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eStatcast

Damage-to-Resource Efficiency

RESFNv0.1.0 · baseline · validated 2026-07-16

What it measures

Damage dealt per 100 building materials spent — output per unit of the scarcest endgame resource.

Formal definition

total damage ÷ (materials consumed ÷ 100). Materials from resource events (deltas < 0).

Inputs

  • damage events
  • resource consumption events

Exclusions

None beyond the standard confidence floor.

Sample & population

Minimum sample
10 matches
Baseline population
Players in the same event/window
Direction
higher better
Unit
dmg/100 mats

Percentile interpretation

Piece-control players cluster high; turtle styles low but survive more.

Confidence = source confidence × model confidence. Values from baseline models are capped at 0.7. Below-minimum samples display the value grayed out with no percentile.

Example

180 damage while spending 250 mats in a box fight → 72 dmg/100 mats.

Known limitations

  • Defensive building value is not captured — read with survival metrics

Change log

  • v0.1.0 · 2026-07-16Initial baseline release

→ Rank players by RES