Cost Efficiency: Karax

Below are tables breaking down all of the units for the commander, comparing their HP and DPS versus their various costs. Largely provided for entertainment purposes .


Karax

Khalai Phase-Smith

Gateway



Robotics




*Attack speed in decreased after getting Fire Beam, but damage is increased to keep the dps consistent. The burning ground dps is not including auto-attack damage, only the damage over time if they stand there for the whole 5 seconds.

Stargate



Static




Please note that these all boil things down to simple numbers, there are lots of variables that effect how things actually play out in game as well.

Any upgrades not mentioned (such as attack/armour upgrades and upgrades like Firebat Juggernaut Armour) are already included in the charts.

Super calldowns (like Hyperion) and Heroes I’ll be assigning a cost as well, the same as Tychus’ Outlaws, for the sake of comparison.

Ability DPS has been calculated either by
[damage Ă· energy cost * regen]
or
[damage Ă· cooldown]
if both are applicable then whichever is longer, generally regen. By their nature abilities are more often than not very front loaded in terms of damage.

If I’ve missed anything, please let me know. With so many numbers I’m bound to miss things as I go.


Already completed:
Raynor: Renegade Commander
Kerrigan: Queen of Blades
Artanis: Hierarch of the Daelaam
Swann: Chief Engineer
Zagara: Swarm Broodmother
Vorazun: Matriarch of the Nerazim

2 Likes

This poor, poor soul. :C

Energizer is 2 supply. How is fire beam included in colossus dps? Or is it at all? Maybe include +100 hp for structures given by shield battery barrier?

1 Like

I tried so hard to double check the numbers this time, heh…

Seems I used an older version of the Colossus without the fire included.

Adding barrier makes sense! Added it in.

Thanks!

Yep, fairly low dps but beefy units, like god, 130 minerals for a 520 health unit is a pretty big deal

So sentinels now match cannons for cost-effective DPS and match or beat all else for single-target DPS (by total cost). For F2A supply efficiency get sent+immo with a few col. I can also see why Mirages seem to perform so well when massed as their supply efficiency is so good.

Edit: So good going mass Mirage vs immo/col. :laughing:

Some interesting information to be had here, especially when comparing Karax to Artanis. In terms of sheer staying power, Artanis can’t even come close to comparing, especially since all of Karax’s units are mechanical and get even more staying power from his healing beam. Just looking at the Zealot/Sentinel, for only a slightly higher cost (30 minerals in this case) the Sentinel has almost double the supply efficiency of the Zealot baseline, before factoring in Reconstruction and the unit life mastery.

In terms of DPS, Artanis actually pulls ahead thanks to his Warp speed mastery-- but this only effects units after they’re warped, can’t be reapplied, and has a shorter duration than the Energizer Chrono Beam. So at the end of the day, the only thing Artanis and his Zealots have over the Sentinel is the ability to cleave light units with Whirlwind and have a source of light almost free damage everywhere else with that same ability.

This also disproves the popular complaint on this forums about Artanis (as an example) being able to soak damage better by being able to get out two units for the cost of Karax’s one unit. None of Karax’s units are so expensive that another Protoss commander can create two with the same resource cost of Karax’s single unit (which makes sense, his units only cost +30% more, but people on these forums don’t have very high reading comprehension). If anything, Artanis can create units at a slightly faster pace than Karax, but that’s about it. This also means that Artanis is going to lose units quicker at a higher resource cost because Karax’s units have double the cost efficiency thanks to having +80% life.

2 Likes

So are Karax’s call downs (mainly the Orbital Strike) good enough to compensate the low dps of his army? Assuming true aims, that is.

It appears that the cost efficiency of Karax’ damage call downs increases with the number of incoming enemies, given that they are all AoE damage?

His army doesn’t have DPS as low as people like to whine about though. If players are actually using Energizers, Karax’s army will easy out DPS Artanis’ army over the course of the game, even with said Artanis having his warp speed mastery. Energizers is likely the sole reason they didn’t give Karax’s army more DPS numbers. He simply doesn’t need that on top of the increased life.

3 Likes

Thanks for showing us this info and for making the raw data available as well. Super helpful. However, for ease of reading could you put a synopsis at the top and bold the numbers, in the charts, that you wish to highlight. This should make it easier to get your point across to your readers. Again, thanks for doing this work!

2 Likes

My teammate certainly enjoys all the golden circles around their units, and on certain maps I use Energizers as “gas dump” while I use minerals to build towers at key spots.

Sometimes I wonder if I should just build Energizers to start the game then shift to Immortal later, rather than trying to build an independent army right away, especially on Assault maps.

Especially after making the tables for Karax my go to army comp has become Sentinels and Energizers, with Mirage as needed. It’s not going to win any kill competitions but I haven’t run across a comp yet that can deal any serious blow to it either.


If that’s the route you folks would like me to go I’m certainly up for it, and I was doing that for the original thread last year. I stopped because I’m decent at coop, but honestly there’s others around that know far more than I do about the mode.


Edit: this is a fun comparison though:


Really shows off what Karax’s unit are now, I’m really warming up to the change these days.

Any clean way to factor in Artanis’ units’ survivability with Shield Overcharge?

Could add a row or two for HP when shield overcharge is set. I’ll see about it when I get a chance.

1 Like

Karax’s healing is five unit/building max, while Artanis Shield Overcharge could be applied to everyone, when you need it most. However, Karax does actually healing, constantly, while Artanis only protects only for a period of time on a CD, then it’s gone.

Karax also apply a Unity Shield that could block off a big attack for all units once in a while, auto-applied. Artanis’s units could escape death once in a while though.

Welp, shield overcharge provides extra 200, 380 with mastery I believe, add that to zealot and already goes crazy numbers, add that to sentinel…well it takes effort to lose them xD

The escape death does apply to all ally units.

Oh yes, all friendly. Thx for the correction.

Yea, Artanist invincibility on fatal dmg is the most OP skill in the entire coop game. The whole Karax kit can’t compete with this skill alone.
Sure, Karax heal is nice but it limited to Mech units. Artanist on the other hand, apply to everyone. If you play with free cost units, this effect got amplified by ten fold.
So… yea… Don’t compare Karax to Artanist. They are not on equal ground to begin with.

Great synopsis for Karax. If you could also include the specific numbers you found useful.
I’m still a little unsure of the number you want us to focus on in the data tables. It seems by the title of cost efficiency that you are trying to show DPS per supply. If you could clear that up by bolding the numbers in the table.
Again thanks for this info; great work.