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
- See also: Time-to-kill
- See also: Interaction formula catalogue
- See also: Damage breakpoints
Sources
- Calc, Time to Kill (TTK) Calculator, Formula; Frequently asked: overkill and discrete TTK
overkill = 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.
- Calc, Hits to Kill Calculator, Formula; Frequently asked: hit counts round up
Hit counts round up (ceil): the final hit only needs to remove the leftover HP to count as a kill.
- StatGarden, Time to kill (TTK) calculator for shooters, Formula; Term definitions; Worked examples: Overkill on the last shot
Overkill Damage on the final shot that was not needed.
- Kernel_, R&D's manual to M1000 Classic (Haz 5+), Important thresholds; target table with Waste and Kill Time
Measures 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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