This is good in this exact scenario, but I'd say the real answer is "it depends" & the depends has so many factors. If Protoss has Voids nearby this can change, HTs with Storm this can change, cannons this can change, etc. For example lets say Protoss has a bunch of Archons underneath the Carriers, & you have enough BLs or enough Ultras to deal with them, but you know if you lose the air battle all your Broods/Ultras may die anyways. You maybe want to skirt around the Archons & attack-click specific Carriers if the Carriers are slightly out of position (or have a Viper to abduct them out of position) & what's most important here is having enough Corruptors to 'x-volley' a Carrier, whether it takes all your Corruptors 2 volleys or 3 or 4, if the attack upgrade lowers that number by 1 that is huge, that means the Corruptors are in range of Archons for less time (or storm, etc), & take less damage by killing the Carrier sooner, a Carrier dying sooner also means it's DPS is gone. As a side note if going BLs the +1 air attack also makes the BLs do more damage. I'd say vs pure air and/or if a player is say Bronze 3 ~ Diamond 2 & is doing something fairly basic like a-move Corruptors & a-move Ultras vs any ground underneath then Carapace is the way to go. However if targeting specific Carriers, especially if abducting them then air attack can be better. Armor doesn't help much vs Archons, & doesn't help at all vs spell damage (Storms). Also if they have some tempests in there, Tempests similar to Corruptors are high damage per shot, but slow shots so Carapace doesn't help much where-as just killing the Tempests sooner can be better.
Yes of course, it depends on many factors like unit composition, build order, etc. My scenario is like a lab experiment, it helps to understand what is going on but the real world is still more complex 😊
While it's irrelevant for this test since the difference is so big, having more damage means the enemies die faster which in turn means they deal less damage overall, which is not something accounted for here im pretty sure
Thx for watching you're right, but this applies also to my example. After the first carrier got killed, the toss army's damage output has a 50% lower damage output
Also you should show the life bars the whole time, not just over mouse over
Ok yeah thats probably better for this kind of video
This is good in this exact scenario, but I'd say the real answer is "it depends" & the depends has so many factors. If Protoss has Voids nearby this can change, HTs with Storm this can change, cannons this can change, etc.
For example lets say Protoss has a bunch of Archons underneath the Carriers, & you have enough BLs or enough Ultras to deal with them, but you know if you lose the air battle all your Broods/Ultras may die anyways. You maybe want to skirt around the Archons & attack-click specific Carriers if the Carriers are slightly out of position (or have a Viper to abduct them out of position) & what's most important here is having enough Corruptors to 'x-volley' a Carrier, whether it takes all your Corruptors 2 volleys or 3 or 4, if the attack upgrade lowers that number by 1 that is huge, that means the Corruptors are in range of Archons for less time (or storm, etc), & take less damage by killing the Carrier sooner, a Carrier dying sooner also means it's DPS is gone. As a side note if going BLs the +1 air attack also makes the BLs do more damage.
I'd say vs pure air and/or if a player is say Bronze 3 ~ Diamond 2 & is doing something fairly basic like a-move Corruptors & a-move Ultras vs any ground underneath then Carapace is the way to go. However if targeting specific Carriers, especially if abducting them then air attack can be better. Armor doesn't help much vs Archons, & doesn't help at all vs spell damage (Storms). Also if they have some tempests in there, Tempests similar to Corruptors are high damage per shot, but slow shots so Carapace doesn't help much where-as just killing the Tempests sooner can be better.
Yes of course, it depends on many factors like unit composition, build order, etc. My scenario is like a lab experiment, it helps to understand what is going on but the real world is still more complex 😊
While it's irrelevant for this test since the difference is so big, having more damage means the enemies die faster which in turn means they deal less damage overall, which is not something accounted for here im pretty sure
Thx for watching you're right, but this applies also to my example. After the first carrier got killed, the toss army's damage output has a 50% lower damage output