Damage velocity
Damage velocity is flat: opponents score 1.86-1.91 points per minute at every drought length
Opponent points per drought-minute, D1 teams, 2025-26. Longer droughts cost more because they last longer (r = 0.49 between length and opponent points), not because the rate rises.
3:00-3:59: 1.88 pts/min (n=11,010) · 4:00-4:59: 1.86 pts/min (n=3,544) · 5:00-5:59: 1.87 pts/min (n=1,197) · 6:00-7:59: 1.91 pts/min (n=560) · 8:00+: 1.89 pts/min (n=74)
Not every scoring drought costs the same. Damage velocity measures opponent points allowed per minute of drought, how fast a cold stretch actually bleeds points. A long-but-harmless freeze and a short avalanche can have the same duration and completely different consequences.
Drought length vs opponent damage
Each dot is a D1 team's 2025-26 season. X-axis is average drought length in minutes; Y-axis is average opponent points scored per drought. The dashed lines mark the league average on each axis, splitting the field into four quadrants. This is descriptive, not a correlation claim, there's no regression line.
Highest damage velocity
The sharpest individual droughts of the season by points allowed per minute. Filtered to droughts of at least 2 minutes so a single fast possession doesn't skew the list.
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| # | Team | Opponent | Damage velocity | Date |
|---|---|---|---|---|
| 1 | 5.5 | Nov 6 | ||
| 2 | 5.4 | Dec 3 | ||
| 3 | 5.0 | Dec 19 | ||
| 4 | 4.9 | Feb 7 | ||
| 5 | 4.8 | Mar 7 | ||
| 6 | 4.8 | Dec 20 | ||
| 7 | 4.8 | Nov 21 | ||
| 8 | 4.7 | Nov 29 | ||
| 9 | 4.7 | Nov 7 | ||
| 10 | 4.7 | Dec 18 | ||
| 11 | 4.7 | Jan 6 | ||
| 12 | 4.7 | Nov 16 | ||
| 13 | 4.6 | Nov 21 | ||
| 14 | 4.6 | Dec 20 | ||
| 15 | 4.6 | Jan 22 | ||
| 16 | 4.6 | Jan 30 | ||
| 17 | 4.6 | Nov 28 | ||
| 18 | 4.5 | Dec 9 | ||
| 19 | 4.5 | Mar 19 | ||
| 20 | 4.5 | Nov 12 | ||
| 21 | 4.5 | Nov 8 | ||
| 22 | 4.5 | Jan 24 | ||
| 23 | 4.5 | Jan 27 | ||
| 24 | 4.5 | Jan 30 | ||
| 25 | 4.4 | Jan 2 |
What is damage velocity?
Damage velocity is opponent points allowed per minute of a scoring drought, how fast a cold stretch gives up points, not just how long it lasts. A five-minute drought that surrenders 4 points is a rounding error; a ninety-second drought that surrenders 8 is an avalanche. Raw duration alone can't tell those two apart.
The quadrant above plots every D1 team's average drought length against its average points allowed per drought. Contained freeze teams go cold for a while but the opponent can't capitalize. Slow burn teams have long droughts that also cost real points. Quick recover teams snap out of it fast before much damage is done. Avalanche teams have short droughts that turn expensive in a hurry, the most dangerous profile, because there's no long stretch of warning to call a timeout before the damage grows.
Below the quadrant, the highest single-drought damage velocities of the season, the sharpest single droughts by points-allowed-per-minute, filtered to droughts of at least two minutes so a one-possession fluke doesn't distort the list.
Related: drought cost · correlations · influenced games