Wipe to Win

Guide

Avoidable damage: the hits you didn't have to take

Ground effects, frontals, leaps: this damage didn't have to land, and every hit point lost to it is one heal less for the rest of the group.

Poukey, puzzled, looking at three colored bars

What Blizzard calls avoidable

The game's damage meter keeps "avoidable damage taken" apart: the spells Blizzard considers dodgeable with good positioning. Wipe to Win uses that list, spell by spell, recorded in game key after key.

A spell missing from the list is never held against you, even if it hurts: better to stay silent about a mechanic than to blame someone wrongly. Environmental damage (fire, falling, lava) counts too.

Wipe to Win used to guess from repeated ticks of a ground effect. It blamed players who were doing the mechanic on purpose, and missed frontals and leaps, which only hit once.

Every hit counts

Every hit of an avoidable spell counts in full, the first one included, just like the game's meter: a frontal taken once is once too many.

Hits of the same spell less than 4 s apart count as a single "time": the ticks of a puddle you walk through aren't counted one by one.

When it becomes a mistake

The report keeps an avoidable spell that cost you at least 5% of your max HP, and makes it a clear mistake from 15%. It's the only mistake the log puts a number on by itself: its weight is the share of your HP you left there.

In the report, a click on the mistake opens its details: the spell, what it cost you and the other times you took it. Every mistake in the report can be watched in the replay, a few seconds before.

Taking less of it

Start with the spells that keep coming back: in a key, two or three spells often make up most of the avoidable damage. Learn their tell (a zone showing on the ground, a mob turning, a cast) and move as soon as it appears.

When you're not the tank, stay away from frontals and out of melee range of mobs that cleave, and walk around a zone rather than through it. As a tank, turning frontal mobs away from the group prevents a lot of it.

Dungeon by dungeon

What about raids?

In raids, the list is still empty: no boss damage is held against anyone as avoidable. Deaths, kicks and defensives are judged there just like in keys.