Damage-to-Resource Efficiency
RESFNv0.1.0 · baseline · validated 2026-07-16What 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