• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:12
CEST 22:12
KST 05:12
  • 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
Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Weekly Cups (Aug 3-9): Protoss get shut out3RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-69SC4ALL II announced - $10,000 prize pool, Dec 5-64
StarCraft 2
General
Weekly Cups (Aug 3-9): Protoss get shut out SC4ALL II: StarCraft 2 Player Announcement 5/8 SC4ALL: II Talent Announcement! Protoss AoE skill expression August World Ranking: Clem climbs to #2
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22 RSL Revival: Season 6 - Qualifiers and Main Event Tasteless Time Warp: SC Evo Showmatch (May 25)
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 538 Media Blackout The PondCast: SC2 News & Results Mutation # 537 Hostile Territory Mutation # 536 Railroad Switch
Brood War
General
ASL22 General Discussion BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Are you ready for ASL 22? NEW HYPE VIDEO How FlaSh Nearly Forfeited MSL Finals being late
Tourneys
[Megathread] Daily Proleagues 2v2v2v2 Tournament KCM Race Survival 2026 Season 3 Escore Tournament - Season 3
Strategy
Fighting Spirit mining rates Odyssey Mineral Stack Saturation Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
EVE Corporation Nintendo Switch Thread General RTS Discussion Thread Stormgate/Frost Giant Megathread Diablo 2 thread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Iain M Banks Says He Has Cancer And Months To Live The Letting Off Steam Thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Are High-Level Gamers more A…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5388 users

An Analysis of Upgrades - Page 3

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 All
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
January 06 2015 02:48 GMT
#41
On January 06 2015 02:25 Yurie wrote:
Show nested quote +
On January 05 2015 14:46 Jett.Jack.Alvir wrote:
On January 05 2015 14:24 worosei wrote:
On January 03 2015 17:49 skylinefan wrote:
I wonder why don't toss go for the shield upgrades? Even the pros usually leave it till the mid-late game...then only they upgrade shields..hmm..


Toss generally doesnt go for shield upgrades as
a) it can be destroyed by EMP; but more importantly;

b) units normally has more HP than shield, so the armour 'buffer' can occur more times in a fight than a 'shield' buffer will (eg with made-up numbers, a zealot's with no shield can take 4 hits before shield disappears vs 5 hits with +1 shield, a zealot with 0 armour can take 8 hits, but with +1 armour can take 10 hits - so the armour upgrades allows an extra hit before death that the shield doesnt).

i am curious when a shield upgrade is actually the preferred one (im guessing it'd be in situations where +3 armour is already upgraded)


I have seen many pros go +shields with blink stalkers into archon/zealots. It wrecks unprepared terrans, but this hardly happens because pros are so good at reading tech and scouting.

I can't think of any other scenario for protoss to go for shields.


Wouldn't a planned ground into air transition use shield over armour?

Perhaps, but that leaves a lot of protoss vulnerable. A ground to air tech switch costs loads of gas, and goes into the very late game.

By this time, air upgrades are the only thing left anyways.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
January 06 2015 12:36 GMT
#42
A bit uninspired Sholip.

You just do some very basic division and round. I know you can do more! In the end you leave out so many effects that the results are rarely useful or reliable in practice. Even misleading for the ling vs lots. I expected you to at least try to take a few more things into account to be able to get more useful results.

How about game theory on the choice of upgrades of lings and zealots? Upgrades with common unit compositions. Runtime for ranged vs melee. Splash damage.

I say this mainly tongue in cheek (thanks for op), but not only.
Ej_
Profile Blog Joined January 2013
47656 Posts
January 06 2015 13:18 GMT
#43
On January 06 2015 11:48 Jett.Jack.Alvir wrote:
Show nested quote +
On January 06 2015 02:25 Yurie wrote:
On January 05 2015 14:46 Jett.Jack.Alvir wrote:
On January 05 2015 14:24 worosei wrote:
On January 03 2015 17:49 skylinefan wrote:
I wonder why don't toss go for the shield upgrades? Even the pros usually leave it till the mid-late game...then only they upgrade shields..hmm..


Toss generally doesnt go for shield upgrades as
a) it can be destroyed by EMP; but more importantly;

b) units normally has more HP than shield, so the armour 'buffer' can occur more times in a fight than a 'shield' buffer will (eg with made-up numbers, a zealot's with no shield can take 4 hits before shield disappears vs 5 hits with +1 shield, a zealot with 0 armour can take 8 hits, but with +1 armour can take 10 hits - so the armour upgrades allows an extra hit before death that the shield doesnt).

i am curious when a shield upgrade is actually the preferred one (im guessing it'd be in situations where +3 armour is already upgraded)


I have seen many pros go +shields with blink stalkers into archon/zealots. It wrecks unprepared terrans, but this hardly happens because pros are so good at reading tech and scouting.

I can't think of any other scenario for protoss to go for shields.


Wouldn't a planned ground into air transition use shield over armour?

Perhaps, but that leaves a lot of protoss vulnerable. A ground to air tech switch costs loads of gas, and goes into the very late game.

By this time, air upgrades are the only thing left anyways.

I've seen people start upgrading shields over armor in PvZ when doing air transitions
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
Last Edited: 2015-01-15 15:56:11
January 15 2015 15:49 GMT
#44
Something to discuss with upgrades in general is cost.
Yesterday in the GSL there was the Roach vs Roach fighting that went on. Here is a rough breakdown of upgrades as they affect roach vs roach:

Roach: 145 HP - 16 (+2) Attack Damage - 1 (+1) Armour
Values here are Attack upgrade (left) vs armour upgrade (right)
Upgrade Level | Damage | Shots to Kill
0 - 0 | 16 - 1 | 10
1 - 0 | 18 - 1 | 9
2 - 0 | 20 - 1 | 8
3 - 0 | 22 - 1 | 7
0 - 1 | 16 - 2 | 11
1 - 1 | 18 - 2 | 10
2 - 1 | 20 - 2 | 9
3 - 1 | 22 - 2 | 8
0 - 2 | 16 - 3 | 12
1 - 2 | 18 - 3 | 10
2 - 2 | 20 - 3 | 9
3 - 2 | 22 - 3 | 8
0 - 3 | 16 - 4 | 13
1 - 3 | 18 - 4 | 11
2 - 3 | 20 - 4 | 10
3 - 3 | 22 - 4 | 9


This doesn't take into account regen, but base zerg regen is 0.27 hp/game second.
The only thing this would affect is anything that equates to values barely above 145. This only seems to concern values where the final number (attack - armour) is 21. This is because 7 * 21 = 147, so after 8 seconds from the first attack, the roach will heal enough to be on more than 0.0 HP after the next attack.

There was an attack where it was 2-2 vs 1-1.

This would equate to one set of roaches being on the 2-1 row and the others being on the 1-2 row.

Effectively this means that one set of roaches would take 9 shots to kill and the others would take 10.
This would mean that one player would need 11% more roaches to kill off the more upgraded roaches.

getting to 2-2 from 1-1 (excluding the cost of lair as you want that anyway for roach speed) is 375/375.
Mineral-wise this is 5 roaches, gas-wise it's 15.
So, depending on what's starving you, if your opponent has 45 or fewer roaches, the upgrade isn't worth it.
I will reduce you to a series of numbers.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
January 16 2015 06:25 GMT
#45
On January 16 2015 00:49 Gowerly wrote:
Something to discuss with upgrades in general is cost.
Yesterday in the GSL there was the Roach vs Roach fighting that went on. Here is a rough breakdown of upgrades as they affect roach vs roach:

Roach: 145 HP - 16 (+2) Attack Damage - 1 (+1) Armour
Values here are Attack upgrade (left) vs armour upgrade (right)
Upgrade Level | Damage | Shots to Kill
0 - 0 | 16 - 1 | 10
1 - 0 | 18 - 1 | 9
2 - 0 | 20 - 1 | 8
3 - 0 | 22 - 1 | 7
0 - 1 | 16 - 2 | 11
1 - 1 | 18 - 2 | 10
2 - 1 | 20 - 2 | 9
3 - 1 | 22 - 2 | 8
0 - 2 | 16 - 3 | 12
1 - 2 | 18 - 3 | 10
2 - 2 | 20 - 3 | 9
3 - 2 | 22 - 3 | 8
0 - 3 | 16 - 4 | 13
1 - 3 | 18 - 4 | 11
2 - 3 | 20 - 4 | 10
3 - 3 | 22 - 4 | 9


This doesn't take into account regen, but base zerg regen is 0.27 hp/game second.
The only thing this would affect is anything that equates to values barely above 145. This only seems to concern values where the final number (attack - armour) is 21. This is because 7 * 21 = 147, so after 8 seconds from the first attack, the roach will heal enough to be on more than 0.0 HP after the next attack.

There was an attack where it was 2-2 vs 1-1.

This would equate to one set of roaches being on the 2-1 row and the others being on the 1-2 row.

Effectively this means that one set of roaches would take 9 shots to kill and the others would take 10.
This would mean that one player would need 11% more roaches to kill off the more upgraded roaches.

getting to 2-2 from 1-1 (excluding the cost of lair as you want that anyway for roach speed) is 375/375.
Mineral-wise this is 5 roaches, gas-wise it's 15.
So, depending on what's starving you, if your opponent has 45 or fewer roaches, the upgrade isn't worth it.

I think you missed a few things here:
1) 11% more roaches would have the same effective dps (in roach kills per second), but would have more total hit points due to more roaches.
2) In large roach-roach, not all roaches can fire, which is why concaves and positioning is so important. This makes the upgrades more valuable, as you have more concentrated firepower.
3) If you max out at 200/200, you can't spend spare money on upgrades.

It is an important point you bring up, and a very relevant question: "should I build roaches or do the upgrade?", but I think you need to take more factors into account to be able to give a confident answer. It is an interesting observation that a 2-2 upgrade costs you at least 5 roaches, but I don't think your analysis is thorough enough to claim that it is a bad choice if the opponent has less than 45 roaches.

Also, I think the time factor is a huge deterrent against upgrades: you spend the money, but they'll give you nothing until they are done, no matter how good the upgrade is, essentially making you 5 (or up to 15) roaches short compared to not doing upgrades. Preferable you'd include that as well.
d3_crescentia
Profile Blog Joined May 2009
United States4054 Posts
January 16 2015 07:03 GMT
#46
Cool! I've done some work on Starcraft and Lanchester's laws before, but my math has gotten pretty rusty since then. Still, it's nice to see that my work (mostly) matches yours.

Here's what I'm wondering - are you planning on creating something (a map, perhaps) that will test the theory through experimental evidence at any point in time? I'm aware you've done some preliminary testing, but it'd be cool to get a probability distribution or something like that.
once, not long ago, there was a moon here
Gowerly
Profile Blog Joined July 2011
United Kingdom916 Posts
January 16 2015 10:11 GMT
#47
On January 16 2015 15:25 Cascade wrote:
Show nested quote +
On January 16 2015 00:49 Gowerly wrote:
Something to discuss with upgrades in general is cost.
Yesterday in the GSL there was the Roach vs Roach fighting that went on. Here is a rough breakdown of upgrades as they affect roach vs roach:

Roach: 145 HP - 16 (+2) Attack Damage - 1 (+1) Armour
Values here are Attack upgrade (left) vs armour upgrade (right)
Upgrade Level | Damage | Shots to Kill
0 - 0 | 16 - 1 | 10
1 - 0 | 18 - 1 | 9
2 - 0 | 20 - 1 | 8
3 - 0 | 22 - 1 | 7
0 - 1 | 16 - 2 | 11
1 - 1 | 18 - 2 | 10
2 - 1 | 20 - 2 | 9
3 - 1 | 22 - 2 | 8
0 - 2 | 16 - 3 | 12
1 - 2 | 18 - 3 | 10
2 - 2 | 20 - 3 | 9
3 - 2 | 22 - 3 | 8
0 - 3 | 16 - 4 | 13
1 - 3 | 18 - 4 | 11
2 - 3 | 20 - 4 | 10
3 - 3 | 22 - 4 | 9


This doesn't take into account regen, but base zerg regen is 0.27 hp/game second.
The only thing this would affect is anything that equates to values barely above 145. This only seems to concern values where the final number (attack - armour) is 21. This is because 7 * 21 = 147, so after 8 seconds from the first attack, the roach will heal enough to be on more than 0.0 HP after the next attack.

There was an attack where it was 2-2 vs 1-1.

This would equate to one set of roaches being on the 2-1 row and the others being on the 1-2 row.

Effectively this means that one set of roaches would take 9 shots to kill and the others would take 10.
This would mean that one player would need 11% more roaches to kill off the more upgraded roaches.

getting to 2-2 from 1-1 (excluding the cost of lair as you want that anyway for roach speed) is 375/375.
Mineral-wise this is 5 roaches, gas-wise it's 15.
So, depending on what's starving you, if your opponent has 45 or fewer roaches, the upgrade isn't worth it.

I think you missed a few things here:
1) 11% more roaches would have the same effective dps (in roach kills per second), but would have more total hit points due to more roaches.
2) In large roach-roach, not all roaches can fire, which is why concaves and positioning is so important. This makes the upgrades more valuable, as you have more concentrated firepower.
3) If you max out at 200/200, you can't spend spare money on upgrades.

It is an important point you bring up, and a very relevant question: "should I build roaches or do the upgrade?", but I think you need to take more factors into account to be able to give a confident answer. It is an interesting observation that a 2-2 upgrade costs you at least 5 roaches, but I don't think your analysis is thorough enough to claim that it is a bad choice if the opponent has less than 45 roaches.

Also, I think the time factor is a huge deterrent against upgrades: you spend the money, but they'll give you nothing until they are done, no matter how good the upgrade is, essentially making you 5 (or up to 15) roaches short compared to not doing upgrades. Preferable you'd include that as well.


Your first point is not quite correct. Yes, the more roaches will have more HP, but we're not just straight up talking about HP, we're talking more about Effective Hitpoints (EHP), which will be the same.
In roach vs roach, it is possible to ignore the actual 145HP of the roaches themselves and just have them as "number of hits to be killed".
If you are 2-2 vs the opponents 1-1, then your roaches have 10 EHP and theirs have 9. Both your roaches do 1 damage each. Thinking of it this way it's easier to show that once they have 11% more roaches than you they effectively then have the same number of hitpoints.

The second point is valid in that there's more to think about than simply numbers. Some roaches do not fire in RvR engagements. I will be looking at this with Stargraphed as and when I get the code in to see if there's a way of quantitatively measuring engagement efficiency. For the time being I just have to take it as read that all will fire.

If you're maxed you have two options: Bank up for re-maxing or spend them on upgrades. Each has plus and minus points there.

You make a very good point about the timing of the upgrades. This is something that should be taken into consideration when playing. If you see 1-1 roaches and the evo chambers going, you know you could just build roaches and attack before 2-2 is done because you'll have the numbers advantage.

Another thing I had missed from the first post was the act of killing off roaches.
When you have fewer, more powerful units, killing one of them off will hurt your overall DPS more than losing one of the more, less powerful units. However, you'll be losing more of the more units and fewer of the fewer units. I am unsure how this works out in larger battles.
I will reduce you to a series of numbers.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
Last Edited: 2015-01-16 12:31:03
January 16 2015 12:10 GMT
#48
On January 16 2015 19:11 Gowerly wrote:
Show nested quote +
On January 16 2015 15:25 Cascade wrote:
On January 16 2015 00:49 Gowerly wrote:
Something to discuss with upgrades in general is cost.
Yesterday in the GSL there was the Roach vs Roach fighting that went on. Here is a rough breakdown of upgrades as they affect roach vs roach:

Roach: 145 HP - 16 (+2) Attack Damage - 1 (+1) Armour
Values here are Attack upgrade (left) vs armour upgrade (right)
Upgrade Level | Damage | Shots to Kill
0 - 0 | 16 - 1 | 10
1 - 0 | 18 - 1 | 9
2 - 0 | 20 - 1 | 8
3 - 0 | 22 - 1 | 7
0 - 1 | 16 - 2 | 11
1 - 1 | 18 - 2 | 10
2 - 1 | 20 - 2 | 9
3 - 1 | 22 - 2 | 8
0 - 2 | 16 - 3 | 12
1 - 2 | 18 - 3 | 10
2 - 2 | 20 - 3 | 9
3 - 2 | 22 - 3 | 8
0 - 3 | 16 - 4 | 13
1 - 3 | 18 - 4 | 11
2 - 3 | 20 - 4 | 10
3 - 3 | 22 - 4 | 9


This doesn't take into account regen, but base zerg regen is 0.27 hp/game second.
The only thing this would affect is anything that equates to values barely above 145. This only seems to concern values where the final number (attack - armour) is 21. This is because 7 * 21 = 147, so after 8 seconds from the first attack, the roach will heal enough to be on more than 0.0 HP after the next attack.

There was an attack where it was 2-2 vs 1-1.

This would equate to one set of roaches being on the 2-1 row and the others being on the 1-2 row.

Effectively this means that one set of roaches would take 9 shots to kill and the others would take 10.
This would mean that one player would need 11% more roaches to kill off the more upgraded roaches.

getting to 2-2 from 1-1 (excluding the cost of lair as you want that anyway for roach speed) is 375/375.
Mineral-wise this is 5 roaches, gas-wise it's 15.
So, depending on what's starving you, if your opponent has 45 or fewer roaches, the upgrade isn't worth it.

I think you missed a few things here:
1) 11% more roaches would have the same effective dps (in roach kills per second), but would have more total hit points due to more roaches.
2) In large roach-roach, not all roaches can fire, which is why concaves and positioning is so important. This makes the upgrades more valuable, as you have more concentrated firepower.
3) If you max out at 200/200, you can't spend spare money on upgrades.

It is an important point you bring up, and a very relevant question: "should I build roaches or do the upgrade?", but I think you need to take more factors into account to be able to give a confident answer. It is an interesting observation that a 2-2 upgrade costs you at least 5 roaches, but I don't think your analysis is thorough enough to claim that it is a bad choice if the opponent has less than 45 roaches.

Also, I think the time factor is a huge deterrent against upgrades: you spend the money, but they'll give you nothing until they are done, no matter how good the upgrade is, essentially making you 5 (or up to 15) roaches short compared to not doing upgrades. Preferable you'd include that as well.


Your first point is not quite correct. Yes, the more roaches will have more HP, but we're not just straight up talking about HP, we're talking more about Effective Hitpoints (EHP), which will be the same.
In roach vs roach, it is possible to ignore the actual 145HP of the roaches themselves and just have them as "number of hits to be killed".
If you are 2-2 vs the opponents 1-1, then your roaches have 10 EHP and theirs have 9. Both your roaches do 1 damage each. Thinking of it this way it's easier to show that once they have 11% more roaches than you they effectively then have the same number of hitpoints.

The second point is valid in that there's more to think about than simply numbers. Some roaches do not fire in RvR engagements. I will be looking at this with Stargraphed as and when I get the code in to see if there's a way of quantitatively measuring engagement efficiency. For the time being I just have to take it as read that all will fire.

If you're maxed you have two options: Bank up for re-maxing or spend them on upgrades. Each has plus and minus points there.

You make a very good point about the timing of the upgrades. This is something that should be taken into consideration when playing. If you see 1-1 roaches and the evo chambers going, you know you could just build roaches and attack before 2-2 is done because you'll have the numbers advantage.

Another thing I had missed from the first post was the act of killing off roaches.
When you have fewer, more powerful units, killing one of them off will hurt your overall DPS more than losing one of the more, less powerful units. However, you'll be losing more of the more units and fewer of the fewer units. I am unsure how this works out in larger battles.

Ok, let me explain the first point in detail then.

As you did in your second post, you can formulate it in terms of both doing same damage (1), but having different amounts of hitpoint (9 or 10), and the weaker side has 11% more roaches, then yes, they will have the same EHP, but the weaker side will have 11% more dps, as they are 11% as many with same dps per roach. It boils down to the fighting power of a (group of) units goes as the DPS times the EHP. You calculated that one side has 11% more DPS than the other per roach, or 11% more EHP, both increasing the fighting power by 11%. However, increasing the number of roaches by 11% will increase BOTH their DPS and EHP by 11%, thus giving them a factor 1.11^2 = 1.23 more power. So to make up for 11% more EHP per unit (unchanged DPS per unit), you need sqrt(1.11) times as many units, or about 5% more.

But that calculation is ofc assuming that every unit can attack straight away. If you fight in a tight choke, where only a fix (small) number of roaches can attack at the same time, then your calculation is accurate, as the power of a group of units will now only go linearly with the number of units, rather than quadratic as in the "everyone can attack" approximation. That shows that if you have an upgrade advantage (and thus possibly fewer roaches) it is advantageous to fight in a choke where numbers are as important, but upgrades still help you at full power. Which we already knew, but nice to reproduce known results, I guess.... Just goes to show how hard it is to find new knowledge by mathematical analsysis of sc2.

Problem with maxing out is that you wanted to have upgraded 2 minutes ago, as you would have maxed out anyway. So I think that if you think that you will reach max before a fight, you should almost always do upgrades. Actually, if you think that the upgrade will go through before you fight, it is almost always beneficial. Even if you just barely come out even in the fight against your opponent that didn't do the upgrade, you will be at an advantage as you now have the upgrade he doesn't, and you both have almost no roaches.

Does anyone ever stockpile resources at 200/200 to remax rather than doing the upgrade? I honestly don't know, but it'd surprise me if anyone does.

edit: typos
Dingodile
Profile Joined December 2011
4139 Posts
Last Edited: 2015-01-16 12:24:26
January 16 2015 12:22 GMT
#49
Gowerly shows perfectly why (we see) 200/200 vs 200/200 are "2sec" fights.

1-1 takes more shots to kill than 2-2 or 3-3.
0-1 takes more shots to kill than 1-2 or 2-3.
1-0 and 2-1 take more shots than 3-2.
We should assume that 200 vs 200 have some upgrades.
Grubby | ToD | Moon | Lyn | Sky
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
January 16 2015 21:15 GMT
#50
On January 16 2015 00:49 Gowerly wrote:
This doesn't take into account regen, but base zerg regen is 0.27 hp/game second.
The only thing this would affect is anything that equates to values barely above 145. This only seems to concern values where the final number (attack - armour) is 21. This is because 7 * 21 = 147, so after 8 seconds from the first attack, the roach will heal enough to be on more than 0.0 HP after the next attack.

When considering Zerg regeneration, I usually add one additional needed attack, when a number of attack would exactly kill a Zerg unit. For example, if a Zerg unit had, say, 50 HP, and another unit with 10 damage were to attack it, I would say it takes 6 hits to kill, because 50/10 = exactly 5. In any other case I usually just take hp/damage rounded upwards (I calculated in OP like this as well).
This means that for a unit with 49 HP, the number of attacks required would be 5. This may, or may not, be one more in reality, depending on how long the unit lives, which we can't really say. Because of the 0.27 HP/gs regeneration, a unit heals 1 HP in about 4 gs. So if the 49 HP unit lives longer than that, it will need one more hit to be killed. For units with 48, 47, etc. HP, this time allowance is 2*4 gs, 3*4 gs, etc.

On January 16 2015 16:03 d3_crescentia wrote:
Cool! I've done some work on Starcraft and Lanchester's laws before, but my math has gotten pretty rusty since then. Still, it's nice to see that my work (mostly) matches yours.

Here's what I'm wondering - are you planning on creating something (a map, perhaps) that will test the theory through experimental evidence at any point in time? I'm aware you've done some preliminary testing, but it'd be cool to get a probability distribution or something like that.

Well, as you said, I have done some testing already to make sure that Lanchester's Square Law works in SCII at least roughly. Testing what this upgrade analysis suggests would basically mean testing Lanchester's Square Law more thoroughly, which, honestly, I have not planned.
I am currently working on some kind of an engagement simulator, though, which is based on Lanchester's Square Law. My concern is, though, that melee units don't really obey that law, and from time to time even ranged units fail (with not all of them attacking at the same time). If you have any suggestions on a model that could be used here, it would be welcome.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Prev 1 2 3 All
Please log in or register to reply.
Live Events Refresh
Next event in 3h 48m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech97
JuggernautJason60
EmSc Tv 17
ViBE0
StarCraft: Brood War
Dewaltoss 137
Sexy 30
Dota 2
XaKoH 65
League of Legends
Doublelift2480
KnowMe43
Counter-Strike
summit1g1852
fl0m1732
shoxiejesuss1685
pashabiceps1330
minikerr37
Super Smash Bros
Mew2King128
Heroes of the Storm
Liquid`Hasu513
Other Games
Grubby2154
FrodaN665
Mlord371
shahzam323
mouzStarbuck274
uThermal204
White-Ra180
UpATreeSC102
SteadfastSC14
Organizations
Other Games
BasetradeTV116
StarCraft 2
EmSc Tv 17
EmSc2Tv 17
[ Show 15 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• HerbMon 23
• blackmanpl 7
• Pr0nogo 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota2352
League of Legends
• Scarra1299
• Shiphtur847
• TFBlade398
Upcoming Events
PiGosaur Cup
3h 48m
Replay Cast
12h 48m
Kung Fu Cup
14h 48m
Replay Cast
1d 3h
The PondCast
1d 13h
OSC
1d 16h
Replay Cast
2 days
Escore
2 days
CranKy Ducklings
3 days
Sparkling Tuna Cup
4 days
[ Show More ]
OSC
5 days
Afreeca Starleague
5 days
Rush vs Hm
Bisu vs Shuttle
WardiTV Weekly
5 days
The Patches Monday
5 days
Afreeca Starleague
6 days
Sharp vs Shinee
Action vs Shine
Liquipedia Results

Completed

Proleague 2026-08-10
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
RSL Revival: Season 6
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2

Upcoming

Escore Tournament S3: W7
CSLAN 4
ASL Season 22
Escore Tournament S3: W8
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1
META DYMY #4
PGL Masters Bucharest 2026
Thunderpick World Champ.
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
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 © 2026 TLnet. All Rights Reserved.