:56 GMT
#125
On July 23 2012 20:44 Archerofaiur wrote:
One thing I still dont get, how do replays work with the random delay? Does the replay need to include what the computer rolled? My understanding that the replay was just the player commands.


It probably uses a seed from the start time, player ids or something like that.

That way the RNG will calculate the same numbers every time.

NOTE ABOUT RNGs:+ Show Spoiler +
(Pseudo) Random Number Generators is provided a seed when initialized and is from there deterministic.
Example:
Say a really bad RNG looks like this:
y = x^2 (mod 13)
Then it will give the chain
2 -> 4 -> 3 -> 9 -> 3 -> 9 -> ...
if initialized with the number 2
and
5 -> 12 -> 1 -> 1 -> ...
if initialized with the number 5
TheBB's sidekick, aligulac.com | "Reality is frequently inaccurate." - Douglas Adams
Ropid
Profile Joined March 2009
Germany3557 Posts
July 23 2012 12:04 GMT
#126
Yes, if you need a lot of random numbers in your program, only the very first random number (the seed) is done by looking at stuff like the hardware clock and other hardware measurements. This would be too slow to do all the time, the rest of the random numbers are produced by doing some kind of simple calculation on the previous random number, so everything can be reproduced if the seed is saved in the replay.
"My goal is to replace my soul with coffee and become immortal."
Archerofaiur
Profile Joined August 2008
United States4101 Posts
July 23 2012 14:07 GMT
#127
Thanks. That clears up allot.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
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