Measure

Overkill and rounding

You might say: overkill, wasted damage, damage waste, final-hit waste

Overkill is the final hit’s post-mitigation damage minus the target’s remaining health. The rounding policy—floor, ceil, nearest, hidden fractions or rounding only for display—decides whether that waste and the next breakpoint are real.

What it does
Separates weapons with the same HTK, exposes wasted final-hit damage and makes the damage pipeline testable instead of assuming that displayed integers are the simulation’s integers.
Ask
How much final-hit damage is wasted, and exactly where does this implementation round?
Typical
record pre-round damage, post-round damage, remaining health and final-hit overkill; specify whether rounding happens once or on every event
Trouble
Per-hit flooring silently accumulates loss, hidden fractional damage moves breakpoints, or a large final hit wastes ammo and cooldown time despite matching another weapon’s HTK.

Connections

Sources

  1. Calc, Time to Kill (TTK) Calculator, Formula; Frequently asked: overkill and discrete TTKoverkill = hits to kill × damage per hit − target HP · Hits to kill is rounded up, because the last shot only needs to finish the remaining HP — there is no half shot.
  2. Calc, Hits to Kill Calculator, Formula; Frequently asked: hit counts round upHit counts round up (ceil): the final hit only needs to remove the leftover HP to count as a kill.
  3. StatGarden, Time to kill (TTK) calculator for shooters, Formula; Term definitions; Worked examples: Overkill on the last shotOverkill Damage on the final shot that was not needed.
  4. Kernel_, R&D's manual to M1000 Classic (Haz 5+), Important thresholds; target table with Waste and Kill TimeMeasures overkill inefficiency: how much damage is wasted beyond what is required to kill the target. Higher values indicate poorer ammo efficiency, especially relevant for breakpoint-sensitive builds.

Unverified: No universal rounding order applies across games; verify whether the implementation stores fractional damage, rounds each event or rounds only the displayed number.

Use it on your project

teardown-apply: hold "Overkill and rounding" (htk-overkill-rounding) from the teardown at https://teardownatlas.com/game-design/ against my project

Paste it into a coding agent that has the teardown skills.

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