WC3 DataCraft DataCraft built for Warcraft III

Frequently Asked Questions

What is WC3 DataCraft?

WC3 DataCraft is an independent, non-commercial fan analytics project for Warcraft III: The Frozen Throne and Warcraft III: Reforged. It publishes unit statistics, derived ratios, and interactive visualisations to help players reason about the game more deeply.

Where do the numbers come from?

Base values (HP, armor, damage, attack speed, cost, food, etc.) are taken from in-game tooltips and Blizzard's official patch notes. Derived metrics (modifier-aware DPS, effective HP, food-normalised ratios) are computed by our own formulas applied to those base values.

What is Unit Supply Cost and how is it calculated?

Every time you expand your army, you're forced to build farms, burrows, ziggurats, or moon wells to support it. That supply is part of the unit's true cost — a Footman doesn't just cost gold and lumber, it costs a fraction of the Farm that had to be built to make room for it. The cost scales with food: a 2-food Footman carries less supply burden than a 7-food Mountain Giant.

On average, a unit requires ~70% of its food equivalent in new supply.

To capture the real ratio, we sampled replays and compared total supply built against total food trained across full games. The 70% blends two effects: the marginal supply that funds army growth and the free replacements that reuse existing cap (a lost Footman can be retrained without building anything new). Per-race variation exists between Human and Night Elf; the 70% is the cross-race average and stays open for refinement.

A second subtlety is that supply buildings aren't equivalent across races. Each provides food plus a secondary function at a different resource cost — Farms provide food and nothing else, Burrows garrison, Ziggurats upgrade into towers, Moon Wells heal. Pricing each at face value would bias the metric: the Human Farm would look cheapest by default and Night Elf supply would look overpriced for reasons unrelated to feeding the army.

To strip that out, we normalize using the Human Farm as the base — a clean food-per-gold relationship with no secondary utility — and price every other race's supply at the Farm-equivalent rate.

What are combat modifiers and how are they calculated?

Combat modifiers exist to be transparent about everything that goes into a unit's DPS or any other derived metric. When you see a number on this site, the modifiers tell you what we accounted for and what we didn't.

Some modifiers depend on judgment. There's no tooltip value for how much a Tauren's Pulverize contributes across a typical engagement, or how often a positional ability lands at full effect. Numbers like these can't come from a sheet — they require visualizing the unit in combat, checking sample performance, and settling on a value that approximates how the unit fights in practice.

We keep these calls high-level on purpose: a precise wrong number is worse than a coarse honest one.

If a combat modifier looks off, ping us via the Share Feedback! button — that's how the number gets better.

How do I report a bug or send feedback?

Use the "Share Feedback!" button at the top of every page.