PERFORMANCE INTELLIGENCE

READ THE
KVK CLASS.

The class summarizes a player's useful war contribution for the active KvK season. It is comparative: the score is calculated from season statistics, then positioned against the other players in the same scope.

KvK KPIFormula sourceCurrent pipeline scoring model
01

What data is used?

The player profile uses the full active season, not only the current war window. Merit Gain, kills, deaths, healing, power and power loss are aggregated across the season's configured war windows.

02

A relative model

Most signals are normalized against the highest value in the current season. A class can therefore move when the roster, available snapshots or other players' performances change.

03 / COMPOSITE SCORE

The final score

A weighted battlefield score, followed by a penalty for poor death quality.

Score = 45% Impact + 35% Sustain + 20% Efficiency − Passive Zero/Burn penalty
45%Impact
35%Sustain
20%Efficiency
01

IMPACT

Impact · 45% of final score

Impact = 40% capped MGP + 35% Merit Gain ratio + 25% Kills ratio

MGP is Merit Gain divided by top power. It is capped at 12% before normalization so one exceptional ratio cannot dominate the model.

02

SUSTAIN

Sustain · 35% of final score

Sustain = 45% Heal + 25% validated Deaths + 30% Support · Support = min(Heal / (0.25 + 0.75 × Power), 1)

Deaths contribute only when Death Quality indicates valuable combat trades. Higher-power players also carry a higher healing and support expectation.

03

EFFICIENCY

Efficiency · 20% of final score

Raw = 65% Merit/Heal + 35% Kills/Heal · Efficiency = Raw × (0.35 + 0.65 × Support)

The ratios use a minimum healing denominator of 1 million, then the raw value is reduced by the support gate. This prevents a very low healing total from creating an artificially high efficiency score.

DQ

DEATH QUALITY

Death Quality

Death Quality = 65% Kills per Death quality + 35% Merit per Death quality

The soft quality ranges start near 25 kills/death and 8 merit/death, and become excellent near 100 kills/death and 30 merit/death. A player with no deaths receives a neutral quality of 1.0.

PENALTY

Passive Zero/Burn penalty

Risk = Deaths ratio × Power Loss risk × (1 − Death Quality)

Power Loss risk starts around 5% and reaches full weight around 15%. The resulting risk removes up to 0.12 score point and prevents passive city losses from being rewarded as sustain.

04 / PERCENTILE LADDER

From score to class

Players are ranked by final score within the active season. Ties use competition ranking, so tied players can share the same position.

SSTop 3 players
STop 10%
A10% to 25%
B25% to 45%
C45% to 65%
D65% to 85%
ERemaining players