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.