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[G] Deciding on armor or attack in early PvT

Forum Index > StarCraft 2 Strategy
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Nothingtosay
Profile Blog Joined February 2011
United States875 Posts
Last Edited: 2011-03-12 03:24:33
March 11 2011 23:37 GMT
#1
Deciding to get + attack or + armor in PvT

IF YOU DO NOT READ THIS POST THOROUGHLY ESPECIALLY THE BOLD PARTS IT MAY EASILY CONFUSE YOU




The first number represents how many attacks a unit takes to be killed by the listed unit without the +1 attack upgrade while the second number reflects how many attacks it take to be killed with the +1 upgrade

Directly underneath each unit that unit's damage is listed for your referencing.

Terran Units

The Marine 0 armor
6 damage per shot

Hp
45 (Unstimmed or Stimmed with Combat shield) Zealots 6/5 Sentries 8/7 Stalkers 5/5

55 (Unstimmed With combat shield) Zealots 7/7 Sentries 10/8 Stalkers 6/5

35 (stimmed no combat shield) Zealots 5/4 Sentries 6/5 Stalkers 4/4

Zealots often only kill marines one psi blade swipe faster. It is unlikely that a zealot will only launch half of its attack round on a marine and unless the zealot is able to attack another target with the other psi blade (I’m not sure they will even do this) the upgrade is wasted. Please note that this principle applies to any situation where a zealot takes one less psi blade swipe to kill a target.

Stalkers only kill a non stimmed marine with combat shield faster with attack upgrades.
Sentries receive good benefits but they are not primary damage dealers and are the only ones that significantly benefit.

The Marauder 1 armor
10 damage per shot +10 armored

125 HP (Unstimmed) Zealot 16/14 Sentry 21/18 Stalker 9/9

105 HP (Stimmed) Zealot 14/ 12 Sentry 18/15 Stalker 8/7

The Ghost 0 armor

10 dmg + 10 versus Light

100 HP Zealot 13/12 Sentry17/15 Stalker 8/7

Protoss Units (Only Health points are being calculated because shields do not benefit from the +1 armor increase) (+1 armor is not calculated on the first amount of damage that splashed over from shield damage.)

The first number represents how many attacks a unit takes to be killed by the listed unit without the +1 armor upgrade while the second number reflects how many attacks it take to be killed with the +1 upgrade. Health is adjusted for damage after shields are down and armor is calculated.

The zealot 1 armor
8 damagex2

96HP Marine 20/24

100 HP Marauder 12/13

90HP Ghost 5/5

The Stalker 1 armor

10 damage +4 vs armored

76 HP Marine 16/19

80 HP Marauder 4/5


80 HP Ghost 9/10

The sentry 1 armor

6 damage per attack

38 HP Marine 8/10

40 HP Marauder 5/5

40 HP Ghost 3/3

This data shows that against terran armies with a healthy marine count that the + 1 armor upgrade is more beneficial. The data for ghost is mostly gratuitous seeing as there is rarely a high enough number of them early game to account for a large amount of damage. Against a marauder heavy army it may be more beneficial to get a + attack upgrade but by the time large numbers of marauders are frequent immortals (or colossi) should be present which will 3 shot or overkill them frequently no matter what upgrades are present.

Guardian shield be accounted for also because armor does not scale linearly. A zealot with one armor takes 20 shots for a marine to deplete its hp. A zealot with 2 armor (base + +1) takes 24 shots to for its hp to be depleted by a marine. A zealot with total 3 armor (base + GS) takes 32 shots for its hp to be depleted by a marine. While a zealot with 4 armor (+1 + GS) takes 48 shots to be killed by a marine. Armor is more effective per point when more armor is added.

In my opinion + 1 armor is generally the safer bet. When a terran player micros their units away from zealots it prevent them from constantly firing (also prevents your stalkers) This means that ever extra hit your zealots take will make a terran army move backwards (if possible) and spend apm to avoid zealot melee damage. It should be noted that while a +1 armor upgrade will counter a +1 damage upgrade for a marine it will not do so for marauders as they receive +2 damage (+2 vs armored ) per attack upgrade. Also a Terran + one armor upgrade will always equalize the effects of a gateway unit’s attack upgrade. In my experience by the time colossi are being produced one can expect to be upgrading both ground attack and ground armor. The effects of armor versus marines may look more powerful than they actually are if you don't take into account that marines attack very quickly.


[QUOTE][B]On October 16 2011 13:00 Anihc wrote:[/B] No, you're the one who's wrong. Nothingtosay got it right.[/QUOTE]:3
nalgene
Profile Joined October 2010
Canada2153 Posts
March 11 2011 23:42 GMT
#2
The way you worded that makes it seem like marauders do 10/12/14/16 and 20/22/24/26 instead of 10/11/12/13 and 20/22/24/26
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
Nothingtosay
Profile Blog Joined February 2011
United States875 Posts
Last Edited: 2011-03-12 00:14:41
March 11 2011 23:46 GMT
#3
I have no idea what you mean by this marauders aren't killed in or kill anything in 20+ hits with anything here.
[QUOTE][B]On October 16 2011 13:00 Anihc wrote:[/B] No, you're the one who's wrong. Nothingtosay got it right.[/QUOTE]:3
sOm
Profile Joined January 2011
United States43 Posts
March 12 2011 00:01 GMT
#4
your post is very confusing, i guess the wording makes it very hard to differentiate what the different numbers are representing according to the first few sentences.
TrickyGilligan
Profile Joined September 2010
United States641 Posts
March 12 2011 00:03 GMT
#5
I`m a huge fan of +armor chargelots vs bio. If you load up a unit tester, you can see that 100 supply of +3 attack chargelots will lose to an equivalent supply of MMM, while +3 armor chargelots wipe out the ground forces and survive with about 8 zealots. If you`re going Colossus, I can see a strong argument for attack, but armor is the way to go for gateway units.
"I've had a perfectly wonderful evening. But this wasn't it." -Groucho Marx
Nothingtosay
Profile Blog Joined February 2011
United States875 Posts
March 12 2011 00:05 GMT
#6
I really don't see how its confusing if you actually read. I even bolded parts to try to get people to read the important ones.
[QUOTE][B]On October 16 2011 13:00 Anihc wrote:[/B] No, you're the one who's wrong. Nothingtosay got it right.[/QUOTE]:3
Lmui
Profile Joined November 2010
Canada6213 Posts
March 12 2011 00:48 GMT
#7
Read through it, pretty interesting data

Just a fyi I think your sentry vs marauder is mistyped (18/21 vs 21/18) even though it doesn't make much of a difference anyways.

I think armour matters more early game since it's base on forcefields cutting the terran ball in half if not more pieces in order for the zealots to close and do damage. Increasing the lifespan of the zealots(meatshields) results in greater damage done by stalkers before they start being killed off. Later in the game however I think with tech, e.g. colossi, weapons is more important since if colossi can reduce a marine to being one shot by a stalker/zealot vs 2 shot, that makes a far larger difference than the zealot(assuming you have charge) getting to the army alive to deal the damage.
BaLoO-
Profile Joined January 2011
France318 Posts
March 12 2011 01:00 GMT
#8
Really interesting post, i had already noticed that ToD and Adel usually go armor first (not only first upgrade). Yet i think looking at those numbers isn't enough, as it was said above if you're going for colossi attack has a really strong argument. Furthermore, a lot of timing pushes arrive before your first upgrade is done, even if you chronoboost, making the case of early upgrade not so signifiant.
freetgy
Profile Joined November 2010
1720 Posts
March 12 2011 01:03 GMT
#9
i think this is common knowledge these days in PvT.

Armor has to come first, even if it is only to counter their +1.
Nothingtosay
Profile Blog Joined February 2011
United States875 Posts
March 12 2011 01:08 GMT
#10
Thanks Lmui for pointing out that error.
[QUOTE][B]On October 16 2011 13:00 Anihc wrote:[/B] No, you're the one who's wrong. Nothingtosay got it right.[/QUOTE]:3
OriginalBeast
Profile Joined September 2010
United States709 Posts
March 12 2011 04:18 GMT
#11
Choose +1 attack if there are some kind of priority targets that effect your build, like you need to kill vikings with stalkers if you go colossus

Choose +1 armor if you are being put under a bunch of pressure with marine marauder.

Liquid tyler double forges... just sayin...
More gg, more skill.
KevinIX
Profile Joined October 2009
United States2472 Posts
Last Edited: 2011-03-12 04:24:11
March 12 2011 04:20 GMT
#12
Agreed. Do a double forge like Tyler. :D

I've been trying it out in ladder and it works so well against bio Terrans.

But yes, Stalker attack upgrade scales terribly. I would prefer armor against the rapid fire bio units of Terran. But the plus side is that the inevitable colossi later on get a huge boost from attack upgrades (because of AoE).
Liquid FIGHTING!!!
sikyon
Profile Joined June 2010
Canada1045 Posts
March 12 2011 06:01 GMT
#13
Armor is better when zealots can't hit the MM ball but can tank shots against it, which is most of the time against a good T player. Even with charge, zealots are not reliable damage dealers, only damage takers.
CodECleaR
Profile Joined November 2010
United States395 Posts
March 12 2011 06:22 GMT
#14
+ 1 armor b4 + 1 attack because simply, terran units shoot more than toss units so each extra armor benefits us more than each attack thats more damaging because we fire less than t units.
How do you beat a terran who's hardcore turtling off 3 base? Flip him on his back and walk away."
SheaR619
Profile Joined October 2010
United States2399 Posts
March 12 2011 06:29 GMT
#15
I think the main reason why toss got + damage was to prepare for the collossi. I think +1 immortal will 2 shot stimmed marauders but not sure. So considering if you are going robo heavy than damage isnt a bad choice but if you opt to go for gateway heavy than armor is defintely the way to go. I am not sure how +damage effects collossi though.
I may not be the best, but i will be some day...
Tsabo
Profile Joined September 2010
Russian Federation266 Posts
March 12 2011 07:30 GMT
#16
All the theorycraft is worthless realy. I mean you didn't account for the fact that with +1 it only takes 2 zealot attacks and 1 stalker shot to kill a marine insted of 2 zealot + 2 stalker. Or maybe its a hurt marine, what then?

IMO this "amount of hits" concept is greatly overrated by many.



Armor is great against marines, but absolutly worthless against tanks. Weapons are allways good. You should just upgrade weapons or bouth at the same time, unless you have a very good reason to get armor with your build.
OriginalBeast
Profile Joined September 2010
United States709 Posts
March 12 2011 08:01 GMT
#17
On March 12 2011 16:30 Tsabo wrote:
All the theorycraft is worthless realy. I mean you didn't account for the fact that with +1 it only takes 2 zealot attacks and 1 stalker shot to kill a marine insted of 2 zealot + 2 stalker. Or maybe its a hurt marine, what then?

IMO this "amount of hits" concept is greatly overrated by many.



Armor is great against marines, but absolutly worthless against tanks. Weapons are allways good. You should just upgrade weapons or bouth at the same time, unless you have a very good reason to get armor with your build.


Debbie downer...

Armor is good against tanks too, I'd rather have it than not have it...
More gg, more skill.
Tsabo
Profile Joined September 2010
Russian Federation266 Posts
March 12 2011 08:09 GMT
#18
On March 12 2011 17:01 OriginalBeast wrote:
Show nested quote +
On March 12 2011 16:30 Tsabo wrote:
All the theorycraft is worthless realy. I mean you didn't account for the fact that with +1 it only takes 2 zealot attacks and 1 stalker shot to kill a marine insted of 2 zealot + 2 stalker. Or maybe its a hurt marine, what then?

IMO this "amount of hits" concept is greatly overrated by many.



Armor is great against marines, but absolutly worthless against tanks. Weapons are allways good. You should just upgrade weapons or bouth at the same time, unless you have a very good reason to get armor with your build.


Debbie downer...

Armor is good against tanks too, I'd rather have it than not have it...


No shit? I'd rather have warp prism speed then not to have! According to your logic, thats reason enough to get it before anything else, right?
Nothingtosay
Profile Blog Joined February 2011
United States875 Posts
March 12 2011 08:13 GMT
#19
A lot of these comments don't make sense. Tanks, vikings, colossi, these things all come latter in the game you're ignoring the word EARLY. I specifically said early because later in the game you can almost always afford to have two forges running at once.
[QUOTE][B]On October 16 2011 13:00 Anihc wrote:[/B] No, you're the one who's wrong. Nothingtosay got it right.[/QUOTE]:3
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
March 12 2011 08:16 GMT
#20
I find that it is often good to get + armor earlier on in the game unless you are going for some type of timing attack with +2 on colossus, and if your going templars you want armor over attack 100% of the time. Also note that +armor is always better against a marine heavy army but generally terran get more marauders then marines as the game progresses due to the potency of storm and colossus.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
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