Live production metrics for our combat detection models.

Our flagship model, trained on real high-tier Crystal PvP gameplay.

Dedicated model for analyzing inhuman respawn anchor interaction speeds.

Behavioural model for detecting inhuman totem pop reaction times after damage.
Three figures describe every detection model, and they answer different questions. Only one of them is about your players being treated fairly.
Of every player the model flagged, the share that really was cheating. 99.9% precision means false positives are virtually non-existent. This is the number that matters to the legitimate player on your server, and the one Ecstacy is tuned to protect.
Of every player who really was cheating, the share the model flagged. Deliberately the lower figure: pushing it up always costs precision. On a Minecraft server the two mistakes are not equal. A missed cheater is a bad afternoon. A wrongly banned regular is a player you do not get back.
The harmonic mean of precision and recall, useful for comparing one model against another in a single number. It is not a percentage of anything real, so do not read it as an accuracy figure.
Precision is a per-flag figure, and a single flag never punishes anyone. Every
detection family accumulates a violation level and acts only when it reaches
fail.max: twenty flags by default, forty on Auto Totem. The distance
between one flag and the threshold is exactly what turns a high-precision signal
into a decision you can stand behind.
On top of that, punishment is opt-in per family: the shipped Auto Totem
configuration has an empty command list and does nothing until you fill it in.
Servers that want to watch before enforcing set punish.enable: false
and keep every flag, alert and dashboard entry. The
checks overview covers how that fits
together.
precision tier you choose in checks.yml changes how
much evidence a check needs before it flags at all, and therefore changes the
volume you see.Scoring runs on Ecstacy's cloud cluster rather than on your hardware. The plugin captures packets, raises alerts, drives the GUIs and applies punishments; it does not run the analysis. In benchmarking that holds to no measurable TPS impact up to 5,000 concurrent players.
The structural consequence matters more than the number: because the expensive half lives cloud-side, the plugin's per-tick cost stays flat as detection improves. A better model does not become more work on your main thread, and it arrives without a jar swap.
Three things give you your own version of these figures, without waiting for a ban to be disputed:
/ecstacy suspicious: players scoring near the bar without
crossing it. A populated list means detection is live even on a quiet day./ecstacy violations <player>: whether a violation level
climbed across sessions or spiked inside one fight. Those read very
differently./ecstacy feedback, from the [Report] suffix on an
alert. Mark a flag TRUE, FALSE or DUNNO.
Verdicts feed back into how detections are evaluated, and cost you nothing.Crystal Aura detection reaches 97.0% precision and 91.1% recall, an F1 score of 93.9%, measured per-window on held-out high-tier Crystal PvP match data.
Ecstacy's Anchor Macro model achieves 99.0% precision and 95.2% recall (97.1% F1 score).
No measurable TPS impact up to 5,000 concurrent players. Inference runs on Ecstacy's cloud cluster, not on the game server, so the plugin's per-tick cost does not grow as detection improves.
Precision is the share of flagged players who really were cheating, so 97.0% means about three flags in a hundred are false positives. Punishment is not applied on a single flag either: every check accumulates a violation level and acts only at its threshold, twenty flags by default.
It is a deliberate trade. Recall is the share of real cheaters caught, and pushing it higher always costs precision. On a Minecraft server a missed cheater is a bad afternoon, while a wrongly banned regular is a player you do not get back, so the models are tuned to protect the second case.