Wipe to Win

The report

What cost you the run, worst first.

It's the first thing I open for you when you pick a run. It reads top to bottom, like an end-of-fight debrief, and every line leads to the exact moment in the log.

Poukey, pensive, unrolling a scroll covered with curves and bars

The outcome first

At the top, the verdict and the duration. A completed Mythic+ key shows the upgrade earned: +1 in time, +2 with 20% of the timer to spare, +3 with 40%. Out of time, an hourglass and how late it was. In raids, a wipe says where the boss got away at: Wipe · boss at 24 %.

Then come the counted deaths and the group composition.

What made Poukey hoot

One line per family of mistakes, with the players involved and a few clickable moments that lead straight to the details. Under the deaths, the causes that keep coming back: Defensive CD ready ×2 · Fast death ×2.

FamilyWhat it flags
DeathsThe counted deaths; the end-of-wipe scramble doesn't count.
Spells not interruptedA spell that went through while a kick, or failing that crowd control on the caster, was ready. Those that weighed in a death first, then the heaviest.
Missed kicksInterrupt used without interrupting anything.
Taunt by a non-tankA non-tank taunted while the tank was still standing; pets included.
Ground effectsA trip into a ground effect that cost at least 5% of max HP; a clear mistake from 15%.
Wasted defensives, offensives, consumablesA cooldown or a consumable fired into nothing.
Below-average outputDPS or HPS at least 20% below the other players in the same role.

In what order

The yardstick is simple: a death is a player lost for the rest of the fight, and everything else is measured against it. A death with a defensive still ready weighs more than a death following the tank's. A kick held on the spell that killed is worth half a death. A ground effect costs what it cost in HP.

A family is ranked on its worst mistake, not its total: forty trifles added up don't get ahead of three deaths. This ranking is never shown. On screen, there are only facts: “2 deaths”, “0 out of 24 cast”. They are sorted into three sections: survival, damage, enemies.

Player by player

One line per person, their mistakes as badges: that's the “By player” switch, next to “By mistake”. Those with nothing to blame themselves for are folded at the bottom. I don't remove them, or it would look like they weren't there.

Clicking a player opens their card: their mistakes, from most to least serious, each with what happened and what should have been done.

Why they died

For each death, the report rereads the 12 seconds before it.

Uninterrupted spell
An interruptible spell went through, and someone had their kick.
Avoidable damage
At least 15% of max HP left in ground effects, or the killing blow came from one.
Fast death
From 70% to zero in under 2.5 s: too fast to heal, a cooldown had to come first.
Lack of healing
Health dropping for more than 4 s, with less than 40% of it healed back.
Defensive CD ready
One of their major defensives was ready, and it would have saved them.
Consumable ready
No healthstone or healing potion used, even though one was ready.
Debuff to dispel
An enemy debuff up for more than 2 s that the group knows how to dispel.
Tank died first
The tank fell less than 15 s earlier.

What it doesn't hold against you

The log shows neither your bags nor your talents. So a defensive or a potion is only held against you if you used it at least once in the run. Without proof, I keep quiet: I'm an owl, not a prosecutor.

Some spells come out “wasted” almost every time, because what they prevent leaves no trace. I don't judge those at all: the problem is my measurement, not the player.

Damage and healing

The report ends with the group's damage and healing, side by side. DPS compare with each other, healers with each other; tanks aren't compared. DPS is measured against combat time, like in-game meters, not time spent walking between packs.

Pets count for their owner, shields for what they actually absorbed.