100 HP - 3200 hyper triggers
100 Shields - 1829 hyper triggers
100 Energy - 1600 hyper triggers
After some rounding, it's (in decimal of the extra precision, and " * " denotes extra precision)
8 - hp*/trigger
14 - shield*/trigger
16 - energy*/trigger
Apparently the game ticks twice every trigger, so that means
4 - hp*/tick
7 - shield*/tick
8 - energy*/tick
Once the extra precision hits 256, it loops over to be 1 hp. I'm making an assumption that SC is much like D2, so 1 tick = 1 frame. I also want to make the assumption that fastest runs at 24 fps. If you do the conversions, on fastest, it will be:
2.666666667 s/hp
1.523809524 s/shield
1.333333333 s/energy
Here's the map. Energy is off by a little. Red score is HP, blue score is energy, teal score is shields. It crashes SCMDraft, so use staredit/starforge if you want to look at the map.
I'll edit it to try and do a sci vessel in place of the queen to find the scv regen with 1-4, but no guarantees.
{edit}
lol, that was interesting. repairing a 1000 build time science vessel 100 hp took the same time as it took the queen to regenerate, like exactly 3200 hyper triggers. As expected, each scv repairs at the same rate (4 of them finished in 802, due to the fact that they all didn't start all at the same time). At 500 build time, it was the same as shields.
So, .001m+b=4, .002m+b=7, m=3000, b=1. The transfer function looks like this:
Heal Rate* = 3000/build time+1
for a build time of 100, it should be 61, or 209 hyper trigger runs. I got 206, which would correspond to 62.
Crap, I forgot to include hp in the equation...
It should be Heal Rate* = 15*Max HP/Build Time + 1
If you want to edit the map, delete the science vessel, and place another unit. that unit will have it's life detected and the time counted as soon as it STARTS to heal, and once it's fully healed, it will stop the timer. Also, energy will be detected.
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Post has been edited 4 time(s), last time on Nov 20 2008, 4:57 am by rockz.
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