Cost Efficiency of Units

This topic is not to make any point of game balance, do not take any conclusions with only these numbers, there are information not included, however if you want to make a point about balance this topic can offer support.

Click below for better understanding of what are these calculations:

Summary
  • Cost / supply offers an index of how much a supply of a unit costs, the smaller the Cost/sup means it’s less costly on the resources side.

The numbers are the cost of Minerals, the cost of gas and the total.

  • Health Points / supply offers an index of how strong a unit is compared to their supply. This is important information in the late game stages to have an idea how much a maxed army may have a lot of HP or not. The higher the Hp/sup the better.

For Protoss, Shield/life is the amount of shield over the total life of the unit sh/(sh+hp), this shows how much life the unit will lose if that unit gets hit by a bunch of EMPs until shields is down.

  • Damage per second / supply offers an index of how much of a damage density an unit can deal per supply usage. This is relevant information in the late game stages to have an idea of how much damage an maxed army can deal. The higher the Dps/sup the better.

I starting including the upgrades but it was a lot of numbers and I got lazy.

  • Health Points / cost offers an index of how much HP the player is paying for each unit, this is useful information to have a better understanding of how much HP a player will have after spending his resources for each unit, useful in remax calculations. The higher the Hp/cost the better.

The hp divided by the total of resources [the hp divided by minerals, the hp divided by gas]

  • Damage per second / cost offers an index of how much damage an amount of resources can translate into, this is useful information to know witch unit is more cost efficient damagewise, this may help you if you are looking for a better cost efficient damage composition. The higher the Dps/cost the better.

It’s the dps divided by the sum of minerals and gas.

Click the arrows below to see the numbers:

Zerg Units:
Ground Units:

[Queen]: Biological, Psionic

  • Cost/sup: 75/0
  • Hp/sup: 87.5
  • Dps/sup:
    • ground atk: 5.6(+1.8) , 5 range
    • air atk: 6.3(+0.7) , 8 range

  • Hp/cost: 1,1667m
  • Dps/cost:
    • ground atk: 7.47*10-²
    • air atk: 8.4*10-²

[Zergling]: Biological, Light

  • Cost/sup: 50/0
  • Hp/sup: 70.00
  • Dps/sup: ground only , melee range
    • No Adrenal: 20 (+4)
    • Adrenal: 28.6 (+5.72)

  • Hp/cost: 1,4m
  • Dps/cost:
    • No Adrenal: 40*10-²
    • Adrenal: 57,2‬*10-²

Baneling: Biological

  • Cost/sup: 100/50
  • Hp/sup: 60(+10)
  • Damage/sup: 40(+4) +30(+4) vs light , melee range (2.20AOE)

  • Hp/cost: 0,4 [0,6m 0,04g]
  • Damage/cost: 26,67*10-² +20*10-² vs light

[Roach]: Armored, Biological

  • Cost/sup: 37.50/12.50 = 50.00
  • Hp/sup: 72.50
  • Dps/sup: 8.00 , 4 range

  • Hp/cost: 1.45 [1.93m, 5.80g]
  • Dps/cost: 16.00*10-²

Ravager: Biological

  • Cost/sup: 41,66/33,3
  • Hp/sup: 40
  • Dps/sup: 4,68 , 6 range

  • Hp/cost: 0,6 [1,2m 1,2g]
  • Dps/cost: 7,02*10-²
  • Lair tech:

[Hydralisk]: Biological, Light

  • Cost/sup: 50/25
  • Hp/sup: 45
  • Dps/sup: 10.2 , 5+1 range

  • Hp/cost: 0,6 [0,9m 1,8g]
  • Dps/cost: 13,6*10-²

[Lurker]: Armored, Biological

  • Cost/sup: 50.00/50.00 = 100.00
  • Hp/sup: 66.67
  • Dps/sup: 4.67

  • Hp/cost: 0.67 [1.33m, 1.33g]
  • Dps/cost: 4.67*10-²

[Infestor]: Armored, Biological, Psionic

  • Cost/sup: 50.00/75.00 = 125.00
  • Hp/sup: 45.00

  • Hp/cost: 0.36 [0.90m, 0.60g]

[Swarm Host]: Armored, Biological

  • Cost/sup: 33.33/25.00 = 58.33
  • Hp/sup: 53.33

  • Hp/cost: 0.91 [1.60m, 2.13g]

[2 Locust of a Swarm Host]: Biological, Light

  • Cost/sup: 33.33/25.00 = 58.33 (cost/sup of a SH)
  • Hp/sup: 33.33
  • Dps/sup: 15.50 , 3 range

  • Hp/cost: 0.57 [1.00m, 1.33g]
  • Dps/cost: 26.57*10-²

[Ultralisk]: Armored, Biological, Massive

  • Cost/sup: 50.00/33.33 = 83.33
  • Hp/sup: 83.33
  • Dps/sup: 5.83 splash , melee range

  • Hp/cost: 1.00 [1.67m, 2.50g]
  • Dps/cost: 7.00*10-²
Air units:
  • Lair Tech:

[Overseer]: Armored, Biological, Detector

  • Cost: 150.00/50.00 = 200.00
  • Hp: 200.00

  • Hp/cost: 1.00 [1.33m, 4.00g]

[Mutalisk]: Biological, Light

  • Cost/sup: 50.00/50.00 = 100.00
  • Hp/sup: 60.00
  • Dps/sup: 4.13 bouncing atk, 3 range

  • Hp/cost: 0.60 [1.20m, 1.20g]
  • Dps/cost: 4.13*10-²

[Corruptor]: Armored, Biological

  • Cost/sup: 75.00/50.00 = 125.00
  • Hp/sup: 100.00
  • Dps/sup: 5.14+2.20 vs Massive , only air , 6 range

  • Hp/cost: 0.80 [1.33m, 2.00g]
  • Dps/cost: 4.12*10-²+1.76*10-² vs Massive

Hive tech:
[Brood Lords]: Armored, Biological, Massive

  • Cost/sup: 75.00/62.50 = 137.50
  • Hp/sup: 56.25
  • Dps/sup: 2.80 , ground only, 10 range

  • Hp/cost: 0.41 [0.75m, 0.90g]
  • Dps/cost: 2.04*10-²

[Viper]: Armored, Biological, Psionic

  • Cost/sup: 33.33/66.67 = 100.00
  • Hp/sup: 50.00

  • Hp/cost: 0.50 [1.50m, 0.75g]

Terran Units
Ground units:
  • From Barracks
    [Marine]: Biological, Light
  • Cost/sup: 50.00/0
  • Hp/sup: 45.00(+10.00)
  • Dps/sup: 5 range
    • No Stim: 9.80
    • Stim: 14.7

  • Hp/cost: 0.90m/1.10m
  • Dps/cost:
    • No Stim: 19.60*10-²
    • Stim: 29.40*10-²

[Marauder]: Armored, Biological

  • Cost/sup: 50.00/12.50 = 62.50
  • Hp/sup: 62.50
  • Dps/sup: ground only, 6 range
    • No Stim: 4.65+4.65 vs Armored
    • Stim: 7.05+7.05 vs Armored

  • Hp/cost: 1.00 [1.25m, 5.00g]
  • Dps/cost:
    • No Stim: 7.44*10-²+7.44*10-² vs Armored
    • Stim: 11.28*10-²+11.28*10-² vs Armored

[Reaper]: Biological, Light

  • Cost/sup: 100.00/50.00 = 150.00
  • Hp/sup: 60.00
  • Dps/sup: 10.10 , ground only, 5 range

  • Hp/cost: 0.40 [0.60m, 1.20g]
  • Dps/cost: 6.73*10-²

[Ghost]: Biological, Psionic

  • Cost/sup: 75.00/62.50 = 137.50
  • Hp/sup: 50.00
  • Dps/sup: 4.65+5 vs Light , 6 range

  • Hp/cost: 0.36 [0.67m, 0.80g]
  • Dps/cost: 3.38*10-²+7.02*10-² vs Light
  • From Factory:

[Hellion]: Light, Mechanical

  • Cost/sup: 50.00/0
  • Hp/sup: 45.00
  • Dps/sup:
    • No blue flame: 2.24+1.70 , AOE , 5 range
    • Blue flame:

  • Hp/cost: 0.90
  • Dps/cost:
    • No blue flame: 4.48*10-²+3.40*10-² vs Light
    • Blue flame:

[Hellbat]: Biological, Light, Mechanical

  • Cost/sup: 50.00/0
  • Hp/sup: 67.50
  • Dps/sup: 6.30 , AOE , 2 range

  • Hp/cost: 1.35
  • Dps/cost: 12.60*10-²

[Siege Tank]: Armored, Mechanical

  • Cost/sup: 50.00/41.67 = 91.67
  • Hp/sup: 58.33
  • Dps/sup:
    • Tank Mode: 6.76+4.50 vs Armored , ground only , 7 range
    • Siege Mode: 6.23+4.67 vs Armored , ground only , 13 range

  • Hp/cost: 0.64 [1.17m, 1.40g]
  • Dps/cost:
    • Tank Mode: 7.37*10-²+4.91*10-² vs Armored
    • Siege Mode: 6.80*10-²+5.10*10-² vs Armored

[Cyclone]: Armored, Mechanical

  • Cost/sup: 50.00/33.33 = 83.33
  • Hp/sup: 40.00
  • Dps/sup:
    • Basic Attack: 8.40 , 5 range
    • Lock On: 9.32+9.32 vs Armored with Mag-Field , 7 range

  • Hp/cost: 0.48 [0.80m, 1.20g]
  • Dps/cost:
    • Basic Attack: 10.08*10-²
    • Lock On: 11.19*10-²+11.19*10-² vs Armored with Mag-Field

[Widow Mine]: Mechanical, Light

  • Cost/sup: 37.50/12.50 = 50.00
  • Hp/sup: 45.00
  • Damage/sup:
    • Main Target: 62.50+17.50 vs Shields , 5 range
    • Splash Damage: 20.00+12.50 vs Shields , AOE

  • Hp/cost: 0.90 [1.20m, 3.60g]
  • Damage/cost:
    • Main Target: 125.00*10-²+35.00*10-² vs Shields
    • Splash Damage: 40.00*10-²+25.00*10-² vs Shields

[Thor]: Armored, Mechanical, Massive

  • Cost/sup: 50.00/33.33 = 83.33
  • Hp/sup: 66.67
  • Dps/sup:
    • Ground atk: 10.98 , 7 range
    • Air atk:
      • Explosive: 1.87+1.87 vs Light , 10 range , splash
      • High Impact: 4.58+1.83 vs Massive , 11 range

  • Hp/cost: 0.80 [1.33m, 2.00g]
  • Dps/cost:
    • Ground atk: 13.18*10-²
    • Air atk:
      • Explosive: 10.98+1.87 vs Light
      • High Impact: 5.50*10-²+2.20*10-² vs Massive
Air Units:
  • From Starport:

[Viking]: Armored, Mechanical

  • Cost/sup: 75.00/37.50 = 112.50
  • Hp/sup: 67.50
  • Dps/sup:
    • Landed: 8.40+5.65 vs Mechanical , 6 range, ground only
    • Flying: 7.00+2.80 vs Armored , 9 range , air only

  • Hp/cost: 0.60 [0.90m, 1.80g]
  • Dps/cost:
    • Landed: 7.47*10-²+5.02*10-² vs Mechanical
    • Flying: 6.22*10-²+2.49*10-² vs Mechanical

[Medivac]: Armored, Mechanical

  • Cost/sup: 50.00/50.00 = 100.00
  • Hp/sup: 75.00

  • Hp/cost: 0.75 [1.50m, 1.50g]

[Liberator]: Armored, Mechanical

  • Cost/sup: 50.00/50.00 = 100.00
  • Hp/sup: 60.00
  • Dps/sup:
    • Ground atk: 21.93 , 10+4 range
    • Air atk: 2.60

  • Hp/cost: 0.60 [1.20m, 1.20g]
  • Dps/cost: 21.93*10-²
    • Ground atk: 21.93*10-²
    • Air atk: 2.60*10-²

[Raven]: Light, Mechanical, Detector

  • Cost/sup: 50.00/100.00 = 150.00
  • Hp/sup: 70.00

  • Hp/cost: 0.47 [1.40m, 0.70g]

[Banshee]:Light, Mechanical

  • Cost/sup: 50.00/33.33 = 83.33
  • Hp/sup: 46.67
  • Dps/sup: 9.00 , 6 range , ground only

  • Hp/cost: 0.56 [0.93m, 1.40g]
  • Dps/cost: 10.80*10-²

[Battlecruiser]: Armored, Mechanical, Massive

  • Cost/sup: 66.67/50.00 = 116.67
  • Hp/sup: 91.67
  • Dps/sup:
    • Ground atk: 8.30 , 6 range
    • Air atk: 5.18 , 6 range

  • Hp/cost: 0.79 [1.38m, 1.83g]
  • Dps/cost:
    • Ground atk: 7.11*10-²
    • Air atk: 4.44*10-²

Protoss Units:
Ground Units:
  • From Gateway

[Zealot]: Light, Biological

  • Cost/sup: 50.00/0
  • Hp/sup: 75.00
  • Shield/life: 0.33
  • Dps/sup: 9.30 , melee range , ground only

  • Hp/cost: 1.50
  • Dps/cost: 18.60*10-²

[Stalker]: Armored, Mechanical

  • Cost/sup: 62.50/25.00 = 87.50
  • Hp/sup: 80.00
  • Shield/life: 0.50
  • Dps/sup: 4.85+1.85 vs Armored , 6 range

  • Hp/cost: 0.91 [1.28m, 3.20g]
  • Dps/cost: 5.54*10-²+2.11*10-² vs Armored , 6 range

[Sentry]: Light, Mechanical, Psionic

  • Cost/sup: 25.00/50.00 = 75.00
  • Hp/sup: 40.00
  • Shield/life: 0.50
  • Dps/sup: 4.20 , 5 range

  • Hp/cost: 0.53 [1.60m, 0.80g]
  • Dps/cost: 5.60*10-²

[Adept]: Light, Biological

  • Cost/sup: 50.00/12.50 = 62.50
  • Hp/sup: 70.00
  • Shield/life: 0.50
  • Dps/sup: 3.10+3.73 vs Light , 4 range , ground only

  • Hp/cost: 1.12 [1.40m, 5.60g]
  • Dps/cost: 4.96*10-²+5.96*10-² vs Light

[High Templar]: Biological, Light, Psionic

  • Cost/sup: 25.00/75.00 = 100.00
  • Hp/sup: 40.00
  • Shield/life: 0.50
  • Dps/sup: 1.60 , 6 range , ground only

  • Hp/cost: 0.40 [1.60m, 0.53g]
  • Dps/cost: 1.60*10-²

[Dark Templar]: Biological, Light, Psionic

  • Cost/sup: 62.50/62.50 = 125.00
  • Hp/sup: 60.00
  • Shield/life: 0.67
  • Dps/sup: 18.60

  • Hp/cost: 0.48 [0.96m, 0.96g]
  • Dps/cost: 14.88*10-²

[Archon from 2 HT]: Psionic, Massive

  • Cost/sup: 25.00/75.00 = 100.00
  • Hp/sup: 90.00
  • Shield/life: 0.97
  • Dps/sup: 5.00+2.00 vs Biological , 3 range

  • Hp/cost: 0.90 [3.60m, 1.20g]
  • Dps/cost: 5.00*10-²+2.00*10-² vs Biological

[Archon from 2 DT]: Psionic, Massive

  • Cost/sup: 62.50/62.50 = 125.00
  • Hp/sup: 90.00
  • Shield/life: 0.97
  • Dps/sup: 5.00+2.00 vs Biological , 3 range

  • Hp/cost: 0.72 [1.44m, 1.44g]
  • Dps/cost: 4.00*10-²+1.60*10-² vs Biological

[Archon from 1 HT + 1DT]: Psionic, Massive

  • Cost/sup: 43.75/68.75 = 112.50
  • Hp/sup: 90.00
  • Shield/life: 0.97
  • Dps/sup: 5.00+2.00 vs Biological , 3 range

  • Hp/cost: 0.80 [2.06m, 1.31g]
  • Dps/cost: 4.44*10-²+1.78*10-² vs Biological
  • From Robotics Facility:

[Immortal]: Armored, Mechanical

  • Cost/sup: 68.75/25.00 = 93.75
  • Hp/sup: 75.00
  • Shield/life: 0.33
  • Dps/sup: 4.80+7.22 vs Armored , 6 range , ground only

  • Hp/cost: 0.80 [1.09m, 3.00g]
  • Dps/cost: 5.12*10-²+7.71*10-² vs Armored

[Colossus]: Armored, Massive, Mechanical

  • Cost/sup: 50.00/33.33 = 83.33
  • Hp/sup: 58.33
  • Shield/life: 0.43
  • Dps/sup: 3.12+1.55 vs Light , 7+2 range , ground only

  • Hp/cost: 0.70 [1.17m, 1.75g]
  • Dps/cost: 3.74*10-²+1.86*10-² vs Light

[Disruptor]: Armored, Mechanical

  • Cost/sup: 50.00/50.00 = 100.00
  • Hp/sup: 66.67
  • Shield/life: 0.50
  • Damage/sup: 48.33+18.33 vs Shield , AOE , ground only

  • Hp/cost: 0.67 [1.33m, 1.33g]
  • Damage/cost: 48.33*10-²+18.33*10-² vs Shield
Air Units:
  • From Robotics Facility:

[Observer]: Light, Mechanical, Detector

  • Cost/sup: 25.00/75.00 = 100.00
  • Hp/sup: 60.00
  • Shield/life: 0.33

  • Hp/cost: 0.60 [2.40m, 0.80g]

[Warp Prism]: Armored, Mechanical, Psionic

  • Cost/sup: 125.00/0
  • Hp/sup: 90.00
  • Shield/life: 0.56

  • Hp/cost: 0.72
  • From Stargate:

[Phoenix]: Light, Mechanical

  • Cost/sup: 75.00/50.00 = 125.00
  • Hp/sup: 90.00
  • Shield/life: 0.33
  • Dps/sup: 6.35+6.35 vs Light , 5+2 range , air only

  • Hp/cost: 0.72 [1.20m, 1.80g]
  • Dps/cost: 5.08*10-²+5.08*10-² vs Light

[Void Ray]: Armored, Mechanical

  • Cost/sup: 62.50/37.50 = 100.00
  • Hp/sup: 62.50
  • Shield/life: 0.40
  • Dps/sup:
    • No Prismatic: 4.20+2.80 vs Armored , 6 range
    • Prismatic: 4.20+7.00 vs Armored , 6 range

  • Hp/cost: 0.62 [1.00m, 1.67g]
  • Dps/cost:
    • No Prismatic: 4.20*10-²+2.80*10-² vs Armored
    • Prismatic: 4.20*10-²+7.00*10-² vs

[Oracle]: Mechanical, Armored, Psionic

  • Cost/sup: 50.00/50.00 = 100.00
  • Hp/sup: 53.33
  • Shield/life: 0.38
  • Dps/sup: 8.13+3.83 vs Light , 4 range , ground only

  • Hp/cost: 0.53 [1.07m, 1.07g]
  • Dps/cost: 8.13*10-²+3.83*10-² vs Light

[Carrier]: Armored, Massive, Mechanical

  • Cost/sup: 58.33/41.67 = 100.00
  • Hp/sup: 75.00
  • Shield/life: 0.33

  • Hp/cost: 0.75 [1.29m, 1.80g]

[Interceptor]: Light, Mechanical

  • Shield/life: 0.50
  • Dps: 4.70 , 2 range

  • Hp/cost: 5.33
  • Dps/cost: 31.33*10-²

[Carrier+8Interceptors]: Armored, Massive, Mechanical

  • Cost/sup: 78.33/41.67 = 120.00
  • Hp/sup: 75.00
  • Shield/life: 0.50
  • Dps/sup: 6.23 , 8 range , 14 leash , 2 range Interceptors

  • Hp/cost: 0.62 [0.96m, 1.80g]
  • Dps/cost: 5.19*10-²

[Tempest]: Armored, Mechanical, Massive

  • Cost/sup: 50.00/35.00 = 85.00
  • Hp/sup: 60.00
  • Shield/life: 0.33
  • Dps/sup:
    • Ground atk: 3.39 , 10 range
    • Air atk: 2.55+1.86 vs Massive , 14 range

  • Hp/cost: 0.71 [1.20m, 1.71g]
  • Dps/cost:
    • Ground atk: 3.99*10-²
    • Air atk: 3.00*10-²+2.19*10-² vs Massive
  • From Nexus:
    [Mothership]: Armored, Massive, Psionic, Mechanical, Heroic
  • Cost/sup: 50.00/50.00 = 100.00
  • Hp/sup: 87.50
  • Shield/life: 0.50
  • Dps/sup: 2.85

  • Hp/cost: 0.88 [1.75m, 1.75g]
  • Dps/cost: 2.85*10-²
4 Likes

I should point out that there is a problem with these kinds of comparisons:

Unit stats are usually logarithmic to some extent. You cannot just scale a unit’s health and DPS by 100% when you double the unit’s supply and cost; because the resulting unit would survive significantly longer and deal significantly more DPS than two of the original, cheaper unit. In practice, higher supply units usually have less total DPS-per-supply and health-per-supply unless some other factor like speed, splash, overkill, or range accounts for the difference.

Splash damage may also be better or worse against the new unit depending on any changes in size and whether or not the new unit is an air unit. Air units can always stack up, so lower-supply units are always more vulnerable to splash.

Ground units usually cannot stack, so the higher supply unit may actually be more vulnerable to splash unless it’s size is significantly larger–For instance, Hydralisks are usually more vulnerable to splash than Marines (Hydralisks are only slightly larger) and Marines are typically more vulnerable to splash than Zerglings (which are the same size).

10 Likes

Great post,so
lings,banes,roaches,hydras,marines,marauders,mines,zealots,disruptors are pretty cost efficient.

Honestly i would expect more protoss units to lead in that category, i am really curious if you could somehow include storm in the dps of Ht’s i am sure that this will boost their cost efficiency a little.

1 Like

I’m not in love with how do you treat AOE unit. You calculate their damage on a single target and don’t take a lot of thing into account like radius damage decrease, etc.

For WMs and Disruptors, you should use DPS. Using DMG in specific cases seems like you manipulate data. Thats RabidDrones move, dont do that.

Also, Is marauder really just worse than 2 marines? Oof.

1 Like

The problem with calculating dps of Disruptor or Baneling is that it’s a one shot AOE unit, that’s why I changed the name dps for damage in the description of their ability.

Yeah, the HT and some spellcasters are amazing cost effective, but it’s hard to calculate it because it’s too subjective of how many units it hits.

1 Like

Units scale logarithmically rather than linearly to compensate for the fact that larger (higher-supply, higher-cost) units die at a slower rate; so that should be expected.

1 Like

Sure those numbers don’t tell how units scale, rather it tells how well a unit can contribute to a fight regarding supply and cost, this doesn’t factor in time nor the death factor.

2 Likes

You blast the OP for making assumptions to hold variables constant and then substitute your own set of assumptions with different variables held constant. There is no effective difference between what the OP said and what you said in your “clarification” - both are riddled full of assumptions that make the comparisons unrealistic.

The truth is that making broad comparisons is difficult in a system that is so complicated. The only way to really make comparisons is to test them empirically and even then you have to hold some variables constant (such as those performing the test). If you wanted to do a true test, you’d have to force the entire player base to participate in the test by pushing out a ladder patch, and you’d have to wait for a year to gather data about how it played out.

In other words, it’s basically impossible to not make assumptions. The OP’s logic either does or doesn’t hold water within the scope of the assumptions he makes. Saying he’s wrong on the basis of a completely different set of assumptions isn’t helpful unless you can substitute a better theory with fewer assumptions, which you did not do.

I love how he says you are wrong because you don’t account for the existence of splash, but then he assumes the non-existence of micro to negate the splash and burst damage. Two units with half the health have the same amount of health as a single unit with twice the health. Half the health and double the units increases the vulnerability to splash but decreases the vulnerability to burst damage. Assuming an opponent who will alter his unit composition to properly reflect your vulnerabilities, and that you do the same, your comparison is valid because any vulnerabilities balance out and their sheer supply efficiency is what matters.

E.g., if your source of burst damage is half as supply efficient as his source of high HP units, you’ve got a weakness and he’s got a strength, since for a given supply cost he will have more HP than you have burst damage.

If you want to make it better

Add the following information:

DPS loss per +1 armor on the target
DPS loss per supply per +1 armor on the target