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eStatcast

Breach Success Rate

BR%R6v0.1.0 · experimental · validated 2026-07-16

Computed · 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

→ Rank players by BR%