Breach Success Rate
BR%R6v0.1.0 · experimental · validated 2026-07-16Computed · experimental. Values are computed, but the definition or model may still change.
What it measures
Breach charges and hard breaches that actually detonate rather than being denied.
Formal definition
Breach gadgets triggered ÷ (triggered + destroyed), over breach_charge and hard_breach lifecycle events.
Inputs
- gadget events (breach_charge, hard_breach) with lifecycle actions
Exclusions
None beyond the standard confidence floor.
Sample & population
- Minimum sample
- 20 breach attempts
- Baseline population
- Players in the same game/window
- Direction
- higher better
- Unit
- %
Percentile interpretation
Persistent low values indicate predictable breach timing.
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
14 of 19 hard breaches go through → 73.7%.
Known limitations
- Wall identity is not recorded — success is aggregated across sites
- Charges placed and never resolved before the round ends count in neither term
- A breach that detonates into a prepared crossfire counts as a success; this measures the opening, not what came through it
Change log
- v0.1.0 · 2026-07-16Initial baseline release