Damage, deaths and cooldown use, pull by pull. Ragz Raiders progression night, 10 September.
Boss health remaining at the wipe. Bar colour is the number of heart windows the pull reached. Reaching a second window means getting past the 46% shelf.
Rage of the Shackled exposed the Venomous Heart 28 times. Every one ran the full 20 seconds; no window was lost early. The boss stays cleavable through an exposure, so both targets count: the heart takes double damage, Ula'tek takes normal. Across the night the split is 77% heart, 23% boss. First windows landed 207.2M on average, second windows 137.6M. The 34% drop from the first window to the second tracks lust, which went out 4 to 19 seconds before the first exposure on every pull that reached one and is not up again for the second.
A running total of burn damage, heart plus Ula'tek, second by second, each window laid end to end. The target switch isolates one or the other. Slope is output; the gap between two lines at a given second is the difference between those players. Resetting the total at each window compares a player's windows against each other, with window 1 carrying the lust.
Each player's highest window 1, highest window 2, and highest combined pull, with the pull each came from. Third windows are excluded, since only the deepest pulls have one and it runs short. The point is the pull number: open that pull in the chart above, or in the log, to see what the player did in it. Theoretical best adds the two best windows together even when they came from different pulls, so it is a ceiling nobody hit rather than a pull that happened. The totals row adds each column down the roster, on the same terms.
| Player | Spec | Best window 1 | Best window 2 | Best pull, both windows | Theoretical best |
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Damage per player across the 559 seconds of exposure: solid onto the heart at double damage, pale into Ula'tek, beside their share of the night's damage. A positive delta means a bigger share of the burn than of the night, which is burst rather than sustained output. Heart share across the damage dealers runs 86% down to 69%.
| Player | Spec | Burn damage | Heart | Ula'tek | On heart | Burn DPS | Share | Night share | Δ |
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One dot per window, placed at what that window was worth against the player's own best window of the same number. A player whose dots sit together near the right repeats their ceiling; dots strung out to the left mean the best pull was the exception. Measuring each window against the best of its own number keeps the lust out of it, since window 1 and window 2 are not comparable on this fight. Typical is the median of a player's dots, not the average, so one bad pull does not set it.
Windows worth under a fifth of a player's own best are counted as missed rather than low and left out of the median: those are pulls they were dead or absent for, which is worth knowing but is not the same as uneven output. Healers are left out of this chart, since their window damage is small enough that ordinary noise swamps the signal.
Ula'tek, Gore Rattle and the Venomous Heart share one health bar, so progress on the boss is the sum of the three. This counts every pull start to finish, not only the 559 seconds of exposure the burn charts measure. 11.83B went into the pool across 21 pulls: 55% Ula'tek, 34% heart, 11.4% Gore Rattle. Caynlock led it with 998M. The order differs from the burn windows: Galnasven six places higher and Iamstabby three places lower than the windows put them.
| Player | Spec | Ula'tek | Heart | Gore Rattle | Total | DPS | Share |
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207 waves went out; 133 of them clipped somebody, and 17 of those hits killed. Tank contacts are the cost of holding Ula'tek in melee; the other 89 are the avoidable ones.
The boss throws them in two phases. Phase one is two volleys of about four waves a pull, 168 casts across the night, catching non-tanks 42 times, 0.25 a cast. Phase two is 39 casts on the six pulls that reached it, 47 hits, 1.21 a cast. Deaths split 2 to 15. Phase two accounts for 47 of the 89 non-tank hits and 15 of the 17 deaths.
| Pull | Length | Boss left | P1 cast | P2 cast | P1 hits | P2 hits | Hits (tank) | Non‑tank per wave | Vipers | Burn dmg |
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The raid splits ten seconds after the first heart closes, into two groups either side of the platform, thousands of coordinate units apart. The phase opens at 165 to 170s on every pull and runs 45 to 110 seconds; the boss is untargetable until about 110s in, which is the deadline for getting back. Across the nineteen pulls that reached it the sides were west 10 (1 tank, 2 healers, 7 damage) and east 10 (1 tank, 2 healers, 7 damage). Nobody changed sides all night. One pull had somebody on the far side of their own assignment (pull 12), which is what a wrong turn looks like. Deaths inside the phase are listed per player.
The sides are not comparable on damage this night. West is handed 130 adds across the night against east's 253, 7 a pull against 13. Most of the difference is one add: east takes 158 Blightscale Rawlings to west's 52. The 42.6/57.4 phase damage split measures that workload, not throughput: night-wide the two sides are 47.8/52.2. Per add the order reverses, 10.7M west against 7.4M east, because west's are the larger targets. Compare them on deaths and on getting back to the middle instead.
| Pull | Phase | West DPS | East DPS | West HPS | East HPS | West back (median) | East back (median) | Boss back | Deaths W/E |
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Reading the sides: a player's side is their median x while the two groups are apart, so a few samples on the far side in the opening seconds are the walk out, not a wrong turn. Side counts per pull ran from 9 to 11.
Sides are read from position, not assignment: every cast event carries the caster's coordinates, so each player's median x while the two clusters are apart says which side they stood on. West and east are the log's axis, not the screen: west is whichever side Backtospawn tanks.
Incoming damage on the raid across a pull, tanks excluded, since their intake is the job and would bury everyone else. The axis is fixed at 571 seconds, the longest attempt, so every pull reads against the same clock. Drag the handles to a stretch of the fight and everything below recalculates for it: damage taken, how much was mitigated, and every cooldown, stone and potion spent inside it.
| Player | Damage taken | Reduced | Absorbed | Majors | Minor | Externals | Stones | Potions | Deaths |
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121 spans across the night ran at twice the pull's median damage taken or more. They are 12% of the time on the boss and 22% of the damage. This is who pressed something in them.
Two bars that don't mean what they look like. The Brewmaster bar sits low because that spec mitigates with a short cooldown rather than a saved one: 571 casts of Purifying Brew, which is not a major by this count. The Blood bar is the opposite, where 194 majors is a rotation rather than 194 saves.
190 healthstones and 133 health potions went down across 21 pulls, and they went down late rather than early: 203 of the 323 at under 40% health, 66 of those under 20%, 16 above 80%. Average 37%, median 35%. Four of the roster used no healthstone at all; the chart marks them. The potion count is every health potion on the shared cooldown: 95 Concentrated Silvermoon Health Potion, 30 Silvermoon Health Potion and 8 Potent Healing Potion; the stones are 127 Healthstone and 63 Demonic Healthstone.
| Player | Majors | In heavy | Coverage | Minor / rotational | Externals given | Stones | Potions | HP at use | Solo deaths | …with nothing pressed |
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Solo deaths are the 71 deaths where the raid was still standing, at least 70% of it alive, and fewer than three people went down within three seconds. Everything else is the raid falling over, whether that is a mechanic killing half the room at once or the last tank dropping a minute after everyone else. 67 of the solo deaths had no major defensive in the ten seconds before, and 232 deaths happened in pulls where that player never used a stone or a potion.
Heavy spans are computed, not hand-picked: raid damage taken binned per second, and every run of three or more seconds at twice the pull's median rate or above. Necrotic Vapors, Blight Vein and Acidic Expulsion dominate them. Majors are personal cooldowns (Anti-Magic Shell, Aspect of the Turtle, Astral Shift, Barkskin, Blur, Cloak of Shadows, Dark Pact, Divine Protection, Divine Shield, Evasion, Exhilaration, Fortifying Brew, Greater Invisibility, Ice Cold, Icebound Fortitude, Lichborne, Obsidian Scales, Renewing Blaze, Shield of Vengeance, Survival of the Fittest, Unending Resolve, Vampiric Blood). Minor covers the spammables: Alter Time, Black Ox Brew, Crimson Vial, Dancing Rune Weapon, Expel Harm, Feint, Frenzied Regeneration, Prismatic Barrier, Purifying Brew. Stones and potions are counted from the cast, not the heal, so an overheal still counts as a use. Health at use is the value before the heal landed: WCL stamps the health on both the cast and the heal event as the figure after healing (casts that read 100% health while reporting real, non-overhealed healing give it away), so the effective heal is subtracted back off. Externals are the ones cast on somebody else: Anti-Magic Zone, Aura Mastery, Blessing of Protection, Blessing of Sacrifice, Darkness, Ironbark, Lay on Hands, Spirit Link Totem, Zephyr.
Burn damage is every damage event inside an exposure window landing on either the Venomous Heart or Ula'tek herself, absorbs included, with pet and guardian damage credited to the owner. The heart takes 100% increased damage, so a hit parked there is worth two of the same hit on the boss. The “on heart” column is how much of a player's burn went to the target that pays double. Exposure windows were rebuilt by clustering those events and breaking at gaps over five seconds; all 28 came out at 20 seconds, against 30 Rage of the Shackled casts minus the two pulls that died before the first exposure.
Wave hits are damage events from Caustic Waves (spell 1292211, 1292403, 1298570, 1311807 and 1319282), grouped per player when they land within two seconds of each other, so one wave passing through a player counts once. Wave casts count the boss's Caustic Waves casts. A wave death is a death whose killing blow is the wave itself. Damage taken and then dying to something else a second later is not counted here. Phase one is everything before the split phase and phase two everything after it, the split phase being dated from the coordinates as described below; casts within ten seconds of each other count as one volley.
Viper counts are distinct Blightscale Viper instances that took damage in a pull, a proxy for eggs hatched wrong; on this night they track the early pulls more than the deep ones.