recordings=8149  rounds=35163  ticks=34461805

=== A) how each round ends ===
  self reached energy<=0 :  21518 rounds ( 61.2%)
  only the enemy did     :  12906 rounds ( 36.7%)
  both in the same round :    347 rounds (  1.0%)
  neither (truncated)    :    392 rounds (  1.1%)

=== B) SELF ENERGY AT DEATH (last value above 0 before the kill) ===
  n=21865  min 0.00  p10 0.10  median 0.83  mean 2.50  p90 8.90  max 24.83
    <=  0 energy:      0 (  0.0% of self deaths,  0.00% of all rounds)
    <=  1 energy:  12217 ( 55.9% of self deaths, 34.74% of all rounds)
    <=  3 energy:  16793 ( 76.8% of self deaths, 47.76% of all rounds)
    <=  5 energy:  18420 ( 84.2% of self deaths, 52.38% of all rounds)
    <= 10 energy:  20290 ( 92.8% of self deaths, 57.70% of all rounds)
    <= 20 energy:  21864 (100.0% of self deaths, 62.18% of all rounds)
  crossing value: median -0.40  p10 -6.90  p90 0.00   (negative = overshoot of the killing hit)
  reserve that WOULD have survived the killing blow (overshoot):
    median 0.40  p75 2.00  p90 6.90  p99 15.00  max 19.50
    a reserve of  3 would have absorbed it in  17301 self deaths ( 79.1%)
    a reserve of  5 would have absorbed it in  18610 self deaths ( 85.1%)
    a reserve of 10 would have absorbed it in  20690 self deaths ( 94.6%)
    a reserve of 20 would have absorbed it in  21865 self deaths (100.0%)

=== C) time spent at energy<=0 (isDisabled) before the round ends ===
  ticks disabled: median 1  p90 18  max 452   total 593030 of 34461805 ticks (1.7208%)

=== D) RECOVERY: self energy rises tick-over-tick (a landed hit) ===
  rising transitions: 205754 of 34426642 tick-pairs (0.598%), i.e. ~5.85 per round
  self energy just BEFORE the rise: median 45.24  p10 8.04  p90 89.00
  climbs that started from a low reserve:
    from <= 20:  52256 rises (25.40% of rises)
    from <= 10:  25352 rises (12.32% of rises)
    from <=  5:  12812 rises ( 6.23% of rises)
    from <=  3:   8013 rises ( 3.89% of rises)

  P(climb out | low) vs P(die | low), per tick spent at that level:
    energy <=  3:  2633881 ticks | climb next tick  0.130%  | killed on this tick  0.830%  -> dying is 6.4x more likely than recovering
    energy <=  5:  3299807 ticks | climb next tick  0.232%  | killed on this tick  0.663%  -> dying is 2.9x more likely than recovering
    energy <= 10:  5002524 ticks | climb next tick  0.365%  | killed on this tick  0.437%  -> dying is 1.2x more likely than recovering
    energy <= 20:  8526129 ticks | climb next tick  0.500%  | killed on this tick  0.256%  -> dying is 0.5x more likely than recovering

=== E) COST of TR_RAM_FLOOR_ENERGY: ticks where a new shot is blocked ===
floor  %ticks  rounds  med run  p90 run  max run  energy saved, corpus (0.1..3.0 p)   per med run @1.0p
    3   7.64%   23086       34      299     1104     25822 ..  493853     2.83
    5   9.58%   23739       53      330     1104     32351 ..  618714     4.42
   10  14.52%   25211       89      433     1141     49044 ..  937973     7.42
   20  24.74%   27799      139      621     2059     83590 .. 1598649    11.58
  energy saved over the WHOLE corpus, heat-limited: the 0.1..3.0 power
  bracket, then the p=1.0 column = what one median suppressed RUN is worth
  (1.0 power is the mode of the measured landed-hit histogram).
  Median run lengths 34/53/89/139 ticks; one 1.0-power landed hit = 3.0.

  CAVEAT, measured: the recorded energy ledger closes EXACTLY on
  start + landed-gains - damage = end (residual -0.00 over 35065 rounds),
  i.e. these captures DO NOT charge the firepower cost. The cost column
  is therefore computed from the game rules, not read off the data.
