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Unit battles are determined by effective dps*hp vs effective dps*hp and based on cost. This is based on equal numbers of units attacking from both sides. With micro or more units on one side, hp can be conserved and dps can be increased by focusing.
Cost is based on 2 saturated bases. (minerals are worth 3.57143 and gas is worth 13.1579 based on time to mine) Dps is based on a recently posted dps table.
Armour changes change attacking unit dps based on cooldown and can't be included. Shields and health regen are fixed rates that can be taken off of dps and can't be included.
Attack types, splash and other things like that can be added in yourself, these are ratios. Some Spells, AOE, and movement can't be accurately included
Melee units have more cost effectiveness since ranged units reduce their group hp before they can do damage. So speed is an important factor for melee units which is not included.
I'm sure there are many errors. I'm happy to correct them if you post the error.
Why did I post this? It might help people make builds. It may be interesting(I find this stuff very interesting). Someone else might improve upon this, which I support.
If someone knows how to usefully include build times, I'd like to know. I tried and it distorted things too much.
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Wow, looks like a lot of work went into this. Interesting to see that the Thor has the highest DPS x HP / Cost ratio.
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lol zealot is really high
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dps/cost would be an interesting stat as well if you can put that in there
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Why does the auto-turret cost 1244 minerals?
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if i'm correct, it looks like you equalized minerals and gas.... gas > mineral
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Not sure if I missed it, but is there a reason the colossus isn't added?
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Interesting... where's the rest? O.o I hope you made a program (or excel macro or something) to do this for you quickly ^_^
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I gave 1244 minerals to the auto-turret to balance it, since it has no mineral cost. Maybe I should just remove it.
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what escraper said, but to clarify the compensation, minerals are 4x more abundant than gas geysers (on most maps, iirc there was a base on one that has 3 geysers?) but otherwise this is interesting info to gander at, proves that queens > hydras lol i plan on just making queens anytime i have the thought "hydras might be ok." better range (grooved spines need to just be built in, fer serious), higher dps*cost/hp, creep & transfuse <3
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Wow, this is pretty cool info. Just wish I was smart/good enough to use it. Good job!
edit: To provide something useful to the discussion... for the people wanting just dps/cost ratio you can divide the current dps*hp/cost number by the hp of the unit.
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This table holds no real value and should not be referred to. It just seems like you were bored.
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If you're doing cracklings you could do shield marines, and stimmed marines and marauders ( -hp if you want).
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@ ventor Why would you say it holds no value? Who cares if he was bored. He has provided more information to the community, that is never a bad thing. At the very least say why you think it holds no value...
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Battles aren't determined by dps*hp vs dps*hp. They're determined by effective dps*hp vs effective dps*hp (including armor as you note). This means you don't gain much real information from sheets like these. I did one of these when SC2 came out, and I realised that even then all the units that on paper looked like they were the most powerful, were sometimes not used due to entirely different reasons.
A more meaningful approach would be to include all the units secondary stats such as movement speed, surface area etc and make a stat called "usefulness" or something that weighs some of the secondary stats.
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Unfortunately the problem with theory crafting is that there is so much more than what's on the paper. For example 100 lings vs 100 marines. You may think to look at this table to discover who would have the best damage, cost, HP etc but it doesn't factor in things like marines being able to all fire at once as opposed to only the front line of lings.
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I added Colossus and removed auto-turret. there is a spreadsheet, but I expect there are some errors, So I'll release it after its more accurate. I Also add DPS/cost.
Yes gas is worth more than minerals, it is based on how long it takes to mine each mineral(seconds per mineral or gas) I want to add modified dps for stimmed marines.
You can usefully use these numbers if you decrease each units dps in a specific situation by the regen rates, and muliply aoe by average number of units in range.
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I suppose it's not a bad thing, but like Peleus said, there's 20 other things to consider when theorycrafting with this. I don't see any practical use for this.
It's much faster and more practical to just open up a unit tester, make logical army compositions to fight, and observe how it goes. Taking health regen, different unit compositions, upgrades, melee vs ranged units, build time, tech required, etc, etc is near impossible, and not something you're going to be able to make practical use of during an actual game.
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Just a suggestion, I think dps*hp/cost/supply will actually tell a different story altogether.
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For people that dont know math, i would like to remind that the cheap units are actually alot better than in the table because they stack more. For example even thou queen has almost equal dh/c as zergling, 3 zerglings (75 min) still beat 1 queen (150 min) because their dps is three times higer when all lings aare still alive and two times higer when two lings are still around.
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