Ascendry

How the numbers work

Every value here is derived, not magic. This page lays out exactly how each one is computed so you can trust (and argue with) it.

Grade

A spec-aware score from 0–100, shown as a letter. It starts at 100 and subtracts a penalty for each issue the analyzer flags:

  • Critical issue: −18 base
  • Warning: −8 base
  • Info / good habits: 0 (good habits add a small bonus instead)

Diminishing returns: penalties are sorted biggest first, then scaled — the 1st counts 100%, 2nd 70%, 3rd 50%, 4th 35%, 5th 25%, and 15% after that. So a pile of small problems never adds up to an automatic F. Good habits add up to +4 total.

The result maps to a letter: A ≥ 93, A− ≥ 90, B+ ≥ 87, B ≥ 83, B− ≥ 80, C+ ≥ 77, C ≥ 73, C− ≥ 70, D ≥ 60, F below 60.

Fights shorter than 60 seconds aren't graded — there isn't enough combat to judge fairly. A scorecard shows its grade drivers (the exact penalties), and you can toggle the death and consumable penalties off to see their effect.

Throughput (DPS / HPS / DTPS)

Output per second over the raid's active combat time: DPS (damage done) for damage dealers, HPS (effective healing) for healers, and DTPS (damage taken) for tanks. It's a raw rate — useful for spotting outliers, though the grade is the fairer cross-player comparison since it accounts for spec and fight.

Deaths & the death budget

Deaths are judged against a death budget scaled to the raid: max(1, round(fights ÷ 2)) — about one allowed death per two boss fights. So a 6-boss night allows ~3 deaths before it costs grade points; staying within budget costs nothing.

The death penalty grows with how far over budget you are (and is capped), and you can switch it off on any scorecard if you just want the execution read.

Death report & healing gaps

For each death we look at the 8 seconds before it: the killing blow, the damage taken, and the healing received. A death is tagged a healing gap when it came from sustained damage (not a single near one-shot — i.e. no one hit was ≥ 85% of the damage) that incoming healing covered less than half of. That flags deaths that look preventable by healing rather than the player — a signal for the healers, not just the one who died.

Guild report card

The guild card rolls up the analyzed logs in a workspace: average grade per player, recurring issues (a problem flagged in at least half the raids you have data for), most-improved, and the guild death report (causes aggregated across raids). It reads the per-report summaries saved at download time, so it's a synthesis of the same numbers above — nothing new is invented.