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.
PERFORMANCE INTELLIGENCE
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.
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.
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
A weighted battlefield score, followed by a penalty for poor death quality.
Score = 45% Impact + 35% Sustain + 20% Efficiency − Passive Zero/Burn penalty
IMPACT
Impact = 40% capped MGP + 35% Merit Gain ratio + 25% Kills ratioMGP is Merit Gain divided by top power. It is capped at 12% before normalization so one exceptional ratio cannot dominate the model.
SUSTAIN
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.
EFFICIENCY
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.
DEATH QUALITY
Death Quality = 65% Kills per Death quality + 35% Merit per Death qualityThe 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
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
Players are ranked by final score within the active season. Ties use competition ranking, so tied players can share the same position.