• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:55
CEST 14:55
KST 21:55
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL19] Finals Recap: Standing Tall9HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Flash Announces Hiatus From ASL54Weekly Cups (June 23-29): Reynor in world title form?13FEL Cracov 2025 (July 27) - $8000 live event16Esports World Cup 2025 - Final Player Roster16Weekly Cups (June 16-22): Clem strikes back1
StarCraft 2
General
Weekly Cups (June 23-29): Reynor in world title form? The SCII GOAT: A statistical Evaluation PiG Sty Festival #5: Playoffs Preview + Groups Recap The GOAT ranking of GOAT rankings Statistics for vetoed/disliked maps
Tourneys
RSL: Revival, a new crowdfunded tournament series Korean Starcraft League Week 77 Master Swan Open (Global Bronze-Master 2) [GSL 2025] Code S: Season 2 - Semi Finals & Finals $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
Player “Jedi” cheat on CSL BW General Discussion Flash Announces Hiatus From ASL BGH Auto Balance -> http://bghmmr.eu/ Unit and Spell Similarities
Tourneys
[Megathread] Daily Proleagues [BSL20] Grand Finals - Sunday 20:00 CET Small VOD Thread 2.0 [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Trading/Investing Thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Games Industry And ATVI
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
Formula 1 Discussion 2024 - 2025 Football Thread NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 625 users

Simple Combat – Lanchester's Square Law

Forum Index > SC2 General
Post a Reply
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 21 2014 21:43 GMT
#1
As I promised, here is the post about Lanchester's Square Law, and its application in SC2.
This formula can be used very well to predict the outcome of ranged engagements in the game, provided that every unit is attacking during the battle.
Derivation of the formula and additional information in the spoiler tag:

+ Show Spoiler +
[image loading]
[image loading]


TL;DR: In ranged battles, the strength of the army is given by the realtive unit strength multiplied by the number of units squared. This also means that numbers are more important in combat than the units' strength: if you have units twice as strong as your opponent, but he has twice as many, his army will be twice as strong than yours and he will win easily.
This theory works really well in-game as well.

Available in pdf format here.

This formula is also very nice in that it allows for interesting calculations to be made with relative ease (I'm going to post some of them sometime soon).
Feedback is, as always, well appreciated.

Previous projects:
+ Show Spoiler +
Lanchester's Linear Law
Imbalanced Hatcheries
The Effects of Worker Pairing
Perfect Micro with Phonixes
Floating to the Gold Base
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
SlatMan
Profile Joined December 2013
29 Posts
August 21 2014 21:48 GMT
#2
Jeez, this level of math is awesome to see being applied to sc2. Great job, I also really enjoyed your other pieces.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 21 2014 22:22 GMT
#3
Thanks.
On August 22 2014 06:48 SlatMan wrote:
Jeez, this level of math is awesome to see being applied to sc2. Great job, I also really enjoyed your other pieces.

"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Xinzoe
Profile Joined January 2014
Korea (South)2373 Posts
August 21 2014 22:45 GMT
#4
Interesting, I might have missed it but did you also take into consideration that some units have projectile attacks such as stalkers. So some attacks might be wasted DPS and not contribute to the actual fight.
WombaT
Profile Blog Joined May 2010
Northern Ireland25033 Posts
August 21 2014 23:07 GMT
#5
Sickest posts, enjoy these. Kind of sad that I didn't learn maths past the bare minimum, this kind of thing is cool. Do you have a background/career in it?
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
N.geNuity
Profile Blog Joined July 2009
United States5112 Posts
August 21 2014 23:49 GMT
#6
T is not so simple I think

or all damage done with no delay upon fire
iu, seungah, yura, taeyeon, hyosung, lizzy, suji, sojin, jia, ji eun, eunji, soya, younha, jiyeon, fiestar, sinb, jung myung hoon godtier. BW FOREVERR
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
Last Edited: 2014-08-22 00:28:06
August 22 2014 00:04 GMT
#7
Can you prove that: "The rate of attrition of both armies is equal to the number of units in the other army times

the relative strength of the enemy units"?

EDIT: worked out the proof by myself. I think you should add it in because otherwise it seems like you throw in that differential equation out of nowhere.

Also, I appreciate your effort but this would never be accurate enough, it doesn't count too many factors.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 22 2014 09:36 GMT
#8
On August 22 2014 07:45 Xinzoe wrote:
Interesting, I might have missed it but did you also take into consideration that some units have projectile attacks such as stalkers. So some attacks might be wasted DPS and not contribute to the actual fight.

No, I didn't. There would be too much random in that.

On August 22 2014 09:04 KingAlphard wrote:
Can you prove that: "The rate of attrition of both armies is equal to the number of units in the other army times

the relative strength of the enemy units"?

EDIT: worked out the proof by myself. I think you should add it in because otherwise it seems like you throw in that differential equation out of nowhere.

Also, I appreciate your effort but this would never be accurate enough, it doesn't count too many factors.

There is not much to prove in that, this is the assumption of the model: the more units, the faster you kill the enemy; the more powerful units, the faster you kill the enemy. This is actually very logical. The differential equations are just this assumption translated to maths.
About accuracy, well, you can see in the table how accurate it is; I think considering how much random there is in a real fight and how simplified the theory is, it is pretty accurate, actually.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 22 2014 10:57 GMT
#9
On August 22 2014 08:07 Wombat_NI wrote:
Sickest posts, enjoy these. Kind of sad that I didn't learn maths past the bare minimum, this kind of thing is cool. Do you have a background/career in it?

No, I'm just driven by curiousity.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
LoneYoShi
Profile Blog Joined June 2014
France1348 Posts
August 22 2014 11:29 GMT
#10
Hey man, this is amazing. Great post !
I'm actually surprised at how accurate the predictions are considering how simple the model is !

Also, I love all your threads man, awesome job ! Mixing maths and sc2 is definitely entertaining and super interesting. Thanks for the time you put in it !
Startyr
Profile Joined November 2011
Scotland188 Posts
August 22 2014 12:32 GMT
#11
I have been really enjoying your posts. One thing for the immortals, hardened shield means the roach needs even more hits to kill one, should take 24 hits?

It is also interesting thinking about this along with cost efficiency, 1 immortal costs the same as 2 stalkers and yet immortals can beat something like 4 times their number of roaches where stalkers lose horribly. Without blink and the ability to hit and run, stalkers are terrible. It may be obvious but It seems protoss should almost always try to build the more focused 'counter' units and it is the only thing that stops the greater numbers of the zerg. Of course it gets more complicated with mixed forces and timings.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 22 2014 12:50 GMT
#12
On August 22 2014 21:32 Startyr wrote:
I have been really enjoying your posts. One thing for the immortals, hardened shield means the roach needs even more hits to kill one, should take 24 hits?

It is also interesting thinking about this along with cost efficiency, 1 immortal costs the same as 2 stalkers and yet immortals can beat something like 4 times their number of roaches where stalkers lose horribly. Without blink and the ability to hit and run, stalkers are terrible. It may be obvious but It seems protoss should almost always try to build the more focused 'counter' units and it is the only thing that stops the greater numbers of the zerg. Of course it gets more complicated with mixed forces and timings.

Yeah, Immortals' Hardened Shield is accounted for. And yes, Immortals are pretty good counters to Roaches, although they are not cost-efficient, because they cost almost 4 times as much as Roaches.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
Last Edited: 2014-08-22 13:24:15
August 22 2014 13:08 GMT
#13
On August 22 2014 18:36 Sholip wrote:
Show nested quote +
On August 22 2014 07:45 Xinzoe wrote:
Interesting, I might have missed it but did you also take into consideration that some units have projectile attacks such as stalkers. So some attacks might be wasted DPS and not contribute to the actual fight.

No, I didn't. There would be too much random in that.

Show nested quote +
On August 22 2014 09:04 KingAlphard wrote:
Can you prove that: "The rate of attrition of both armies is equal to the number of units in the other army times

the relative strength of the enemy units"?

EDIT: worked out the proof by myself. I think you should add it in because otherwise it seems like you throw in that differential equation out of nowhere.

Also, I appreciate your effort but this would never be accurate enough, it doesn't count too many factors.

There is not much to prove in that, this is the assumption of the model: the more units, the faster you kill the enemy; the more powerful units, the faster you kill the enemy. This is actually very logical. The differential equations are just this assumption translated to maths.


Idk if I somehow missed something, however in the end you say: "As seen before, the relative unit strength of a unit against another one may be defined as [...]" but you never actually talked about what was the relative unit strength before.

So when you say that sentence I quoted in the previous post, we don't really know what this relative unit strength is, it could be basically everything.

Only in the end when you put in that formula, we can understand that it is how many units can be killed by a single unit of the other army in a certain period of time, we could call it the "killing speed".
So x(t)*α = the killing speed of the whole X army , which is also (since they are the only 2 armies involved in the fight) the "dying speed" of the Y army, which is the opposite of the derivative of the y(t) function. And from this you get the first differential equation, and in a similar way the second one too.

I would have spent these 5 lines above before step 1, because personally I was a bit confused when I first saw the differential equation. But that's just my advice, then do what you want.


About accuracy, well, you can see in the table how accurate it is; I think considering how much random there is in a real fight and how simplified the theory is, it is pretty accurate, actually.


It is accurate on paper, but when you apply it to a real game, it's different.

As was mentioned before, projectile units tend to waste shots. Bigger units tend to clump up and not being all able to fire. Units should have the same range because otherwise, for example in marine vs colossi, the colossi gets to fire before the marines are in range. Doesn't count kiting either, and so on.
For these reasons I would say it's only reliable in n mirror matchups with mirror armies to analyze the impact of upgrades. Let's say, roach vs. roach, it could be useful there to say which army is the strongest knowing their upgrades and the number of roaches.



Mahanaim
Profile Joined December 2012
Korea (South)1002 Posts
August 22 2014 13:15 GMT
#14
I have no idea what I'm reading, but I'm gonna pretend it makes sense to me.
Celebrating Starcraft since... a long time ago.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 22 2014 13:35 GMT
#15
On August 22 2014 22:08 KingAlphard wrote:
Show nested quote +
On August 22 2014 18:36 Sholip wrote:
On August 22 2014 07:45 Xinzoe wrote:
Interesting, I might have missed it but did you also take into consideration that some units have projectile attacks such as stalkers. So some attacks might be wasted DPS and not contribute to the actual fight.

No, I didn't. There would be too much random in that.

On August 22 2014 09:04 KingAlphard wrote:
Can you prove that: "The rate of attrition of both armies is equal to the number of units in the other army times

the relative strength of the enemy units"?

EDIT: worked out the proof by myself. I think you should add it in because otherwise it seems like you throw in that differential equation out of nowhere.

Also, I appreciate your effort but this would never be accurate enough, it doesn't count too many factors.

There is not much to prove in that, this is the assumption of the model: the more units, the faster you kill the enemy; the more powerful units, the faster you kill the enemy. This is actually very logical. The differential equations are just this assumption translated to maths.


Idk if I somehow missed something, however in the end you say: "As seen before, the relative unit strength of a unit against another one may be defined as [...]" but you never actually talked about what was the relative unit strength before.

So when you say that sentence I quoted in the previous post, we don't really know what this relative unit strength is, it could be basically everything.

Only in the end when you put in that formula, we can understand that it is how many units can be killed by a single unit of the other army in a certain period of time, we could call it the "killing speed".
So x(t)*α = the killing speed of the whole X army , which is also (since they are the only 2 armies involved in the fight) the "dying speed" of the Y army, which is the opposite of the derivative of the y(t) function. And from this you get the first differential equation, and in a similar way the second one too.

I would have spent these 5 lines above before step 1, because personally I was a bit confused when I first saw the differential equation. But that's just my advice, then do what you want.

Show nested quote +

About accuracy, well, you can see in the table how accurate it is; I think considering how much random there is in a real fight and how simplified the theory is, it is pretty accurate, actually.


It is accurate on paper, but when you apply it to a real game, it's different.

As was mentioned before, projectile units tend to waste shots. Bigger units tend to clump up and not being all able to fire. Units should have the same range because otherwise, for example in marine vs colossi, the colossi gets to fire before the marines are in range. Doesn't count kiting either, and so on.
For these reasons I would say it's only reliable in n mirror matchups with mirror armies to analyze the impact of upgrades. Let's say, roach vs. roach, it could be useful there to say which army is the strongest knowing their upgrades and the number of roaches.

When I said "as seen before," I was referring to my previous post about the Linear Law, where I also used that term. Only now I realize that I did not explain it adequately there, either, so you are right, it was indeed a bit vague. As for range, maybe a coefficient could be used to reduce the fighting number of the units with smaller range, indicating that they alredy took damage before the fight even really began.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
KingAlphard
Profile Blog Joined August 2012
Italy1705 Posts
Last Edited: 2014-08-22 13:42:35
August 22 2014 13:41 GMT
#16
On August 22 2014 22:35 Sholip wrote:
Show nested quote +
On August 22 2014 22:08 KingAlphard wrote:
On August 22 2014 18:36 Sholip wrote:
On August 22 2014 07:45 Xinzoe wrote:
Interesting, I might have missed it but did you also take into consideration that some units have projectile attacks such as stalkers. So some attacks might be wasted DPS and not contribute to the actual fight.

No, I didn't. There would be too much random in that.

On August 22 2014 09:04 KingAlphard wrote:
Can you prove that: "The rate of attrition of both armies is equal to the number of units in the other army times

the relative strength of the enemy units"?

EDIT: worked out the proof by myself. I think you should add it in because otherwise it seems like you throw in that differential equation out of nowhere.

Also, I appreciate your effort but this would never be accurate enough, it doesn't count too many factors.

There is not much to prove in that, this is the assumption of the model: the more units, the faster you kill the enemy; the more powerful units, the faster you kill the enemy. This is actually very logical. The differential equations are just this assumption translated to maths.


Idk if I somehow missed something, however in the end you say: "As seen before, the relative unit strength of a unit against another one may be defined as [...]" but you never actually talked about what was the relative unit strength before.

So when you say that sentence I quoted in the previous post, we don't really know what this relative unit strength is, it could be basically everything.

Only in the end when you put in that formula, we can understand that it is how many units can be killed by a single unit of the other army in a certain period of time, we could call it the "killing speed".
So x(t)*α = the killing speed of the whole X army , which is also (since they are the only 2 armies involved in the fight) the "dying speed" of the Y army, which is the opposite of the derivative of the y(t) function. And from this you get the first differential equation, and in a similar way the second one too.

I would have spent these 5 lines above before step 1, because personally I was a bit confused when I first saw the differential equation. But that's just my advice, then do what you want.


About accuracy, well, you can see in the table how accurate it is; I think considering how much random there is in a real fight and how simplified the theory is, it is pretty accurate, actually.


It is accurate on paper, but when you apply it to a real game, it's different.

As was mentioned before, projectile units tend to waste shots. Bigger units tend to clump up and not being all able to fire. Units should have the same range because otherwise, for example in marine vs colossi, the colossi gets to fire before the marines are in range. Doesn't count kiting either, and so on.
For these reasons I would say it's only reliable in n mirror matchups with mirror armies to analyze the impact of upgrades. Let's say, roach vs. roach, it could be useful there to say which army is the strongest knowing their upgrades and the number of roaches.

When I said "as seen before," I was referring to my previous post about the Linear Law, where I also used that term. Only now I realize that I did not explain it adequately there, either, so you are right, it was indeed a bit vague. As for range, maybe a coefficient could be used to reduce the fighting number of the units with smaller range, indicating that they alredy took damage before the fight even really began.


Oh, I get it now. Didn't read your previous post.

The range thing could work, you know the unit's speed, and therefore how many shots it takes before getting into range. But that's only one example, in general, I wouldn't trust this law when there are 2 different unit compositions facing each other.

Anyway, didn't want to dismiss your work. As I said before, it's still pretty interesting and reliable in mirror armies situations (roach vs roach, which happens all the time in ZvZ), so thank you for that.
LoneYoShi
Profile Blog Joined June 2014
France1348 Posts
Last Edited: 2014-08-22 13:47:55
August 22 2014 13:44 GMT
#17
On August 22 2014 22:35 Sholip wrote:
Show nested quote +
On August 22 2014 22:08 KingAlphard wrote:
On August 22 2014 18:36 Sholip wrote:
On August 22 2014 07:45 Xinzoe wrote:
Interesting, I might have missed it but did you also take into consideration that some units have projectile attacks such as stalkers. So some attacks might be wasted DPS and not contribute to the actual fight.

No, I didn't. There would be too much random in that.

On August 22 2014 09:04 KingAlphard wrote:
Can you prove that: "The rate of attrition of both armies is equal to the number of units in the other army times

the relative strength of the enemy units"?

EDIT: worked out the proof by myself. I think you should add it in because otherwise it seems like you throw in that differential equation out of nowhere.

Also, I appreciate your effort but this would never be accurate enough, it doesn't count too many factors.

There is not much to prove in that, this is the assumption of the model: the more units, the faster you kill the enemy; the more powerful units, the faster you kill the enemy. This is actually very logical. The differential equations are just this assumption translated to maths.


Idk if I somehow missed something, however in the end you say: "As seen before, the relative unit strength of a unit against another one may be defined as [...]" but you never actually talked about what was the relative unit strength before.

So when you say that sentence I quoted in the previous post, we don't really know what this relative unit strength is, it could be basically everything.

Only in the end when you put in that formula, we can understand that it is how many units can be killed by a single unit of the other army in a certain period of time, we could call it the "killing speed".
So x(t)*α = the killing speed of the whole X army , which is also (since they are the only 2 armies involved in the fight) the "dying speed" of the Y army, which is the opposite of the derivative of the y(t) function. And from this you get the first differential equation, and in a similar way the second one too.

I would have spent these 5 lines above before step 1, because personally I was a bit confused when I first saw the differential equation. But that's just my advice, then do what you want.


About accuracy, well, you can see in the table how accurate it is; I think considering how much random there is in a real fight and how simplified the theory is, it is pretty accurate, actually.


It is accurate on paper, but when you apply it to a real game, it's different.

As was mentioned before, projectile units tend to waste shots. Bigger units tend to clump up and not being all able to fire. Units should have the same range because otherwise, for example in marine vs colossi, the colossi gets to fire before the marines are in range. Doesn't count kiting either, and so on.
For these reasons I would say it's only reliable in n mirror matchups with mirror armies to analyze the impact of upgrades. Let's say, roach vs. roach, it could be useful there to say which army is the strongest knowing their upgrades and the number of roaches.

When I said "as seen before," I was referring to my previous post about the Linear Law, where I also used that term. Only now I realize that I did not explain it adequately there, either, so you are right, it was indeed a bit vague. As for range, maybe a coefficient could be used to reduce the fighting number of the units with smaller range, indicating that they alredy took damage before the fight even really began.


I'd tend to agree with King Alphard here: those 5 lines do ease the understanding quite a bit IMHO.
Regarding the comments about micro and range differences not being taken into account, the hypothesis made at the beginning is quite clear: both armies fight at all times, and units fight as long as they're alive. So this formula can only be used when both armies actually fight. If one army starts shooting before the other one (because of range difference, i.e. collossus vs marines), then you can't use this equation. You can use it only starting at the time where all the marines are in range of the collossus and start shooting. Odds are, you will have lost a good portion of your marines at this point...

I don't know if you're taking suggestions for your next research subject, but I have a question (might be stupid, but I want to make sure): is there a situation where it is better for a terran to not stim his bio units (extra health vs extra DPS) ? In all games, we see pro terrans always stim, but are there situations where this is the wrong choice ?
SoniC_eu
Profile Joined April 2011
Denmark1008 Posts
August 22 2014 13:55 GMT
#18
Fantastic
In order to succeed, your desire for success should be greater than your fear of failure. http://da.twitch.tv/sonic_eu
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 22 2014 14:15 GMT
#19
On August 22 2014 22:41 KingAlphard wrote:
Show nested quote +
On August 22 2014 22:35 Sholip wrote:
On August 22 2014 22:08 KingAlphard wrote:
On August 22 2014 18:36 Sholip wrote:
On August 22 2014 07:45 Xinzoe wrote:
Interesting, I might have missed it but did you also take into consideration that some units have projectile attacks such as stalkers. So some attacks might be wasted DPS and not contribute to the actual fight.

No, I didn't. There would be too much random in that.

On August 22 2014 09:04 KingAlphard wrote:
Can you prove that: "The rate of attrition of both armies is equal to the number of units in the other army times

the relative strength of the enemy units"?

EDIT: worked out the proof by myself. I think you should add it in because otherwise it seems like you throw in that differential equation out of nowhere.

Also, I appreciate your effort but this would never be accurate enough, it doesn't count too many factors.

There is not much to prove in that, this is the assumption of the model: the more units, the faster you kill the enemy; the more powerful units, the faster you kill the enemy. This is actually very logical. The differential equations are just this assumption translated to maths.


Idk if I somehow missed something, however in the end you say: "As seen before, the relative unit strength of a unit against another one may be defined as [...]" but you never actually talked about what was the relative unit strength before.

So when you say that sentence I quoted in the previous post, we don't really know what this relative unit strength is, it could be basically everything.

Only in the end when you put in that formula, we can understand that it is how many units can be killed by a single unit of the other army in a certain period of time, we could call it the "killing speed".
So x(t)*α = the killing speed of the whole X army , which is also (since they are the only 2 armies involved in the fight) the "dying speed" of the Y army, which is the opposite of the derivative of the y(t) function. And from this you get the first differential equation, and in a similar way the second one too.

I would have spent these 5 lines above before step 1, because personally I was a bit confused when I first saw the differential equation. But that's just my advice, then do what you want.


About accuracy, well, you can see in the table how accurate it is; I think considering how much random there is in a real fight and how simplified the theory is, it is pretty accurate, actually.


It is accurate on paper, but when you apply it to a real game, it's different.

As was mentioned before, projectile units tend to waste shots. Bigger units tend to clump up and not being all able to fire. Units should have the same range because otherwise, for example in marine vs colossi, the colossi gets to fire before the marines are in range. Doesn't count kiting either, and so on.
For these reasons I would say it's only reliable in n mirror matchups with mirror armies to analyze the impact of upgrades. Let's say, roach vs. roach, it could be useful there to say which army is the strongest knowing their upgrades and the number of roaches.

When I said "as seen before," I was referring to my previous post about the Linear Law, where I also used that term. Only now I realize that I did not explain it adequately there, either, so you are right, it was indeed a bit vague. As for range, maybe a coefficient could be used to reduce the fighting number of the units with smaller range, indicating that they alredy took damage before the fight even really began.


Oh, I get it now. Didn't read your previous post.

The range thing could work, you know the unit's speed, and therefore how many shots it takes before getting into range. But that's only one example, in general, I wouldn't trust this law when there are 2 different unit compositions facing each other.

Anyway, didn't want to dismiss your work. As I said before, it's still pretty interesting and reliable in mirror armies situations (roach vs roach, which happens all the time in ZvZ), so thank you for that.

That's all right, I like when my theory is challanged, because it helps reflect on its weaknesses, so it is easier to improve it.

On August 22 2014 22:44 LoneYoShi wrote:
I don't know if you're taking suggestions for your next research subject, but I have a question (might be stupid, but I want to make sure): is there a situation where it is better for a terran to not stim his bio units (extra health vs extra DPS) ? In all games, we see pro terrans always stim, but are there situations where this is the wrong choice ?

Of course, I am always happy to receive new ideas. It is likely that it will not be my next subject, though, because I already have some planned and ready. Your question is interesting; I'm sure that if your units are at full health, it is always worth stimming, but at low healths it may actually hurt. I will sure check it out sometime!

By the way, I just realized that the program I use for calculating the relative strengths was bugged and the Hardened Shield property did not work properly. The relative strength of the Roach against the Immortal should be 0.02083, rather than 0.025, and the calculated value for survivors should be 7.98, rather than 7.52. Doesn't change much, but this is the correct value.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Please log in or register to reply.
Live Events Refresh
WardiTV European League
12:00
Swiss Groups Day 2
WardiTV1131
TKL 374
Liquipedia
CranKy Ducklings
10:00
Master Swan Open #93
CranKy Ducklings82
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 374
Hui .259
BRAT_OK 87
MindelVK 47
StarCraft: Brood War
Calm 11665
Horang2 2190
Flash 1215
Bisu 1197
Jaedong 1049
Larva 828
Mini 478
BeSt 421
Stork 402
actioN 301
[ Show more ]
Last 210
Soulkey 194
Hyun 185
Mind 116
hero 104
Sea.KH 65
sSak 59
TY 57
Mong 25
Icarus 19
Free 18
GoRush 12
yabsab 11
HiyA 9
Terrorterran 1
Stormgate
NightEnD21
Dota 2
XcaliburYe633
canceldota172
Counter-Strike
zeus522
Heroes of the Storm
Khaldor327
Other Games
Gorgc2881
singsing2753
B2W.Neo1300
DeMusliM532
Happy367
Fuzer 270
XaKoH 234
Lowko188
SortOf115
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Adnapsc2 12
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 2130
• WagamamaTV732
League of Legends
• Nemesis2621
Upcoming Events
FEL
3h 6m
RSL Revival
21h 6m
Clem vs Classic
SHIN vs Cure
FEL
23h 6m
WardiTV European League
23h 6m
BSL: ProLeague
1d 5h
Dewalt vs Bonyth
Replay Cast
2 days
Sparkling Tuna Cup
2 days
WardiTV European League
3 days
The PondCast
3 days
Replay Cast
4 days
[ Show More ]
RSL Revival
4 days
Replay Cast
5 days
RSL Revival
5 days
RSL Revival
6 days
Liquipedia Results

Completed

BSL 2v2 Season 3
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.