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[img]http://i.imgur.com/U093LzH.png?1[/img]
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[img]http://i.imgur.com/U093LzH.png?1[/img]
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[url=https://docs.google.com/spreadsheets/d/18sLSVtyTIBJGXfQetn3NrS7cpIN-th_BoJtiiytFq-I/edit?usp=sharing]google sheets file[/url]
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[url=https://docs.google.com/spreadsheets/d/18sLSVtyTIBJGXfQetn3NrS7cpIN-th_BoJtiiytFq-I/edit?usp=sharing]google sheets file[/url]
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//slasher is anomaly since it does not account for stop to fire behaviour
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//slasher is anomaly since it does not account for stop to fire behaviour
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//scorcher damage is set as 15 instead of 30 due to heatray effects
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//scorcher damage is set as 15 instead of 30 due to heatray effects
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//for raiders, skirmishers, and assults (i have not made an arty or strider category
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//for raiders, skirmishers, and assults (i have not made an arty or strider category
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//special unit classes such as suicide units, air, sea not included due to having special targeting categories unusual attack modes
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//special unit classes such as suicide units, air, sea not included due to having special targeting categories unusual attack modes
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\n
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\n
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\n
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power^ : combat utility (fairly accurate to achivable ingame results)
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power^ : combat utility (fairly accurate to achivable ingame results)
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(asumes unit survives battle to repair, finite income, conservative playstyle)
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(asumes unit survives battle to repair, finite income, conservative playstyle)
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\n
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utility^ : "spamability" if you have "infinite" income, how usefull is the unit to simply spam till doomsday
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utility^ : "spamability" if you have "infinite" income, how usefull is the unit to simply spam till doomsday
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\n
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power || utility (no "^") : these values are true if the unit can not kite the enemy target "effectively"
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power || utility (no "^") : these values are true if the unit can not kite the enemy target "effectively"
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\n
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/cost and /sqrt(cost) : scales with weight due to potential to survive and repair
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/cost and /sqrt(cost) : scales with weight due to potential to survive and repair
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||range*speed : skirming power (allways /cost does not scale with weight)
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||range*speed : skirming power (allways /cost does not scale with weight)
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||range*speed*DPS : skirming power+damage capacity while skirm
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||range*speed*DPS : skirming power+damage capacity while skirm
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||hp*dps : lifetime damage
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||hp*dps : lifetime damage
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||hp*dps/sqrt(
cost)
:
lifetime
damage,
weight
adjusted,
a
mesure
of
the
units
survivability
assuming
the
unit
arrempts
to
retreat
when
damaged
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||hp*dps/sqrt(
cost)
:
lifetime
damage,
weight
adjusted,
a
mesure
of
the
units
survivability
assuming
the
unit
attempts
to
retreat
when
damaged
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\n
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\n
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\n
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\n
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//does not count special damage classes, shields, AOE effects
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//does not count special damage classes, shields, AOE effects
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//although many results are true to ingame, not absolute accuracy
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//although many results are true to ingame, not absolute accuracy
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//"^" and non-"^" are not normalized, they are [u]NOT[/u] comparable to eachother
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//"^" and non-"^" are not normalized, they are [u]NOT[/u] comparable to eachother
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//stats taken from zero-k.info/Static/UnitGuide, are not curent
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//stats taken from zero-k.info/Static/UnitGuide, are not curent
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//if anyone can make a crawler to take the stats directly from the code, please do
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//if anyone can make a crawler to take the stats directly from the code, please do
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\n
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\n
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//definitions of " " terms
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//definitions of " " terms
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//spamability and infinite : if loosing a unit is acceptable(or unavoidable) and/or, there is a preferance to kill the enemy base cause economic damage with attack patterns that will lead to attrition
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//spamability and infinite : if loosing a unit is acceptable(or unavoidable) and/or, there is a preferance to kill the enemy base cause economic damage with attack patterns that will lead to attrition
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(also true for literal cases of infinite income games where buildpower is the limiting factor)
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(also true for literal cases of infinite income games where buildpower is the limiting factor)
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\n
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//effectively : the capacity to do damage to the target on a consistent basis while avoiding damage yourself
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//effectively : the capacity to do damage to the target on a consistent basis while avoiding damage yourself
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*edit* beter table, defined what the colums actualy show, seperators, utility
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*edit* beter table, defined what the colums actualy show, seperators, utility
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