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This will become the Ultimate Guide for useless statistics!
Contents: #1. Statistics list Base Statistics: Attributes: Attributes are those listed at the bottom of the Unit Card. For example, an SCV may be "Light", "Biological" and "Mechanical". Attributes change the way damage effects work and if certain abilities will work. Examples of damage effects that change: Stalkers inflict 10 (+1) points of damage to a unit. A stalker will inflict an extra 4 points of damage to a unit with the "Armored" attribute. Examples of abilities that have different effects/no effect at all: Snipe inflicts 45 points of damage to a unit, but it can only be cast on a unit with the "Biological" attribute. Health: Health is a measure of how many attacks or damage abilities can affect the target before killing it. Health is separated into two groups: Current Health, which is a variable and can be reduced through damaging effects such as attacks, or restored through effects such as Zerg regeneration or the Heal ability. Maximum Health, which is the maximum value to which Current Health can reach. By default, the Current Health of a created unit is equal to its Maximum Health. Shields: Protoss only Shields function in almost exactly the same way as Health does, with a minimum and maximum separated from health. Units will only take Health damage when their Shields reach 0 (Extra damage is carried into health damage). The only ability that only affects Shields (and not Health) is the Ghost's EMP ability, which drains Shields and Energy (where applicable) from targets in the area of effect. Attacks: Attacks are a function of a unit that allow units to inflict damage. A attack's primary effect is that it inflicts damage to the target. Attacks are often limited to a set of targets, and some units have two different attacks for two different targets. Thors, Queens and Reapers all fit into this category. Attack Damage: The amount of damage caused by a single shot from an attack. Self-explained. Damage bonuses, as explained under "Attributes", are applied here. Attack "Number of Attacks": The number of shots that are fired with each attack. Damage will be caused to the target once for every shot fired during an attack. For example, the Queen's "Talons" attack hits the target twice, causing 4 (+1) points of damage per each shot. Armour effects each shot separately. Attack Rate: The minimum time in in-game seconds between two attacks. After an attack, the unit will wait until this time expires before attempting another attack. This countdown starts when the animation for an attack begins, and as such, the time between attacks will be the same value. Attack Range: The maximum distance at which a unit can attempt to attack. If the target of the attack moves out of range once the attack animation begins, it will still complete. Movement Speed: The number of "units" or "hexes" that a unit will traverse every in-game second when moving at full speed. The length of a "Hex" is the same as the length of a Sensor Tower (one building square). Acceleration: The rate at which a unit accelerates, measured in Movement Speed per in-game second. It is the rate at which the units speed increases when applicable. A unit will never decelerate until it reaches it's final target. Energy: The amount of Energy a unit has. Energy is a regenerating value that allows you to use a variety of abilities. Energy is functionally the same as health, with a Current and Maximum value, though it does not suffer damage in the same way that Health and Shields do. The Maximum Energy is usually 200 for most units, and starting Energy is usually 50. Exceptions to this rule exist though. Energy Regeneration: The amount of Energy regenerated automatically on a unit every second. By default, this value is 0.5625. Exceptions to this default value exist though.
Edited by TCPMathmick on 11/15/2011 8:39 PM PST
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Armour:
This value reduces the effect of an attack's damage to health. The amount of damage normally inflicted by an attack is reduced by 1 for every point of Armour. This minimum damage any attack can inflict is 0.5. An fully-upgraded Ultralisk with 6 armour will suffer 0.5 damage from a Zergling's "Claws" attack that does 5 damage. Shield Armour: Protoss only Shield Armour is the same as normal armour, except it only applies to attacks that would affect Shields. For Protoss units, normal Armour does not affect Shields. If an attack will inflict damage to both Health and Shields, then both Armour and Shield Armour will reduce the attack damage. Derived Statistics: Damage per Second: Damage per second (DPS) is a measure of how much damage output an attack is capable of when attacking as often as possible. The formula for Damage per Second is: DPS = (D * A) / R Where: D = Attack Damage A = Number of Attacks R = Attack Rate Damage per second is, as the name suggests, the average amount of damage an attack can inflict every in-game second when firing constantly. Examples: Marine's "Gauss Rifle" attack: D = 6 A = 1 R ≈ 0.86 (6 * 1) / 0.86 ≈ 6.98 DPS Colossus' "Thermal Lance" attack: D = 15 A = 2 R = 1.65 (15 * 2) / 1.65 ≈ 18.18 DPS Armour Effectiveness: This is a measure of how effective one point of Armour (or Shield Armour) is at reducing the DPS of a particular attack. This value is placed on the attack, rather than the defending unit, as armour is an easy variable to deal with, while DPS is not. The formula for Armour Effectiveness is: AE = A / R Where: A = Attacks per Second R = Attack Rate Basically, for every point of Armour the attacked unit has, the DPS is reduced by this amount. Examples: The Phoenixes "Ion Cannons" attack has 2 shots and an attack rate of 1.1 2 / 1.1 ≈ 1.82 If an attacked unit has 2 armour, the DPS of the Phoenix if it is constantly attacking is reduced by 2 * 1.8181... ≈ 3.64 DPS:Cost This is a measure of how much DPS you get per 100 minerals. For the purposes of this system, Gas = 2*Minerals. Formula is: DPS/Cost = DPS / (Cost / 100) Essentially, it shows how much DPS you get for your money. Units designed for a DPS or harrassment role may have a high DPS:Cost ratio. Health:Cost This is a measure of how much Health you get per 100 minerals. It is essentially the same as DPS:Cost. Formula is: (Health + Shields) / (Cost / 100) It works the same way. It shows how much tankiness you get for your money. Units designed for a tanking role will generally have a high Health:Cost ratio. DPS:Supply The ratio of DPS of an attack to the supply cost of a unit. Formula is: DPS / Supply This shows how much of your supply is going into DPS. It is most relevant in a context of 200 supply armies. Health:Supply The ratio of Health to the supply cost of a unit. Formula is: (Health + Shields) / Supply This shows how much of your supply is going into Health and is useful for indicating how long a 200 supply army can survive against enemy forces.
Edited by TCPMathmick on 11/19/2011 4:13 PM PST
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Marine:Health: 45 Armour: 0 Minerals: 50 Vespene: 0 Supply: 1 Build Time: 25 Movement Speed 2.25 Health:Cost: 90 Health:Supply: 45 Attacks:
Number of Attacks: 1 Attack Rate: ~0.86 Range: 5 Targets: Ground/Air DPS: ~6.97 (+1.16) Armour Effectiveness: ~1.16 DPS:Cost: ~12.95 DPS:Supply: ~6.97 Upgrades: Combat Shields - 100/100 - Time: 110 Increases Marine life from 45 to 55 (+10) Stimpacks - 100/100 - Time: 170 Allows Marines and Marauders to use their respective Stimpacks abilities. Abilities: Use Stimpacks: Damages the Marine for 10 Health. The Marine will then have 50% increased movement speed and time between takes will be decreased by 1/3 (+50% attack speed = +50% DPS & Armour Effectiveness) for 15 seconds. Marauder:Health: 125 Armour: 1 Minerals: 100 Vespene: 25 Supply: 2 Build Time: 30 Movement Speed 2.25 Health:Cost: 83.33 Health:Supply: 62.5 Attacks:
Number of Attacks: 1 Attack Rate: 1.5 Range: 6 Targets: Ground DPS: ~6.67 (+0.66) [13.33 (+1.33) vs. Armoured] Armour Effectiveness: ~0.67 DPS:Cost: ~4.44 [8.89] DPS:Supply: ~3.33 [6.67] Upgrades: Stimpacks - 100/100 - Time: 170 Allows Marines and Marauders to use their respective Stimpacks abilities. Concussive Shells - 50/50 - Time: 60 Causes Marauder attacks to slow the target and surrounding units in a small AoE for 1.5 seconds. Reaper:Health: 50 Armour: 0 Minerals: 50 Vespene: 50 Supply: 1 Build Time: 45 Movement Speed 2.95 Health:Cost: ~33.3 Health:Supply: 50 Attacks:
Number of Attacks: 2 Attack Rate: 1.1 Range: 4.5 Targets: Ground DPS: ~7.27 (+1.82) [16.36 (+1.82) vs. Light] Armour Effectiveness: 1.82 DPS:Cost ~4.85 [10.91] DPS:Supply ~7.27 [16.36]
Number of Attacks: 1 Attack Rate: 1.8 Range: 5 Targets: Structure (Ground) DPS: ~16.67 (+1.67) Armour Effectiveness: 0.55 DPS:Cost ~11.11 DPS:Supply ~16.67 Upgrades: Nitro Packs - 50/50 - Time: 100 - Requires Factory Increases Reaper Speed from 2.95 to 3.84 Abilities: Jet Pack Allows reapers to jump up and down cliffs of at most 1 level difference. Ghost:Health: 100 Armour: 0 Minerals: 200 Vespene: 100 Supply: 2 Build Time: 40 Movement Speed 2.25 Health:Cost 25 Health:Supply: 50 Energy: 200 Energy Regeneration: 0.5625 Attacks:
Number of Attacks: 1 Attack Rate: 1.5 Range: 6 Targets: Ground/Air DPS: ~6.67 (+0.67) [13.33 (+1.33) vs. Light] Armour Effectiveness: 0.67 DPS:Cost: ~1.67 [3.33] DPS:Supply: ~3.33 [6.67] Upgrades: Personnel Cloaking - 150/150 - Time: 120 Allows Ghosts to use their Cloak ability. Moebius Reactor - 150/150 - Time: 80 Increases the Starting Energy of Ghosts from 50 to 75. Abilities: Snipe - 25 energy Attacks a Biological Target at up to 10 range for 45 damage. EMP Round - 75 energy Takes away 100 Shields and 100 Energy from all targets in the 1.5 Area of Effect. 10 Range. Cloak - 25 + 0.9 energy/second Makes the Ghost untargetable to all attacks and abilities unless there is a detector nearby to spot the Ghost. Drains energy while active. Tac. Nuke Strike Launches a nuke from a random Armed Ghost Academy. Inflicts 300/150/75 damage to a 4/6/8 radius (+60% vs. Structures). Nukes take 20 seconds to land.
Edited by TCPMathmick on 11/19/2011 8:21 PM PST
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Hellion:Health: 80 Armour: 0 Minerals: 100 Vespene: 0 Supply: 2 Build Time: 30 Movement Speed: 4.25 Health:Cost: 80 Health:Supply: 40 Attacks:
Splash: Line up to full 5 range. Number of Attacks: 1 Attack Rate: 2.5 Range: 5 Targets: Ground DPS: 3.2 (+0.4) [5.6 (+0.8) vs. Light] Armour Effectiveness: 0.4 DPS:Cost: 3.2 [5.6] DPS:Supply: 1.6 [2.8] Upgrades: Infernal Preigniter - 150/150 - Time: 110 Increases the Hellion's Damage against Light units by +5. Siege Tank:Health: 160 Armour: 1 Minerals: 150 Vespene: 125 Supply: 3 Build Time: 45 Movement Speed: 2.25 Health:Cost: 40 Health:Supply: ~53.33 Attacks:
Number of Attacks: 1 Attack Rate: 1.04 Range: 7 Targets: Ground DPS: ~14.42 (+1.92) [~24.04 (+2.88) vs. Armoured] Armour Effectiveness: ~0.96 DPS:Cost: ~3.61 DPS:Supply: ~4.81
Splash: Damage dealt is 100%/50%/25% in a 0.46/0.78/1.25 radius from target. Number of Attacks: 1 Attack Rate: 3 Range: 13 (min. 2) Targets: Ground DPS: 11.67 (+1) [16.67 (+1.67) vs. Armoured] Armour Effectiveness: 0.33 DPS:Cost: ~2.92 DPS:Supply: ~ 3.89 Upgrades Siege Mode - 100/100 - Time: 80 Gives Siege Tanks the ability to deploy into Siege Mode, giving them the Crucio Shock Cannon attack but immobilising them. Abilities Siege Mode The Siege Tank will deploy into Siege Mode over 4 seconds. Undeploying takes the same amount of time. Thor:Health: 400 Armour: 1 Minerals: 300 Vespene: 200 Supply: 6 Build Time: 60 Movement Speed: ~1.88 Health:Cost: ~57.14 Health:Supply ~66.67 Energy: 200 Energy Regen: 0.5625 Attacks:
Number of Attacks: 2 Attack Rate: 1.28 Range: 7 Targets: Ground DPS: ~46.88 (+4.69) Armour Effectiveness: ~1.56 DPS:Cost: ~6.70 DPS:Supply: ~7.81
Splash: Damages all applicable targets in 0.5 radius. Number of Attacks: 4 Attack Rate: 3 Range: 10 Targets: Air DPS: 8 (+1.33) [16 (+2.67) vs. Light] Armour Effectiveness: ~1.33 DPS:Cost: ~1.14 [2.28] DPS:Supply: ~1.33 [2.66] Upgrades: 250mm Strike Cannons - 150/150 - Time: 110 Allows Thors to use the 250mm Strike Cannons ability. Abilities 250mm Strike Cannons - 150 Energy Deploys over 2 seconds into a form where the Thor will inflict 500 damage over another 6 seconds while stunning the target, followed by 2 seconds of undeploying from this form.
Edited by TCPMathmick on 11/19/2011 9:12 PM PST
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Viking:
Health: 125 Armour: 0 Minerals: 150 Vespene: 75 Supply: 2 Build Time: 42 Movement Speed: 2.75 (2.25 Fighter Mode) Health:Cost: 41.67 Health:Supply: 62.5 Attacks:
Number of Attacks: 2 Attack Rate: 2 Range: 9 Targets: Air DPS: 10 (+1) [14 (+1) vs. Armoured] Armour Effectiveness: 1 DPS:Cost: ~3.33 [~4.67] DPS:Supply: 5 [7]
Number of Attacks: 1 Attack Rate: 1 Range: 6 Targets: Ground DPS: 12 (+1) Armour Effectiveness: 1 DPS:Cost: 4 DPS:Supply: 6 Abilities: Fighter Mode/Assault Mode Switches the weapons of the Viking, and causes it to either land or take-off. Vikings are vulnerable to Anti-Air weapons during transformation. Medivac: Health: 150 Armour: 1 Minerals: 100 Vespene: 100 Supply: 2 Build Time: 42 Movement Speed: 2.5 Health:Cost: 50 Health:Supply: 75 Energy: 200 Energy Regeneration: 0.5625 Abilities: Heal - 1 energy per 3 life Heals the target at a constant rate of 9 life/second. Upgrades: Caduceus Reactor - 100/100 - Time: 80 Increases the starting energy of Medivacs from 50 to 75. Raven: Health: 140 Armour: 1 Minerals: 100 Vespene: 200 Supply: 2 Build Time: 60 Movement Speed: 2.25 Health:Cost: 28 Health:Supply: 70 Energy: 200 Energy Regeneration: 0.5625 Upgrades: Durable Materials - 150/150 - Time: 110 Raven Summonables last for 33% longer before failing. Seeker Missile - 150/150 - Time: 110 Allows Ravens to use the Seeker Missile ability. Corvid Reactor - 150/150 - Time: 110 Increases the starting energy of Ravens from 50 to 75. Abilities: Auto-Turret: - 50 Energy Creates a 2x2 Turret with 200 Health that fires on enemy units. Damage is 8 and Attack Rate is 0.8 (10 DPS). Benefits from Hi-Sec Auto-Tracking and Structure Armour. Lasts 180 seconds. Point-Defence Drone - 100 Energy Creates a floating aerial drone which destroys projectiles. It can destroy up to 20 projectiles at first, and an extra projectile every 10 seconds. Only visible, solid projectiles can be destroyed. Benefits from Hi-Sec Auto-Tracking and Structure Armour. Lasts 180 seconds. Seeker Missile - 125 Energy Fires a seeking missile that follows a target at a speed of 2.95. It will accelerate if it gets close to the target, and on hitting, it will inflict 100 damage to a radius 2 area. Follows for up to 15 seconds before timing out. Banshee: Health: 140 Armour: 0 Minerals: 150 Vespene: 100 Supply: 3 Build Time: 60 Movement Speed: 2.75 Health:Cost: 40 Health:Supply: ~46.67 Energy: 200 Energy Regeneration: 0.5625 Attacks:
Number of Attacks: 2 Attack Rate: 1.25 Range: 6 Targets: Ground DPS: 19.2 (+1.6) Armour Effectiveness: 1.6 DPS:Cost: ~5.48 DPS:Supply: 6.4 Upgrades: Cloaking Field - 200/200 - Time: 110 Allows Banshees to use their Cloak ability. Abilities: Cloak - 25 + 0.9 energy/second Makes the Banshee untargetable to all attacks and abilities unless there is a detector nearby to spot the Banshee. Drains energy while active. Battlecruiser: Health: 550 Armour: 3 Minerals: 400 Vespene: 300 Supply: 6 Build Time: 90 Movement Speed: ~1.88 Health:Cost: 55 Health:Supply: 91.67 Energy: 200 Energy Regeneration: 0.5625 Attacks:
Number of Attacks: 1 Attack Rate: 0.23 Range: 6 Targets: Air DPS: ~26.09 (+4.35) Armour Effectiveness: ~4.35 DPS:Cost: ~2.61 DPS:Supply: ~4.35
Number of Attacks: 1 Attack Rate: 0.23 Range: 6 Targets: Ground DPS: 34.78 (+4.35) Armour Effectiveness: ~4.35 DPS:Cost: ~3.48 DPS:Supply: ~5.80 Upgrades: Weapon Refit - 150/150 - Time: 60 Allows Battlecruisers to use the Yamato Cannon ability. Behemoth Reactor - 150/150 - Time: 80 Increases the starting energy of Ravens from 50 to 75. Abilities: Yamato Cannon - 125 Energy After a 3 second channel, fires a plasma projectile at the target which inflicts 300 damage.
Edited by TCPMathmick on 11/20/2011 3:10 AM PST
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Command Center:
Health: Armour: Minerals: Vespene: Build Time: Health:Cost Barracks: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Supply Depot: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Engineering Bay: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Refinery: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Missile Turret: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Bunker: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Orbital Command: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Planetary Fortress: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Ghost Academy: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Factory: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Armory: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Starport: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Fusion Core: Health: Armour: Minerals: Vespene: Build Time: Health:Cost
Edited by TCPMathmick on 11/16/2011 7:36 PM PST
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Zergling:
Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Attacks:
Number of Attacks: Attack Rate: Range: Targets: DPS Armour Effectiveness: DPS:Cost Baneling: Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Attacks:
Number of Attacks: Attack Rate: Range: Targets: DPS Armour Effectiveness: DPS:Cost Attacks:
Number of Attacks: Attack Rate: Range: Targets: DPS Armour Effectiveness: DPS:Cost Roach: Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Attacks:
Number of Attacks: Attack Rate: Range: Targets: DPS Armour Effectiveness: DPS:Cost Queen: Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Attacks:
Number of Attacks: Attack Rate: Range: Targets: DPS Armour Effectiveness: DPS:Cost
Number of Attacks: Attack Rate: Range: Targets: DPS Armour Effectiveness: DPS:Cost Overlord: Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost
Edited by TCPMathmick on 11/15/2011 9:01 PM PST
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Hydralisk:
Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Attacks:
Number of Attacks: Attack Rate: Range: Targets: DPS Armour Effectiveness: DPS:Cost Mutalisk: Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Attacks:
Number of Attacks: Attack Rate: Range: Targets: DPS Armour Effectiveness: DPS:Cost Corruptor: Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Attacks:
Number of Attacks: Attack Rate: Range: Targets: DPS Armour Effectiveness: DPS:Cost Infestor: Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Overseer: Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost
Edited by TCPMathmick on 11/15/2011 9:03 PM PST
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Ultralisk:
Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Attacks:
Number of Attacks: Attack Rate: Range: Targets: DPS Armour Effectiveness: DPS:Cost Brood Lord: Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Attacks:
Number of Attacks: Attack Rate: Range: Targets: DPS Armour Effectiveness: DPS:Cost Broodling: Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Attacks:
Number of Attacks: Attack Rate: Range: Targets: DPS Armour Effectiveness: DPS:Cost
Edited by TCPMathmick on 11/15/2011 9:06 PM PST
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Hatchery:
Health: Armour: Minerals: Vespene: Build Time: Health:Cost Spawning Pool: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Evolution Chamber: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Spine Crawler: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Spore Crawler: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Extractor: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Roach Warren: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Baneling Nest: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Lair: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Nydus Network: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Nydus Worm: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Spire: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Hydralisk Den: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Infestation Pit: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Hive: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Greater Spire: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Ultralisk Cavern: Health: Armour: Minerals: Vespene: Build Time: Health:Cost
Edited by TCPMathmick on 11/16/2011 7:50 PM PST
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Zealot:
Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Attacks:
Number of Attacks: Attack Rate: Range: Targets: DPS Armour Effectiveness: DPS:Cost Stalker: Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Attacks:
Number of Attacks: Attack Rate: Range: Targets: DPS Armour Effectiveness: DPS:Cost Sentry: Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Attacks:
Number of Attacks: Attack Rate: Range: Targets: DPS Armour Effectiveness: DPS:Cost High Templar: Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Dark Templar: Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Attacks:
Number of Attacks: Attack Rate: Range: Targets: DPS Armour Effectiveness: DPS:Cost Archon: Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Attacks:
Number of Attacks: Attack Rate: Range: Targets: DPS Armour Effectiveness: DPS:Cost
Edited by TCPMathmick on 11/15/2011 9:09 PM PST
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Immortal:
Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Attacks:
Number of Attacks: Attack Rate: Range: Targets: DPS Armour Effectiveness: DPS:Cost Colossus: Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Attacks:
Number of Attacks: Attack Rate: Range: Targets: DPS Armour Effectiveness: DPS:Cost Observer: Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Warp Prism: Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost
Edited by TCPMathmick on 11/15/2011 9:10 PM PST
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Phoenix:
Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Attacks:
Number of Attacks: Attack Rate: Range: Targets: DPS Armour Effectiveness: DPS:Cost Void Ray: Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Attacks:
Number of Attacks: Attack Rate: Range: Targets: DPS Armour Effectiveness: DPS:Cost Carrier: Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Attacks:
Number of Attacks: Attack Rate: Range: Targets: DPS Armour Effectiveness: DPS:Cost Mothership: Health: Armour: Minerals: Vespene: Supply: Build Time: Movement Speed Health:Cost Attacks:
Number of Attacks: Attack Rate: Range: Targets: DPS Armour Effectiveness: DPS:Cost
Edited by TCPMathmick on 11/15/2011 9:14 PM PST
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Nexus:
Health: Armour: Minerals: Vespene: Build Time: Health:Cost Pylon: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Gateway: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Cybernetics Core: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Assimilator: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Forge: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Photon Cannon: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Robotics Facility: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Robotics Bay: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Twilight Council: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Templar Archives: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Dark Shrine: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Stargate: Health: Armour: Minerals: Vespene: Build Time: Health:Cost Fleet Beacon: Health: Armour: Minerals: Vespene: Build Time: Health:Cost
[TCP]Mathmick - Melee Map Design - Most Valuable Poster http://sea.battle.net/sc2/en/forum/topic/135123519 - Map List (Testers needed for map videos!) http://sea.battle.net/sc2/en/forum/topic/140574065 - Typhon Quarry now available with GT AI! http://sea.battle.net/sc2/en/blog/36798 - The Most Valuable Poster program http://www.youtube.com/user/MathmickGaming - Mathmick's official YouTube Channel! Copy/Pasting pointless stuff!
Edited by TCPMathmick on 11/16/2011 7:41 PM PST
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First?
I don't see any useless statistics yet though |
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Amazing Queen. This is going to be quite the resource.
______________________________________________________________________________ ZiggyD - Writer/Editor of LearningSC2.com "Learn Starcraft 2 with me from Bronze up" http://sea.battle.net/sc2/en/forum/topic/105480828 |
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hmmm, could be usefull having this all easily referenced like so.
But what I would REALLY like is one for each of the functions in the trigger editor and each of the items in the data editor for the SC2 galaxy editor. gogogo! :P j/k I think you'll have enough on your plate already by the looks of it. |
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I still barely know how to change things in the Data Editor. I still use the WC3 Editor for any projects I have regarding this sort of thing.
[TCP]Mathmick - Melee Map Design - Most Valuable Poster http://sea.battle.net/sc2/en/forum/topic/135123519 - Map List (I want replays of B'Day Cake games!) http://sea.battle.net/sc2/en/forum/topic/140574065 - Typhon Quarry now available with GT AI! http://sea.battle.net/sc2/en/blog/36798 - The Most Valuable Poster program info http://www.youtube.com/user/MathmickGaming - Mathmick's official YouTube Channel! Data is hard... Well, probably easier if I learned about it. |
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