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The Myth of the Chrono Boost Buff in LotV - Page 3

Forum Index > SC2 General
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DinoMight
Profile Blog Joined June 2012
United States3725 Posts
June 20 2016 14:26 GMT
#41
I'm pretty sure everyone except Avilo knew this already. But nevertheless thanks for this post.

So much misinformation gets spread around and sometimes it's nice to see facts.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
June 20 2016 14:34 GMT
#42
On June 20 2016 20:58 Cyro wrote:
I thought that the old chrono was pretty "newb-friendly" anyway because you could bank from 50 to 200 energy anyway (like an orbital command)

25 - 100, I've never understood why Protoss had different scale...
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
June 20 2016 14:44 GMT
#43
25 - 100, I've never understood why Protoss had different scale...


Ah of course, probably because of energy regeneration rates being fairly constant. Just derped the number cause i've been exclusively playing LOTV for over 1 year
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Daswollvieh
Profile Blog Joined October 2009
5553 Posts
June 20 2016 15:07 GMT
#44
Curse you and your silly facts!
Nathanias
Profile Blog Joined April 2010
United States290 Posts
June 20 2016 18:05 GMT
#45
This post only seems silly to me because the idea was to nerf each race macro mechanic overall. I'm not sure what proposed change you'd make to this since as a Terran player it's obvious that we were not given anything to help compensate for the fact that mules now return less minerals over their life (unlike the permachrono for upgrades that Toss gets and stacked injects).

I agree that LotV chrono is worse, but wasn't it supposed to be?
CommentatorNever give up, Never surrender
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2016-06-20 18:36:53
June 20 2016 18:36 GMT
#46
The whole point of the post is that somehow, someway there are people that believe the new chrono is actually an improvement over the old one in raw numbers (as opposed to inject and mules) "because it's always active", which is not true as shown by this thread.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
chipmonklord17
Profile Joined February 2011
United States11944 Posts
Last Edited: 2016-06-20 19:23:06
June 20 2016 19:08 GMT
#47
Without seeing the difference between the difference between injects in HotS and LotV or difference between mules in HotS and LotV versus the difference in Chrono boost all this analysis is saying is that old Chrono is better than itself in LotV. All this post says is that Blizzard didn't lie when they said chrono boost in Legacy is worse than the one in HotS.

While the old chrono is better than the new one in a vacuum that's largely meaningless. Without investigating how larva/mules have changed its very possible, arguably likely, that the difference between old chrono and new chrono resulted in a buff for Protoss because the difference between mules/larva is more of a nerf than the difference between chrono boosts. That fact is what players (avilo in his last thread) are trying to discuss, not that chrono is better in LotV than in HotS, but that the nerfs to the macro mechanics left chrono in a better spot than mules and larva.

On June 21 2016 04:10 Sholip wrote:
Show nested quote +
On June 21 2016 03:36 Teoita wrote:
The whole point of the post is that somehow, someway there are people that believe the new chrono is actually an improvement over the old one in raw numbers (as opposed to inject and mules) "because it's always active", which is not true as shown by this thread.

Yes, all I wanted to show is that the new Chrono is weaker than the old, because even if it's always active, its boost effeciency is so heavily nerfed that it outweighs the fact that it's permanent, and results overall in a weaker ability. I agree with those saying that it is pretty obvious, but somehow there were people who claimed the opposite...


Now I really don't want to put words in peoples' mouths but I'm pretty sure that the "people" are claiming that chronoboost was disproportionaly effected by the change in LotV such that the nerf between chrono boosts was actually a "buff" because larva and mules were nerfed worse. I think what we're dealing with is miscommunication between people where people are saying "chrono boost is better" actually mean what I said above, that it is better because of differences and that people take "chrono boost is better" as a literal "it was buffed in LotV" which is not the case.

HomeWorld
Profile Joined December 2011
Romania903 Posts
June 20 2016 19:08 GMT
#48
Yeah, smells like teoita is in damage control mode.
The new chrono is indeed an improvement to the old one once you look at the greater picture (including the other 2 races).
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
Last Edited: 2016-06-20 19:10:50
June 20 2016 19:10 GMT
#49
On June 21 2016 03:36 Teoita wrote:
The whole point of the post is that somehow, someway there are people that believe the new chrono is actually an improvement over the old one in raw numbers (as opposed to inject and mules) "because it's always active", which is not true as shown by this thread.

Yes, all I wanted to show is that the new Chrono is weaker than the old, because even if it's always active, its boost effeciency is so heavily nerfed that it outweighs the fact that it's permanent, and results overall in a weaker ability. I agree with those saying that it is pretty obvious, but somehow there were people who claimed the opposite...
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
parkufarku
Profile Blog Joined March 2014
882 Posts
June 20 2016 19:30 GMT
#50
On June 21 2016 03:05 Nathanias wrote:
This post only seems silly to me because the idea was to nerf each race macro mechanic overall. I'm not sure what proposed change you'd make to this since as a Terran player it's obvious that we were not given anything to help compensate for the fact that mules now return less minerals over their life (unlike the permachrono for upgrades that Toss gets and stacked injects).

I agree that LotV chrono is worse, but wasn't it supposed to be?


Mules were stronger anyway. Stronger race needs a bigger nerf. Wouldn't you agree?
Lexender
Profile Joined September 2013
Mexico2627 Posts
June 20 2016 19:44 GMT
#51
On June 21 2016 04:30 parkufarku wrote:
Show nested quote +
On June 21 2016 03:05 Nathanias wrote:
This post only seems silly to me because the idea was to nerf each race macro mechanic overall. I'm not sure what proposed change you'd make to this since as a Terran player it's obvious that we were not given anything to help compensate for the fact that mules now return less minerals over their life (unlike the permachrono for upgrades that Toss gets and stacked injects).

I agree that LotV chrono is worse, but wasn't it supposed to be?


Mules were stronger anyway. Stronger race needs a bigger nerf. Wouldn't you agree?


MULEs weren't stronger in a sense because the whole terran race was balanced around it, it showed when they removed all macro mechanics, terran was basically unplayable without MULEs.
ItsFunToLose
Profile Joined December 2010
United States776 Posts
Last Edited: 2016-06-20 20:12:20
June 20 2016 20:08 GMT
#52
great analysis
"skillshots are inherently out of your control whether they hit or not" -PrinceXizor
wizmer
Profile Joined July 2012
France32 Posts
June 20 2016 21:42 GMT
#53
Ahah, you did use LaTeX, did you ? :p
Great job for the article!
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2016-06-20 23:06:52
June 20 2016 22:19 GMT
#54
Perhaps chronoboost should be unlocked after completion of a gateway. For people that do not think this is all a big deal - it is. If you're able to have 4-5 more workers in the early stages of a game that you normally would not have...that's another 400-500 minerals per minute


You need ~6.15 extra workers to meet 400 minerals per minute extra if you're utilizing your close patches already as every player high enough for this to really matter will be doing (last i checked on frozen temple it was ~65 minerals per minute per worker on far patches, ~85 on close)

Chrono being active from 0 seconds instead of when the gateway finishes adds literally 1 worker (hey i did the math). The speed boost roughly works out to building 8 workers in the time that it would take to build 7, which is about the time when you have gateways finished. (7 * 1.15 = 8.05). This is vs no macro mechanic at all.

Terran actually got the best deal when it comes to macro mechanic nerfs in the beta. 3 larvae and chrono nerfs hurt a lot.

The mule changes according to liquipedia cut minerals mined from 30 to 25 but also allowed for more trips, so they're actually only getting ~7% less minerals overall? It's not clear if it's a 7% nerf or a 16.67% nerf but either way sounds preferable (perhaps even strongly preferable) to the size of nerfs that zerg and P got with ruined chrono and 3 larvae.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
Last Edited: 2016-06-20 23:57:06
June 20 2016 23:46 GMT
#55
On June 21 2016 07:19 Cyro wrote:
Show nested quote +
Perhaps chronoboost should be unlocked after completion of a gateway. For people that do not think this is all a big deal - it is. If you're able to have 4-5 more workers in the early stages of a game that you normally would not have...that's another 400-500 minerals per minute


You need ~6.15 extra workers to meet 400 minerals per minute extra if you're utilizing your close patches already as every player high enough for this to really matter will be doing (last i checked on frozen temple it was ~65 minerals per minute per worker on far patches, ~85 on close)

Chrono being active from 0 seconds instead of when the gateway finishes adds literally 1 worker (hey i did the math). The speed boost roughly works out to building 8 workers in the time that it would take to build 7, which is about the time when you have gateways finished. (7 * 1.15 = 8.05). This is vs no macro mechanic at all.

Terran actually got the best deal when it comes to macro mechanic nerfs in the beta. 3 larvae and chrono nerfs hurt a lot.

The mule changes according to liquipedia cut minerals mined from 30 to 25 but also allowed for more trips, so they're actually only getting ~7% less minerals overall? It's not clear if it's a 7% nerf or a 16.67% nerf but either way sounds preferable (perhaps even strongly preferable) to the size of nerfs that zerg and P got with ruined chrono and 3 larvae.


Not sure where you're getting your information, but MULE used to mine 270-300 minerals over 9-10 trips over ~65 seconds. Just tested on Frozen Temple on a close patch then the mule spawned on the correct side of the mineral patch the mule mined 225 minerals in 9 trips over 65 seconds on a close mineral patch. Taking the conservative estimate of 225/270 (I'm pretty sure it was always 300 on a close patch in HotS) thats still only 83% of normal efficiency, exactly as I claimed earlier.

Tested on a far patch and got 200 minerals.

edit: Tested on HotS and it's 270 on a close or far patch. 300 was only if you did the patrol trick I guess.
In Somnis Veritas
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2016-06-21 00:10:14
June 21 2016 00:03 GMT
#56
Liquipedia says that they got 240-270 in WOL/HOTS (and i remembered the 270 number) and it also says that they get 225-250 in LOTV.

270 to 250/225 is a 7.4% - 16.67% reduction

I tested it myself and it looks like you can get 250 but you have to do it on very specific patches, most will get the 225
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
Last Edited: 2016-06-21 00:11:49
June 21 2016 00:06 GMT
#57
On June 21 2016 09:03 Cyro wrote:
Liquipedia says that they got 240-270 in WOL/HOTS (and i remembered the 270 number) and it also says that they get 225-250 in LOTV.

270 to 250/225 is a 7.4% - 16.67% reduction


Feel free to test yourself, it's 225/200 in LotV not 250/225. I just tested it and these were my results.

edit: And always 270 in HotS unless they were going off of like Xel'Naga Caverns mineral patches that were extra far away from the CC. Plus there was the patrol trick for your first few MULEs that got you up to 300 (which is quite significant since +30 minerals in early game is a lot more important than in later stages).

But yes, a 16.67% reduction compared to Chronoboost's 5.7% reduction if you'd rather phrase it that way.
In Somnis Veritas
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2016-06-21 00:15:39
June 21 2016 00:10 GMT
#58
Feel free to test yourself, it's 225/200 in LotV not 250/225. I just tested it and these were my results.


I did test it and was like 0.2 seconds away from getting 250 with my first mule

But yes, a 16.67% reduction compared to Chronoboost's 5.7% reduction if you'd rather phrase it that way.


5.7% reduction?

If you count mule as giving 225 vs 270, then it's 1.2x worse than old mule. This chrono is ~1.55x worse than old chrono by straight seconds saved but no longer has the ability to bank or spend multiple nexus of energy on the same structure which is a large nerf
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
Last Edited: 2016-06-21 00:14:38
June 21 2016 00:13 GMT
#59
On June 21 2016 09:10 Cyro wrote:
Show nested quote +
Feel free to test yourself, it's 225/200 in LotV not 250/225. I just tested it and these were my results.


I did test it and was like 0.2 seconds away from getting 250 with my first mule


Which means you actually lose those 25 minerals too. With how fast bases mine out in LotV that's actually pretty significant IMO. Maybe there are some patches where you get 250 but I have a hard time believing it since you only get 200 on far patches from my tests.

According to the OP's research Chronoboost used to be a ~122% boost when used continuously, and is now a continuous 115% boost. 1-(115/122)= .057377..., or 5.7%
In Somnis Veritas
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
Last Edited: 2016-06-21 00:33:55
June 21 2016 00:17 GMT
#60
According to the OP's research Chronoboost used to be a ~122% boost when used continuously, and is now a continuous 115% boost. 1-(115/122)= .057377..., or 5.7%


If you fix the wording to 22% boost vs 15% boost, that's a reduction in efficiency by 1.467x, AKA a 31.8% nerf.

Mule should get you 225 on close patches. That's a 16.67% nerf over HOTS (1.2x worse). I'm picking up the 250'th mineral but not actually handing it in

Mule still works the same way that it always did, chrono got the ability to bank it and/or use multiple nexii to boost one thing removed. The chrono nerf is also more than twice as bad numerically (1.467x vs 1.2x nerf) and the effect of getting chrono from 0:00 is way too small to offset this for any opener

Having looked over the math, i think that the macro mechanic nerf was clearly favoring terran over both P and Z, yet some terrans single this out to complain.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
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