SC2 Tool - Hits to Kill Chart - Page 7
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pandamanana
37 Posts
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MajicPanda
70 Posts
On April 29 2010 09:59 pandamanana wrote: I think I broke it. I made the attacker a Banshee and the defender an Ultralisk and it won't calculate the damage. Is that on purpose? ;3 Maybe you didnt wait for the battle to finish? Lol.. i need to maybe put a display saying it's STILL calculating for insanely long fights. Banshee starts the battle with HP: 140 / Shields: 0 Ultralisk starts the battle with HP: 600 / Shields: 0 1 - 0.000: Banshee hits Ultralisk for 22 -- Ultralisk hp: 578 / shields: 0 2 - 1.250: Banshee hits Ultralisk for 22 -- Ultralisk hp: 556 / shields: 0 2.000: Ultralisk regenerated 1hp -- 557 3 - 2.500: Banshee hits Ultralisk for 22 -- Ultralisk hp: 535 / shields: 0 4 - 3.750: Banshee hits Ultralisk for 22 -- Ultralisk hp: 513 / shields: 0 4.000: Ultralisk regenerated 1hp -- 514 5 - 5.000: Banshee hits Ultralisk for 22 -- Ultralisk hp: 492 / shields: 0 6.000: Ultralisk regenerated 1hp -- 493 6 - 6.250: Banshee hits Ultralisk for 22 -- Ultralisk hp: 471 / shields: 0 7 - 7.500: Banshee hits Ultralisk for 22 -- Ultralisk hp: 449 / shields: 0 8.000: Ultralisk regenerated 1hp -- 450 8 - 8.750: Banshee hits Ultralisk for 22 -- Ultralisk hp: 428 / shields: 0 9 - 10.000: Banshee hits Ultralisk for 22 -- Ultralisk hp: 406 / shields: 0 10.000: Ultralisk regenerated 1hp -- 407 10 - 11.250: Banshee hits Ultralisk for 22 -- Ultralisk hp: 385 / shields: 0 12.000: Ultralisk regenerated 1hp -- 386 11 - 12.500: Banshee hits Ultralisk for 22 -- Ultralisk hp: 364 / shields: 0 12 - 13.750: Banshee hits Ultralisk for 22 -- Ultralisk hp: 342 / shields: 0 14.000: Ultralisk regenerated 1hp -- 343 13 - 15.000: Banshee hits Ultralisk for 22 -- Ultralisk hp: 321 / shields: 0 16.000: Ultralisk regenerated 1hp -- 322 14 - 16.250: Banshee hits Ultralisk for 22 -- Ultralisk hp: 300 / shields: 0 15 - 17.500: Banshee hits Ultralisk for 22 -- Ultralisk hp: 278 / shields: 0 18.000: Ultralisk regenerated 1hp -- 279 16 - 18.750: Banshee hits Ultralisk for 22 -- Ultralisk hp: 257 / shields: 0 17 - 20.000: Banshee hits Ultralisk for 22 -- Ultralisk hp: 235 / shields: 0 20.000: Ultralisk regenerated 1hp -- 236 18 - 21.250: Banshee hits Ultralisk for 22 -- Ultralisk hp: 214 / shields: 0 22.000: Ultralisk regenerated 1hp -- 215 19 - 22.500: Banshee hits Ultralisk for 22 -- Ultralisk hp: 193 / shields: 0 20 - 23.750: Banshee hits Ultralisk for 22 -- Ultralisk hp: 171 / shields: 0 24.000: Ultralisk regenerated 1hp -- 172 21 - 25.000: Banshee hits Ultralisk for 22 -- Ultralisk hp: 150 / shields: 0 26.000: Ultralisk regenerated 1hp -- 151 22 - 26.250: Banshee hits Ultralisk for 22 -- Ultralisk hp: 129 / shields: 0 23 - 27.500: Banshee hits Ultralisk for 22 -- Ultralisk hp: 107 / shields: 0 28.000: Ultralisk regenerated 1hp -- 108 24 - 28.750: Banshee hits Ultralisk for 22 -- Ultralisk hp: 86 / shields: 0 25 - 30.000: Banshee hits Ultralisk for 22 -- Ultralisk hp: 64 / shields: 0 30.000: Ultralisk regenerated 1hp -- 65 26 - 31.250: Banshee hits Ultralisk for 22 -- Ultralisk hp: 43 / shields: 0 32.000: Ultralisk regenerated 1hp -- 44 27 - 32.500: Banshee hits Ultralisk for 22 -- Ultralisk hp: 22 / shields: 0 28 - 33.750: Banshee hits Ultralisk for 22 -- Ultralisk hp: 0 / shields: 0 | ||
MajicPanda
70 Posts
On April 29 2010 08:40 mesobored123 wrote: Are you sure you added the +10 hp to marine when you get the combat shield upgrade? I'm looking at the combat stats for both and it has it that the marine has 45 hp in both situations (with upgrade and without) Is this possibly an interface issue? It says the one on left starts with 55hp for me and vise versa. Marine starts the battle with HP: 55 / Shields: 0 Marine starts the battle with HP: 45 / Shields: 0 1 - 0.000: Marine hits Marine for 6 -- Marine hp: 39 / shields: 0 1 - 0.000: Marine hits Marine for 6 -- Marine hp: 49 / shields: 0 2 - 0.861: Marine hits Marine for 6 -- Marine hp: 33 / shields: 0 2 - 0.861: Marine hits Marine for 6 -- Marine hp: 43 / shields: 0 3 - 1.722: Marine hits Marine for 6 -- Marine hp: 27 / shields: 0 3 - 1.722: Marine hits Marine for 6 -- Marine hp: 37 / shields: 0 4 - 2.582: Marine hits Marine for 6 -- Marine hp: 21 / shields: 0 4 - 2.582: Marine hits Marine for 6 -- Marine hp: 31 / shields: 0 5 - 3.443: Marine hits Marine for 6 -- Marine hp: 15 / shields: 0 5 - 3.443: Marine hits Marine for 6 -- Marine hp: 25 / shields: 0 6 - 4.304: Marine hits Marine for 6 -- Marine hp: 9 / shields: 0 6 - 4.304: Marine hits Marine for 6 -- Marine hp: 19 / shields: 0 7 - 5.165: Marine hits Marine for 6 -- Marine hp: 3 / shields: 0 7 - 5.165: Marine hits Marine for 6 -- Marine hp: 13 / shields: 0 8 - 6.026: Marine hits Marine for 6 -- Marine hp: -3 / shields: 0 8 - 6.026: Marine hits Marine for 6 -- Marine hp: 7 / shields: 0 | ||
mesobored123
United States62 Posts
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MajicPanda
70 Posts
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MajicPanda
70 Posts
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Draken
Canada61 Posts
Second, I registered on this forum just to provide some feedback : 1. Need more precision on melee vs ranged battles. Add an option so we can see the outcome of combat if both units are on top of each other, or if they start at a distance (max range of the ranged unit), when it gets free hits on the melee. It would help us find out things like how many zealots you need to kill a tower, factoring in the "closing in time" factor. (I assume this is hard to do because stats on movement speed are not available?) 2. Add the zealot "charge" ability / upgrade? it makes a huge difference in battle. 3. Let us find out how many hits (and time) it takes for a unit to kill a building. You can either add all the buildings, or if it is too time consuming add a dummy building that has 1000 HP so we can test this out. We can't test this out now because units retaliate, while buildings don't. (This would help find out how many zealots it takes to kill a spaceport or pylon fast enough before a void ray comes out, or to counter a tower rush, etc. Mostly helps in figuring out BOs.) | ||
Zalan
Canada18 Posts
Although, I got some NaN for the Ultralisk Ok, maybe that's because it can't attack air unit, but you should manage this case (write n/a or 0 for damage). And a little speed boost would be welcome too (no need to do it in real time ) (or maybe it's just due to the NaN?) And it would be nice to be able to enter the number of unit manually. So a few more minor twists and I think it will get perfect ^_^ Great job! | ||
Seijuro
52 Posts
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mrproper
Romania93 Posts
1 - 0.000: Marine hits Thor for 80 -- Thor hp: 320 / shields: 0 1 - 0.000: Thor hits Marine for 90 -- Marine hp: -45 / shields: 0 2 - 1.930: Thor hits Marine for 90 -- Marine hp: -135 / shields: 0 2 - 1.930: Marine has died. 2 - 0.861: Marine hits Thor for 70 -- Thor hp: 250 / shields: 0 3 - 1.722: Marine hits Thor for 70 -- Thor hp: 180 / shields: 0 3 - 3.860: Thor hits Marine for 90 -- Marine hp: -45 / shields: 0 3 - 3.860: Marine has died. 4 - 2.582: Marine hits Thor for 65 -- Thor hp: 115 / shields: 0 5 - 3.443: Marine hits Thor for 65 -- Thor hp: 50 / shields: 0 4 - 5.790: Thor hits Marine for 90 -- Marine hp: -45 / shields: 0 4 - 5.790: Marine has died. 6 - 4.304: Marine hits Thor for 60 -- Thor hp: -10 / shields: 0 6 - 4.304: Thor has died. I think the "winner" is the other unit to not die first. However, if you have 2 units from which one dies, then the winner should be the last standing unit | ||
Welmu
Finland3295 Posts
Archon starts the battle with HP: 10 / Shields: 350 Mutalisk starts the battle with HP: 120 / Shields: 0 1 - 0.000: Archon hits Mutalisk for 39 -- Mutalisk hp: 81 / shields: 0 1 - 0.000: Mutalisk hits Archon shields for 27 -- Archon hp: 10 / shields: 323 2 - 1.525: Mutalisk hits Archon shields for 27 -- Archon hp: 10 / shields: 296 2 - 1.754: Archon hits Mutalisk for 39 -- Mutalisk hp: 42 / shields: 0 2.000: Mutalisk regenerated 1hp -- 43 3 - 3.049: Mutalisk hits Archon shields for 27 -- Archon hp: 10 / shields: 269 3 - 3.508: Archon hits Mutalisk for 39 -- Mutalisk hp: 4 / shields: 0 4.000: Mutalisk regenerated 1hp -- 5 4 - 4.574: Mutalisk hits Archon shields for 27 -- Archon hp: 10 / shields: 242 4 - 5.262: Archon hits Mutalisk for 39 -- Mutalisk hp: -34 / shields: 0 4 - 5.262: Mutalisk has died. 5 - 6.098: Mutalisk hits Archon shields for 18 -- Archon hp: 10 / shields: 224 5 - 7.016: Archon hits Mutalisk for 39 -- Mutalisk hp: 81 / shields: 0 6 - 7.623: Mutalisk hits Archon shields for 18 -- Archon hp: 10 / shields: 206 8.000: Mutalisk regenerated 1hp -- 82 6 - 8.770: Archon hits Mutalisk for 39 -- Mutalisk hp: 43 / shields: 0 7 - 9.148: Mutalisk hits Archon shields for 18 -- Archon hp: 10 / shields: 188 10.000: Mutalisk regenerated 1hp -- 44 7 - 10.524: Archon hits Mutalisk for 39 -- Mutalisk hp: 5 / shields: 0 8 - 10.672: Mutalisk hits Archon shields for 18 -- Archon hp: 10 / shields: 170 12.000: Mutalisk regenerated 1hp -- 6 9 - 12.197: Mutalisk hits Archon shields for 18 -- Archon hp: 10 / shields: 152 8 - 12.278: Archon hits Mutalisk for 39 -- Mutalisk hp: -33 / shields: 0 8 - 12.278: Mutalisk has died. 10 - 13.721: Mutalisk hits Archon shields for 9 -- Archon hp: 10 / shields: 143 9 - 14.032: Archon hits Mutalisk for 39 -- Mutalisk hp: 81 / shields: 0 11 - 15.246: Mutalisk hits Archon shields for 9 -- Archon hp: 10 / shields: 134 10 - 15.786: Archon hits Mutalisk for 39 -- Mutalisk hp: 42 / shields: 0 16.000: Mutalisk regenerated 1hp -- 43 12 - 16.771: Mutalisk hits Archon shields for 9 -- Archon hp: 10 / shields: 125 11 - 17.540: Archon hits Mutalisk for 39 -- Mutalisk hp: 4 / shields: 0 18.000: Mutalisk regenerated 1hp -- 5 13 - 18.295: Mutalisk hits Archon shields for 9 -- Archon hp: 10 / shields: 116 12 - 19.294: Archon hits Mutalisk for 39 -- Mutalisk hp: -34 / shields: 0 12 - 19.294: Mutalisk has died. | ||
Konqrr.Bwade
United States1 Post
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MajicPanda
70 Posts
On May 04 2010 00:04 mrproper wrote: 16 marines vs 1 thor: Winner - Thor ? 1 - 0.000: Marine hits Thor for 80 -- Thor hp: 320 / shields: 0 1 - 0.000: Thor hits Marine for 90 -- Marine hp: -45 / shields: 0 2 - 1.930: Thor hits Marine for 90 -- Marine hp: -135 / shields: 0 2 - 1.930: Marine has died. 2 - 0.861: Marine hits Thor for 70 -- Thor hp: 250 / shields: 0 3 - 1.722: Marine hits Thor for 70 -- Thor hp: 180 / shields: 0 3 - 3.860: Thor hits Marine for 90 -- Marine hp: -45 / shields: 0 3 - 3.860: Marine has died. 4 - 2.582: Marine hits Thor for 65 -- Thor hp: 115 / shields: 0 5 - 3.443: Marine hits Thor for 65 -- Thor hp: 50 / shields: 0 4 - 5.790: Thor hits Marine for 90 -- Marine hp: -45 / shields: 0 4 - 5.790: Marine has died. 6 - 4.304: Marine hits Thor for 60 -- Thor hp: -10 / shields: 0 6 - 4.304: Thor has died. I think the "winner" is the other unit to not die first. However, if you have 2 units from which one dies, then the winner should be the last standing unit Marine starts the battle with HP: 45 / Shields: 0 Thor starts the battle with HP: 400 / Shields: 0 1 - 0.000: Marine hits Thor for 80 -- Thor hp: 320 / shields: 0 1 - 0.000: Thor hits Marine for 90 -- Marine hp: -45 / shields: 0 1 - 0.000: Marine has died. 2 - 0.861: Marine hits Thor for 75 -- Thor hp: 245 / shields: 0 3 - 1.722: Marine hits Thor for 75 -- Thor hp: 170 / shields: 0 2 - 1.930: Thor hits Marine for 90 -- Marine hp: -45 / shields: 0 2 - 1.930: Marine has died. 4 - 2.582: Marine hits Thor for 70 -- Thor hp: 100 / shields: 0 5 - 3.443: Marine hits Thor for 70 -- Thor hp: 30 / shields: 0 3 - 3.860: Thor hits Marine for 90 -- Marine hp: -45 / shields: 0 3 - 3.860: Marine has died. 6 - 4.304: Marine hits Thor for 65 -- Thor hp: -35 / shields: 0 6 - 4.304: Thor has died. 16v1.. can you reproduce this? Maybe I made a change today that fixed the bug accidentally.. just wanna make sure it's not bugged. | ||
MajicPanda
70 Posts
On May 03 2010 22:17 Zalan wrote: Yeah, really a good idea. Although, I got some NaN for the Ultralisk Ok, maybe that's because it can't attack air unit, but you should manage this case (write n/a or 0 for damage). And a little speed boost would be welcome too (no need to do it in real time ) (or maybe it's just due to the NaN?) Great job! It's in 4x speed... any faster and the nanoseconds become a little too close and can cause issues in javascript. maybe I'll learn C++ some day.. nah, too much sc2 to play. | ||
Zalan
Canada18 Posts
Otherwise, you could try to do it in Java (which is in between JavaScript and C++). There is a ton of really nice tutorials on the net and you should be able to breeze through the important stuff in a night (when Blizzard will reset ). Moreover, you can use Java to make nice applets ^_^ Anyway, it's still nice, so don't feel like you must speed it up too much. However, you should write some message to replace the NaN when attacking air units | ||
Draken
Canada61 Posts
Only way I can see is C++ Net + AJAX. Which is way overkill for this application... I'd say it is already doing a good enough job with simple JS. But if you really want to speed it up, a simple way would be to store/save the results in the JS (they are not that big, i'd say they fit in less than a 10k JS file) once for all and just load them on the fly. | ||
TheNomad
United States134 Posts
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Zalan
Canada18 Posts
But I think you are right, results could be saved, but isn't there a random factor? Also, there is a lot of possible combinations, so you'd need to get some automatic generator to update on each new patch, and you don't want your computer to process that for days | ||
MajicPanda
70 Posts
On May 06 2010 22:20 Zalan wrote: Draken, you are totally right. That's why I mentionned Java as a nice alternative. But I think you are right, results could be saved, but isn't there a random factor? Also, there is a lot of possible combinations, so you'd need to get some automatic generator to update on each new patch, and you don't want your computer to process that for days Does Java offer some sort of threaded method that would compute functions at the exact same time opposed to js computing line by line? The results are a factor way too great to store. Theoretically I could but when you've got 1v1 and 3 armor upgrades, 3 defense upgrades, emp, stim pack, etc on BOTH sides of the fight the combinations get insane. Take that and also factor in the fact that you have # vs. # units... storing the data isn't exactly what i want. | ||
whs
United States10 Posts
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