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Stats definitions

How Avais counts every number on a film’s stats view, with the formula and what counts toward it, so you can check our count against your own. Percentages are whole numbers and efficiencies are written the way a box score writes them, to three decimals with no leading zero (.364), each rounded to the nearest unless the stats are set to Truncated (see Rounding below).

1. How plays are counted

The rules every number below is built on, as a coach stats a match by hand (the AVP’s, and the NCAA statisticians’ manual where they meet). A rally with no known winner counts toward nothing.

Rally winner
Whoever serves the next rally won this one.
The film’s last rally, and a rally just before a set end the reviewer marked, have no next serve to say: their own last contact does (an error lost it for its side, an attack or a block won it). A rally the film stopped in counts toward nothing.
Attack attempt
Any ball a player sends over contacting it above the top of the net.
Includes: Every hard drive, cut, poke, shot (empty net shot), shot vs block, roll shot, any scramble swing, and every attacking error (indoors: spike, tip, roll, tool, setter dump). Even an easy roll shot is an attack attempt if it was contacted above the net.
Excludes: Free balls, serves, passes, sets, digs and blocks.
Free ball
A ball sent over from below the top of the net.
Its own action, not an attack attempt: it counts toward no attempt, kill or attack error. Whether a ball was a free ball or an attack is the tagger’s call by this rule: our film does not measure contact height.
Kill
An attack that wins the point: the other side does not touch it, or touches it once and cannot keep it in play.
Includes: A ball off the block (a hand on the block straight after the attack is not the one touch) and an attack the defense shanks.
Excludes: A block that wins the point (a point, not a kill), and an attack the other side kept in play, even if they then lost the rally.
Attack error
An attack attempt that goes out or into the net, or is blocked for a point.
Serve-receive attack
The receiving team’s first attack attempt while it still has the serve’s ball: on one, two or three, before the ball has gone back over.
If the first ball goes back as a free ball, that rally has no serve-receive attack. Every attack attempt is either a serve-receive attack or a transition attack, so the two add up to all of them, and so do their kills and errors.
Transition attack
Every attack attempt that is not a serve-receive attack.
Includes: The serving team’s attacks, and the receiving team’s after it has dug, covered or scrambled.
Dig
The first contact on a ball the other side attacked.
Includes: A dig after your partner’s block touch.
Excludes: Passing a free ball, an overpass or the serve, and bringing up your own attack after the other side’s block put it back (a cover).
Block
A contact at the net on the other side’s attack, whatever came of it. A block jump the ball went past is no block at all.
Where the ball went after the block decides what it was, however it was tagged: a block kill, a block error, or a touch the rally went on from.
Block kill
A block that won the point: the ball landed in on the other side.
Includes: A block the attacking side touched once and could not keep up.
Block error
A block that was the last touch and lost the point: the ball landed anywhere but in on the other side, out of bounds or down on the blocker’s side. A net fault too.
Excludes: A block touch your partner keeps alive, or the other side plays on: that is a block touch, not an error.
Ace
A serve that wins the point with the receiving side touching it at most once.
Rounding
Percentages are whole numbers, efficiencies three decimals and per-set numbers one decimal, each rounded to the nearest, a half away from zero: 2 of 3 is 67%, 16 kills and 4 errors on 33 attempts is .364, and an efficiency of −.0625 is −.063.
Set the stats to Truncated and the digits past the last are dropped instead, as some coaches keep their sheets by hand: 66% and .363.

2. Side-Out / Serve-Receive Phase

The rallies the selection received serve in. For one player, the rallies they took the serve in themselves.

Side-Out %
Rallies won when receiving ÷ rallies received × 100.
Counts rallies, not attacks: 23/33 is 23 side-outs in 33 serves received.
First-Ball Side-Out (FBSO) %
Side-outs won before the serving side touched the ball again ÷ rallies received × 100.
Side-Out Efficiency
(Side-outs − rallies lost on the receiving side’s own error) ÷ rallies received, written like .500.
Side-Out Error %
Rallies received that the receiving side lost on its own error ÷ rallies received × 100.
Serve-Receive Attack Attempts
Serve-receive attack attempts, with their kills and errors beside them.
Includes: hard drive, cut, poke, shot (empty net shot), shot vs block, roll shot, any scramble swing, and every attacking error (indoors: spike, tip, roll, tool, setter dump)
Excludes: Free balls, and every transition attack.
Serve-Receive Kill %
Serve-receive kills ÷ serve-receive attack attempts × 100.
Shown when the view is set to Percent.
Serve-Receive Hitting Efficiency
(Serve-receive kills − serve-receive attack errors) ÷ serve-receive attack attempts, written like .364.
Shown when the view is set to Efficiency. 16 kills and 4 errors on 33 attempts is .364, rounded to the nearest thousandth; .363 when the view is set to Truncated.

3. Serving

The rallies the selection served.

Opponent Side-Out % vs Your Serve
Rallies the receiving side won ÷ rallies served × 100.
Break-Point Conversion %
Rallies won while serving ÷ rallies served × 100.
Service Error %
Service errors ÷ serves × 100, the missed serves included in serves.
Serve Efficiency
(Rallies won while serving − service errors) ÷ rallies served, written like .500.

4. Transition / Defense

Transition Attack Attempts
Transition attack attempts, with their kills and errors beside them.
Includes: hard drive, cut, poke, shot (empty net shot), shot vs block, roll shot, any scramble swing, and every attacking error (indoors: spike, tip, roll, tool, setter dump)
Excludes: Free balls, and every serve-receive attack.
Transition Kill %
Transition kills ÷ transition attack attempts × 100.
Shown when the view is set to Percent.
Transition Hitting Efficiency
(Transition kills − transition attack errors) ÷ transition attack attempts, written like .500.
Shown when the view is set to Efficiency.
Digs per Set
Digs ÷ sets played.
Includes: Digs of an attack, as defined above.
Excludes: Free balls passed, covers of your own blocked attack, and second touches: the stats row counts those on tiles of their own.
Sets played are every finished set, and the one the film ends in if any of it was played.

5. Attacking

Every attack attempt, serve-receive and transition together: the two add up to these.

Attack Attempts
Serve-receive attack attempts + transition attack attempts.
Includes: hard drive, cut, poke, shot (empty net shot), shot vs block, roll shot, any scramble swing, and every attacking error (indoors: spike, tip, roll, tool, setter dump)
Excludes: Free balls, serves, passes, sets, digs and blocks.
Kill %
Kills ÷ attack attempts × 100.
Shown when the view is set to Percent.
Hitting Efficiency
(Kills − attack errors) ÷ attack attempts, written like .364. It can be negative.
Shown when the view is set to Efficiency.
Attack Error %
Attack errors ÷ attack attempts × 100.
Includes: Attacks out or into the net, and attacks blocked for a point.
Shot Kill %
Kills on shots ÷ shots × 100.
Includes: Empty net shots, shots vs block and pokes (indoors: tips, rolls and setter dumps).
Excludes: Attacking errors, which do not record what kind of attack it was.
Hard-Driven Kill %
Kills on hard drives and cuts ÷ hard drives and cuts × 100 (indoors: spikes and tools).
Excludes: Attacking errors, as for shots.

6. Blocking / Net Defense

Blocks per Set
Blocks ÷ sets played.
Includes: Every block, whatever came of it: block kills, block touches and block errors, which add up to it.
Block Kills
Blocks that won the point: the ball landed in on the other side.
Includes: A touch tagged as a blocking error after which the ball landed in on the other side.
Block Touches
Blocks after which the ball stayed in play: the blocker’s partner played it next, or the other side did.
Includes: A touch tagged as a blocking error that the rally went on from: no error.
Block Errors
Blocks that were the last touch and lost the point: the ball landed out, or down on the blocker’s side; a net fault too. Each is an error.
Includes: A touch tagged as a block after which the ball landed out or on the blocker’s side.

7. Overall Scoring / Outcomes

Points Scored per Set
Points ÷ sets played.
Includes: For a player: kills, blocks that won the point, and aces. For a side: its score.
Errors
Every error the selection made: service, passing, setting, attacking, digging and blocking errors.
Excludes: A blocking error the rally went on from (a block touch). An attack blocked for a point is an attack error (above) but is not tagged as an error, so it is not in this count.
Net Point Differential
The side’s points − the other side’s points, over the match.
Rally Win %
Rallies won ÷ rallies with a known winner × 100. For a side, or a player’s side.

8. Clutch / Pressure Situations

Side-Out % at 18–18+
Side-Out %, over rallies that began with both sides on 18 or more in the set.
Break-Point % at 18–18+
Break-Point Conversion %, over the same rallies.
Error % in Final 5 Points
Of the match’s last five rallies with a known winner, the share the side lost on its own error × 100.
Points Won in Long Rallies (6+ touches)
Rallies of six or more tagged contacts the side won / such rallies played.