THE METHOD

How We Count

Every number on Conquest Logs and Meta comes from the realm's own record of each dungeon and raid run. Nothing is uploaded and no addon is involved. This page says how each number is made, and what is left out.

What a Run Records

The realm records every dungeon and raid run as it happens. For each player in the run it keeps running totals: damage done (auto attacks, abilities, spells, damage over time, pets and guardians, and the share that went into bosses), effective healing and overhealing, damage taken and how much of it a shield absorbed, deaths and killing blows. It also keeps each player's abilities, every boss pull (kill or wipe, how long it took, how much health the boss had left), every death (who or what dealt the killing blow, and with what), the enemy abilities that hit the group, and the gear and Character Advancement build each player had (Gear and Build, below).

Ability tables cover the whole run: every pull and the trash between them together. Newer runs also show them for each boss pull and for the trash on its own (Pulls, below).

Newer runs also keep, for each death, the hits and heals the player took just before it (Death Recap, below).

Newer runs also keep the enemy abilities that hit each player, not only the group (What Hit Us, below).

Newer runs also count the spells each player cast, and their interrupts and dispels (Casts, Interrupts and Dispels, below).

Newer runs also keep how long each player's buffs and debuffs were up (Buff Uptime, below).

Newer runs also keep what each player did and took over the course of the run (Timeline, below).

Newer runs also keep the guild each player belonged to (Guild, below).

A run marked Partial run was not recorded in full (for example, a player beyond the recorder's capacity was inside, or the recording started after the run did). It is shown, but never ranked. Detail incomplete means some detail, such as the timing of the boss pulls, is missing; the totals are still whole.

Damage and Healing

DPS (fight)
Damage to any creature while a boss pull lasts (adds included; overkill not counted), divided by the pull's length, from the pull to the kill or the wipe. The boss attempts view of a run report shows it, and the rankings use it.
Boss DPS
Damage to every boss creature while the pull lasts, divided by the same fight time. It sits beside DPS (fight) and is never mixed into it.
DPS and HPS in a run report
The player's damage (or healing) over the whole run, divided by the run's length.
Active DPS and HPS
Damage (or healing) divided by the time the player was active: the seconds in which they were hitting or healing. A gap of up to 5 seconds between their own actions counts as active; a longer gap does not. Waiting before a pull does not dilute it. The tier list uses this.
Overkill
Damage beyond what a target had left is not counted as damage done; it is shown on its own as overkill.
Healing
Healing is effective healing: what actually restored health. Overhealing is shown on its own and never added in. Absorb shields are not counted as healing, and damage soaked by an enemy's shield is not counted as damage.

These numbers differ from an in-game damage meter, by design. A meter counts from its own segments and its own idea of combat, and some add overkill or overhealing in. Ours are counted by the realm itself, the same way for every player, and one ranking never mixes two definitions. We do not claim our numbers match any other meter or site.

Pulls

A run report's Abilities view shows a player's abilities for the whole run, for the trash, or for one boss pull: pick it under Pull, or follow Abilities in this pull on Boss Attempts.

  • A pull's numbers count every creature hit while it lasts; pulls that overlap — several bosses fought together — each count the shared time. Healing is counted the same way.
  • The trash is the time between pulls: everything done while no boss pull was open, before the first pull and after the last included.
  • A player's abilities in a pull add up to the damage and healing Boss Attempts shows for them in that pull, unless the view says the run's pull-by-pull detail was not recorded in full.
  • Pulls are never added together. Without overlapping pulls, the whole run is the trash plus every pull, unless the view says the run's pull-by-pull detail was not recorded in full; when pulls overlap, adding them would count the shared time twice, so the page never adds pulls together.
  • Asked for a pull or the trash, runs recorded before this view existed say Not recorded for this run; their whole-run tables are unchanged.

Gear and Build

A run report's Gear & Build view shows the gear each player wore and the Character Advancement build they had in that run. The realm records them when the character enters the run, again when it comes back in, at a key start, and at the start of each boss pull when anything changed since. Pick a pull to see them as they were when that pull began (for a player who joined later, as they were when they joined); otherwise the view shows the last ones recorded.

  • Items are shown as worn: for each, whether it held a permanent enchantment, how many gems sat in its sockets, and the level-scaling stamp the server applied to it in that run. While the realm applies no stamps, a run shows none, even where the armory shows one. An item with a random bonus shows under its own name, without the bonus (“of the Bear”).
  • Temporary enchants (oils, poisons) are not shown, and items that cannot be obtained in the game are not shown.
  • The spec shown at a boss pull is the one the character entered the run with (the view says Spec at entry there): a change of spec inside the run shows from the character's next entry, while the spec slot and the build shown are those of the pull.
  • Another player's gear and build are shown only where the armory would show that character, and each look counts toward the same daily lookup limit as the armory.
  • Runs recorded before this view existed say Not recorded for this run.

Death Recap

In a run report's Deaths view, a death's Recap opens the last moments before it, newest last.

  • A recap shows the last 20 damage and healing events before the death: the hits the player took from creatures and the heals they received, each with who or what dealt it (when known), the ability, the amount, what a shield absorbed, the overkill or overheal, whether it was a critical hit, and the health left.
  • A hit's amount is the damage that got through after any shield, and a heal's is the health it restored. The Deaths view's last hit counts what a shield absorbed as well.
  • A recap starts again after each death: a later death's recap holds only what came after the one before it, and a death with nothing recorded before it has no Recap.
  • Heals show only when they restored health; a heal that landed on full health does not.
  • Falling and other environment damage are included, and so is damage a player dealt to themselves.
  • An instant kill that deals no damage does not show: the recap then ends with what came before it.
  • Each event's time is counted back from the death (-3.2 s is 3.2 seconds before it), and the health left is a share of the player's maximum health when they died, so it can read above 100% when that maximum fell between the event and the death.
  • A player of the group shows as everywhere else in the report: a hidden character as Hidden and its spec.
  • When some of a run's recaps were not recorded, the Deaths view says so above its table.
  • Runs recorded before this view existed have no Recap and say Not recorded for this run under their deaths.

What Hit Us

A run report's What Hit Us view lists the enemy abilities that hit the group. Newer runs also show it for one player: pick a player under Player (Everyone is the whole group).

  • A player's table holds only the enemy hits that landed on that player, over the whole run.
  • Damage is what got through after any shield, as in the Meters view's Taken; what a shield absorbed is shown on its own. Largest and Of health count the whole hit, what a shield absorbed included.
  • A player's table adds up to the damage taken the Meters view shows for them, and the players' tables together make up the group's, unless the view says some of what hit each player was not recorded in full.
  • For one player, Of health is the largest share of that player's maximum health that any one hit took, as that maximum stood when the hit landed, and On tanks is left out.
  • A hidden character is listed as Hidden and its spec, as everywhere else in the report.
  • Runs recorded before this view existed show the group's table as before, and say Not recorded for this run for one player.

Casts, Interrupts and Dispels

A run report's Abilities view lists the spells a player cast, the enemy casts their spells interrupted and the effects their spells removed, for the whole run or for one boss pull; the Meters view adds each player's Interrupts and Dispels over the whole run.

  • A cast counts when the player, or their pet or totem, started it and it is one of their own spells or an item's. It counts once, when it goes off: a cast stopped or failed before that does not count.
  • Spells set off by other spells, by procs or by other effects, auto-repeat shots, and spells the character does not know itself that are cast for it (opening a lock, for example) do not count as casts. A spell set off by another spell, a proc or a talent still counts its interrupts, dispels and spell steals, and Abilities lists it with 0 casts.
  • Spells cast from items — trinkets, potions — are listed with the other spells, also for a hidden character, which shows as Hidden and its spec. Spells cast only by items that cannot be obtained in the game are not shown.
  • An interrupt counts each time a spell of the player's, or of their pet's, stops an enemy's cast, also when another spell, a proc or a talent set that spell off. A stun or a silence that cuts a cast short is not counted as an interrupt.
  • A dispel counts each effect a spell removes, from a player or from a creature, and a spell steal each effect it takes. The Meters view's Dispels counts the effects dispelled; spell steals show only under Abilities.
  • A spell that frees its target from stuns, roots, slows or fears is not counted as a dispel.
  • A pull's casts, interrupts and dispels count everything done while it lasts; pulls that overlap each count the shared time, as abilities do. The trash has none of its own.
  • When some of a run's casts, interrupts or dispels were not recorded in full, the Meters and Abilities views say so.
  • Runs recorded before this view existed have no Casts block and no Interrupts or Dispels column, and say Not recorded for this run under their meters and abilities.

Buff Uptime

A run report's Buffs & Debuffs view shows, for one player, how long buffs were up on them, how long the buffs they gave were up on the other players, and how long their debuffs were up on bosses: for the whole run or for one boss pull. Pick a player under Player and a pull under Pull.

  • A buff on a player counts the time it was up on them while they were in the run, whoever cast it; two of the same buff up at once count once. Applications counts the times it came up (in a pull, one already up when the pull began counts too); a refresh while it is up is not a new one.
  • Buffs given count the time summed over the players holding them (the other players of the run, while they were in it): a buff kept on four players for a minute counts four minutes. Players is the average number of players holding it: that time divided by the player's time in the run, or by the pull's length.
  • Debuffs on bosses count the time any creature of that boss held it. A debuff that stays on a boss after its caster has left keeps counting, so its share can pass 100%. Debuffs on other creatures are not recorded.
  • A pet's, totem's or guardian's buffs on the other players and debuffs on bosses count for its owner, marked Pet, and so do those of a creature the player controls.
  • Permanent self buffs (forms, stances, presences, aspects) and mounts are not counted, nor are passive or hidden effects and the realm's ruleset buffs (High-Risk, War Mode, PvE mode). Buffs and debuffs of spells cast only by items that cannot be obtained in the game are not shown.
  • Over the whole run, the shares are of the time the player was in the run; in a pull, of the pull's length. A pull counts everything up while it lasts; pulls that overlap each count the shared time, as abilities do, and the trash has none of its own.
  • A hidden character is listed as Hidden and its spec, with its buffs and debuffs, as everywhere else in the report.
  • When some of a run's buffs and debuffs were not recorded in full, the view says so.
  • Runs recorded before this view existed say Not recorded for this run.

Timeline

A run report's Timeline view charts one thing at a time over the course of the run: the damage each player did, the healing they did, or the damage they took. Pick which under Metric. The players with the most are drawn when the view opens, and a toggle shows or hides each of the others; Show as table gives the same numbers as a table.

  • The run is cut into steps of 5 seconds in a dungeon and 10 seconds in a raid. A dungeon run of more than about 42 minutes, or a raid of more than about 85, is drawn in steps twice as wide, and a longer one in steps wider again.
  • Each value is what the player did in that step, per second, so a short burst is spread over its step. Damage is counted as in the meters (damage to creatures, overkill not counted, pets and guardians included); healing is what restored health, with overhealing left out; damage taken is what creatures dealt, after shields took their part. The last step covers only what is left of the run, so its value usually reads low.
  • The first step starts when the run does (in a timed key, when the key starts), so a quiet start is part of the chart.
  • Shaded bands are boss pulls, numbered as in Boss Attempts; the time between them is the trash. A diamond marks a death of a player shown.
  • A hidden character is listed as Hidden and its spec, with its line, as everywhere else in the report.
  • When some of a run's timeline was not recorded in full, the view says so.
  • Runs recorded before this view existed say Not recorded for this run.

Guild

A run report shows the guild each player belonged to the last time the realm noted it. The realm notes it when the player enters the run, again when the player comes back in, and when a key starts; the last note before the run ends is the one kept.

  • In Meters the guild is listed under the player's name, as <Guild>. A player who belonged to no guild then has no line.
  • Beside the report's title the guild appears as a tag only when at least two players who are shown were in the same guild and they are at least half of everyone in the run. When the two guilds with the most players shown have the same number, no tag is shown.
  • The name shown is the guild's name now, for as long as that guild exists; once it is gone, the name it had at that last note.
  • To anyone but its owner, a hidden character is listed as Hidden and its spec, with no guild line. It is not counted into a guild's players for the title, though it still counts as one of everyone in the run.
  • Runs recorded before this existed show no guild.

Leaderboards

  • Timed keys: per dungeon, the timed Mythic+ runs of the season, the higher key first and then the faster time.
  • Mythic+ score: every character with a timed key this season, by score (below).
  • Raid clears: per raid, difficulty and raid size, the time from the first boss pull to the final boss kill.
  • Boss kills: per boss, difficulty and raid size, the length of the fight that killed it (a fight under 5 seconds, or one where the players dealt less than 90% of the boss's health, is not a record; for Vaelastrasz, Viscidus and Buru, which lose health by their own fight, some damage from the players is enough).

A run can be ranked only when all of this holds:

  • it was recorded in full (not a partial run), and its own totals add up when the realm checks them;
  • none of the realm's automated test accounts took part (their runs are tests: only the players in them can see them);
  • for a raid clear, the timing of every boss pull was recorded;
  • for Mythic+, a player counts for the key only if they were inside for at least half of the run;
  • the content was open to players when the run started (a run in a raid or a part of one that had not opened yet counts nowhere).

Leaderboards and scores are rebuilt once a night from the day before. When a page says As of a date, that is the day it shows.

Rankings

The rankings put characters side by side: one board per raid boss (or Mythic+ dungeon), difficulty, raid size and spec, ranked by one number.

  • What ranks: raid boss kills and timed Mythic+ keys. Boss kills in Normal, Heroic and Mythic dungeons are not ranked; they still show in run reports.
  • The numbers. DPS (fight) is damage to any creature while the pull lasts (adds included; overkill not counted), divided by the pull's length; HPS (fight) is effective healing over the same time; boss DPS is damage to every boss creature in the pull over the same time. For Mythic+ the number is the whole run over the key's own clock, its countdown included. Damage, tank and support specs are ranked by DPS and healers by HPS unless you pick another; one board never mixes them.
  • One character, one row: each board shows a character once, with its best.
  • Gear brackets follow the ladder number (the item level when there is none). The rankings show each character's item level and gear bracket from the gear recorded for the ranked fight: as worn when the pull began (for a player who joined later, as when they joined), and for a timed key the last gear recorded in the run. Items that cannot be obtained in the game are not counted. Older entries, and any without a usable record of that gear, show them as they were when the character last entered the run: at its start, or on coming back in later (after a corpse run, for example).
  • Which kills count. A raid boss kill shorter than 5 seconds is not ranked, and neither is one where the players dealt less than 90% of the boss's health (a kill by a command, or a fight joined half-way). Three bosses lose health by their own fight — Vaelastrasz, Viscidus and Buru — so for them some damage from the players is enough. Bosses that fight together rank once per kill, under one of their names (always the same one). A player ranks when they did damage or healing in the fight and their spec is known; a Mythic+ player also needs to have been inside for at least half of the key. A run in content that was not yet open to players counts nowhere.
  • Percentiles appear once at least 10 characters of a spec have a ranked kill on a board. A character's best is placed on the line through the 10th, 20th … 100th percentiles of every character's best, interpolated in between and then rounded down, and equal results never count above each other. Below 10 characters the board shows plain places, such as 3rd of 4.
  • Per season, as of last night. Boards and percentiles are per season and are rebuilt once a night; until then a run report marks a new raid kill Provisional.
  • Hidden characters are left out of the boards, and the characters below them move up; they still count toward the percentiles. Deleted characters keep the name they had, unless they were hidden.
  • First recorded kill: the earliest ranked kill of each raid boss, per difficulty and raid size, kept for all time — since recording began on 27 September 2026. Kills in content that was not yet open do not count. The board names no one: it shows the day the boss died and each group only by its members' specs and roles, with no link to the run.

Mythic+ Score

Each timed key earns points from its level and the share of the timer left over:

points = 25 + 10 × level + 5 × min(time left ÷ time limit, 0.4) ÷ 0.4

rounded to one decimal. The time bonus is at most 5 points, and each key level is worth 10, so a lower key can never outscore a higher one.

Worked examples of Mythic+ points
KEYTIME LEFTPOINTS
+1timed with seconds to spare35.0
+1020% of the timer127.5
+2040% of the timer or more230.0

A character's score is the sum, over the keystone dungeons, of its best timed key in each one this season. Only keys the character finished in time count, and only if the character was inside for at least half of the run. The score board ranks by score; when two scores are equal, the one reached first ranks higher. Scores start from zero every season.

The Tier List

Meta shows how each specialisation performs among the players who play it, within its role, in one content, difficulty and key bracket at a time. It is not a verdict on the spec in general: the better player beats the better spec.

  1. Which runs. The last 14 days of runs, ending yesterday (UTC), that could be ranked (above). A player's run is rated only after at least 2 minutes of active time.
  2. What is measured. Damage specs and tanks: damage per active second. Healers: effective healing per active second. Support specs: damage plus effective healing per active second. The tier list does not count buffs or mitigation, so what a tank or a support spec adds beyond that is not in the number.
  3. Against its peers. Each rated run is divided by the median of the other specs' players in the same role, content, difficulty, key bracket and gear bracket, so a spec that only runs high keys in good gear is not flattered by it, and a spec is never its own yardstick. ×1.00 is typical for the role.
  4. One character, one voice. Each character's runs are reduced to their median first, and the spec's figure M is the median of those, so one player with forty runs counts once.
  5. Small samples are pulled toward typical. The number shown is rel* = 1 + (M − 1) × c ÷ (c + 8), where c is the number of distinct characters. A spec at M = 1.20 reads ×1.10 with 8 characters and ×1.15 with 24.
  6. The interval. Beside the number is a 95% interval taken from the ordered per-character medians (no assumption about their shape), pulled toward ×1.00 the same way.
Letter bands
LETTERREL*
S×1.10 and above
A×1.04 to ×1.10
B×0.96 to ×1.04
C×0.90 to ×0.96
Dbelow ×0.90

The bands are fixed, so a balanced realm reads mostly B. When the interval includes ×1.00, an S is shown as A and a D as C: the data cannot yet tell it apart from typical.

Enough data.

  • Fewer than 6 characters: the spec shows Collecting data. Nothing is published for it; the number is not even sent to the page.
  • 6 to 14 characters: the number and its interval, no letter.
  • A letter needs at least 15 characters and 10 runs.
  • A role shows letters only once at least half of its specs in that tab have one. Until then, the specs that qualify show their numbers only, and the role says Letters appear when enough specs in this role have data.

Beside the number. Popularity is the spec's share of the role's player runs in the tab. Deaths is the spec's deaths per hour of active time divided by the role's: ×0.80 means a fifth fewer deaths than the role as a whole. Success is timed keys out of keys run (Mythic+) or clears out of runs (everything else), with a 95% Wilson interval. The top abilities come from the same runs.

Build Popularity

The Gear Planner's Character Advancement view shows, for a specialisation, the share of players who took each node of the build and at which rank. A switch picks whose builds are counted: Current, In runs or Top players.

  • Current is the build every level-60 character of the specialisation has set now, as of the last nightly update. It includes alts and builds still being tried.
  • In runs is the build each character had in its newest recorded run of the last 95 days, in any dungeon or raid, ranked or not. A run marked Partial run, and a run in content that was not yet open, does not count. Pick the content beside the switch: all of it, dungeons, raids or Mythic+.
  • Top players is the best quarter of each board this season. For each specialisation and each boss or dungeon, every character counts once with its best result of the season; the characters in the best quarter of that board (at least one) count with the build they had in that result. A Mythic+ dungeon is one board for all key levels together. The season so far is counted, so this source starts again, and shows Collecting, when a new season begins.
  • One character, one voice: a character counts once for a specialisation and a content, however many runs it did.
  • The specialisation is read from the build itself, from its signature node. A build with no signature node, with more than one, or whose record is incomplete is left out. A rank outside 1 to 5 is counted as the nearest one.
  • Hidden characters are left out before anything is counted, so a quarter, a share or a total never includes them. A hide takes effect with the next nightly update.
  • With fewer than 6 characters a source shows Collecting and no share is published. The share beside a node is of the characters counted; each rank's share is of the characters that took the node.
  • The figures are rebuilt once a night.
  • A build many top characters ran. The shares above are per node, so together they are not a build. For Top players the Talents builder and Meta can also show one whole build, but only when at least 6 different characters ran exactly the same one: the same nodes at the same ranks, among the characters of the best quarter (above) for a specialisation and a content (all content, raids or Mythic+). The free passives a specialisation grants are left out, so having them recorded or not makes no difference.
  • It is shown only when at least 6 characters ran it. It then says how many top characters ran it, and the builder offers Copy this build, which makes it your plan in one step you can undo. Below 6 the page says Collecting and shows nothing; a build that fewer than 6 characters ran is never stored. Expect to see Collecting for a while: characters rarely take exactly the same build.
  • When two builds have the same number of characters, the one whose list of nodes sorts first is shown.
  • Hidden characters are left out before the best quarter is cut, so they count neither toward the 6 nor toward the quarter. A hide takes effect with the next nightly update.
  • Only the list of nodes and ranks and two counts are kept: no character, no name, no guild. The figure is rebuilt once a night and only the newest is shown.

Support Credit

Support specialisations are ranked like every other: by damage plus effective healing. Beside that number the rankings of a support specialisation, a character's best ranked kills and the spec card on Meta show what the character's buffs, debuffs, interrupts and dispels came to in the same kill or key. It is not a score, it is not added to the ranking, and nothing is sorted by it.

  • Buffs given is the average number of players holding the character's buffs: the time its buffs were up on other players, summed over those players and over the buffs, divided by the character's time in the fight (the pull's length for a boss kill, the time in the run for a key). The buffs are added together, so with many buffs it can pass the size of the group. The icons beside it are the three buffs with the most, each with its own average. The same buff from two supports counts for each of them.
  • Debuffs on the boss is the most of the pull or key that one of the character's debuffs was up on a boss, as a share, never above 100%. The icons beside it are the two debuffs with the most.
  • Interrupts counts the enemy casts the character's spells stopped, and Dispels the effects they dispelled or purged, over the same fight. Effects stolen are counted apart and shown on hover.
  • A pet's, totem's or guardian's buffs, debuffs, interrupts and dispels count for its owner, as in Buff Uptime, where permanent self buffs and mounts are left out too. Buffs and debuffs of spells cast only by items that cannot be obtained in the game are not shown.
  • A Partial chip means some of that kill's or key's buffs or casts were not recorded in full: the figures may read low, and they are left out of the specialisation's typical figures.
  • Meta's spec card for a support specialisation shows its typical figures: each character's newest record of the last 14 days, and the median over the characters, from 6 characters on. Interrupts and dispels there are per kill or key: a raid kill, or one whole timed key.
  • Hidden characters have no row on the rankings, so none of their support credit is shown there.
  • Support credit is kept for 95 days, like the full run report. After that, and for a kill or key recorded without it, the rankings say Not recorded.

Worn by Players

On a specialisation's list in the Gear Planner, a switch picks between the planner's own list and what players wear: Worn by players or Worn by top players. For each slot it shows the items worn most, with the share of players wearing each, and the enchantments and gems used most. It counts what characters wear. It does not say which items are better.

  • Level-60 players, now is the gear every level-60 character of the specialisation has equipped, as of the last nightly update. It includes alts and gear still being replaced.
  • Players in recorded runs is the gear each character had in its newest recorded run of the last 95 days, in any dungeon or raid, ranked or not. A run marked Partial run, and a run in content that was not yet open, does not count. Pick the content beside the switch: all of it, dungeons, raids or Mythic+.
  • Worn by top players is the top quarter of each board this season. For each specialisation and each boss or dungeon, every character counts once with its top result of the season; the characters in the top quarter of that board (at least one) count with the gear they wore in that result. The season so far is counted, so this view starts again, and shows Collecting, when a new season begins.
  • A character counts once for a specialisation and a content, however many runs it did.
  • The specialisation of a recorded set is read from the build the character had then, from its signature node. A set whose build has no signature node, has more than one, or whose record is incomplete is left out.
  • A ring or trinket worn in both slots counts once, and the two slots are one row. The shirt and the tabard are never counted. A slot holding an item that cannot be obtained in the game is left out whole, with its enchantment and gems, but its character is still counted.
  • Hidden characters are left out before anything is counted, so a share or a total never includes them. A hide takes effect with the next nightly update.
  • With fewer than 6 characters a view shows Collecting and no share is published. An item, enchantment or gem is listed only when at least 2 characters wear it, up to 8 items and 5 enchantments and 5 gems per slot. Each share is of the characters counted, and the line under the list says how many they were and over what time.
  • The figures are rebuilt once a night and kept for 14 days; only the newest is shown. When the nightly update is late, the page says so and shows the last figures.
  • The typical set is the item worn most in each slot, and the two items worn most for rings and for trinkets. Players do not necessarily wear them together.

Stat Priorities

Under the list of what players wear, the page adds up the typical set in your browser: what top players stack. It is not a set of stat weights, and nothing in it is measured from fights.

  • The totals are the typical set's items added up at level 60, with the same stat folding the planner uses to rate the specialisation. Enchantments, gems and set bonuses are not added, and items the planner does not rate are not counted.
  • A share is a rating's part of all the rating points in the set: hit, critical strike, haste, expertise, armor penetration, defense, dodge, parry, block and resilience. Main stats, powers and armor are shown as totals only.
  • Beside the totals the page can show your own sheet: the equipped gear of one of your characters of the class, added up the same way. Only you see it.
  • The typical set is made of the items worn most, not of any one player's set, so its totals say what players tend to stack, not what is better to stack. They do not replace the planner's weights and do not change them.

All Stars

In Rankings, the All Stars tab puts the characters of one specialisation side by side across all its boards in one content, Raids or Mythic+, and one season. Each character gets season points and a Performance Average. The formulas are our own, and they are these:

season points = the sum of the character's percentile on each board it is on

Performance Average = season points ÷ the boards the character is on, rounded half up to one decimal

  • A board is a raid boss at its difficulty and raid size, or a Mythic+ dungeon with every key level together, for one specialisation. It counts only when at least 10 characters of the specialisation have a ranked result on it. A board with fewer is not scored for anyone, and is never counted as a zero.
  • The result on a board is the character's best of the season in the number the specialisation is ranked by: DPS for damage, tank and support specialisations and HPS for healers (see Rankings), across all gear brackets.
  • The percentile is that result's place on the board's line of percentiles, from 0 to 100 and rounded down, in the way the rankings place it. A result above the 100th percentile counts 100. The line is the one from the last nightly update.
  • N of M boards: N is the boards the character is on, M the boards of its specialisation that count in this content and season. Points reward breadth, so a character on more boards can have more points than one with a higher average.
  • The Performance Average is shown from 3 boards. With fewer, the list shows a dash and the character is still ranked by its season points and, among equal points, by that average, which the list does not show.
  • The order: season points, most first; then the Performance Average, highest first; then whoever reached its points earlier, by the moment of its latest best result; a tie left after that is broken the same way every time.
  • Support credit is not part of the points.
  • As of: the boards are rebuilt once a night, so the points can move a little each night. The page says which day it is as of, and says so when the nightly update is late. A new season starts again from nothing.
  • Until a board has 10 characters, or until the nightly update has built it, the tab says Collecting and shows no number.
  • Hidden characters are left out of the list at once, and the characters below them move up. They still count toward the percentiles, as in the rankings.
  • A character's page shows its own Performance Average, over the boards it is on, from 3 boards. It is worked out from the character's results as they are now, so it can differ from the list until the next nightly update.

Guild Pages

In Conquest Logs, the Guilds tab lists the guilds that ran in the last 95 days, and a guild's page shows how many players and runs it had, its raid progress, its best timed keys and the players seen under its tag. The guild tag beside a run report's title opens that page. It shows counts, bests and durations only.

  • A character's guild in a run is the one the realm last noted for it during the run (see Guild). A guild is told apart by its number and the date it was founded, so a guild that was disbanded and founded again is a new guild, and a renamed guild is the same one.
  • A run counts for a guild when at least 2 of its players share that guild and they are at least half of all the players in the run. Hidden players count in the total, never among the players who share the guild. When two guilds share the highest number of players in a run, the run counts for neither.
  • A guild is listed, and has a page, once at least 3 different players have been seen under its tag, at least one run counted for it and it has runs on at least 2 different days. A guild with fewer is not listed, and a guild whose runs are all on one day has no page until it has a second day. A guild whose name the realm does not allow is not listed either.
  • Players are the different characters seen under the tag in any run, and runs are the runs that counted for the guild. The page says since which day the realm has had records of the guild, and it covers the last 95 days at most.
  • Raid progress is given for each raid and difficulty: the number of different bosses killed in the runs that counted for the guild, of the raid's bosses, and the shortest full clear as a time.
  • Timed keys are given for each dungeon: the highest key level the guild timed, the time left on that key, and how many timed keys counted for the guild.
  • The players list holds every character seen under the tag, also in a run that did not count for the guild. It gives the specialisation the character had in its newest run under the tag, the number of runs in which it carried the tag and the last day it did. Up to 100 players are listed, the ones with the most runs first.
  • A hidden character is not counted among a guild's players (from the next nightly update) and, until then, is listed only for its owner. The runs it was in still count for the guild.
  • The list of guilds is in an order, not a ranking: no guild has a place or a score. It puts first the guild whose players ran under the tag most recently, then the one with more runs.
  • A guild page lists players, so opening one counts toward the same daily limit as looking at another player's character.
  • The name shown is the guild's name now, for as long as that guild exists; once it is gone, the name it had when it was last seen. It is shown as a tag, <Name>.
  • The figures are rebuilt once a night from the last 95 days of runs. The page says which day it is as of, and says so when the nightly update is late. A guild that has no run in the last 95 days leaves the list.
  • Until a guild has 3 players, a run that counted for it and runs on 2 different days, or until the nightly update has built it, the tab says Collecting.

Seasons

Leaderboards, rankings and Mythic+ scores run per season. A new season starts when a content release opens new areas to explore; releases that only add events do not start one. Earlier seasons stay on the site, with their rankings and scores as they ended. First recorded kills are kept for all time. The tier list does not use seasons: it always covers the last 14 days.

How Long We Keep It

  • Full run reports (meters, abilities, pulls, deaths, what hit us, gear and build, buffs and debuffs, timeline, guild) are kept for 95 days. After that a run shows its summary and its group, marked Full report expired (kept 95 days).
  • Rankings, personal bests, records and scores are kept permanently, with the name the character had. A deleted character keeps that name in them, unless it was hidden before it was deleted.
  • The gear and build of each ranked kill and timed key are kept permanently, with the rankings; a hidden character's are kept but shown to no one else.
  • The tier list's daily results are kept for 100 days.
  • The nightly build figures for builds in runs and top players are kept for 14 days, and only the newest is shown. Support credit is kept for 95 days, like the full run reports.
  • The nightly figures for what players wear are kept for 14 days, and only the newest is shown.
  • The nightly figures for All Stars are kept for 14 days, and only the newest is shown.
  • The nightly figures for guild pages are rebuilt from the last 95 days of runs; the previous night's are kept for up to 3 days, and only the newest is shown.

Hiding a Character

Every character has a Hide me switch on the account page. From the moment it is switched on, a hidden character:

  • is left out of the Mythic+ score board and the rankings, and the characters below it move up a place;
  • stays part of its group's run on the group leaderboards (timed keys, raid clears, boss kills and first recorded kills), and the run keeps its place: the character shows only as Hidden and its spec, in its class colour, with no name and no link (on the first recorded kills every player, hidden or not, shows only as a spec);
  • shows the same way, as Hidden and its spec, in other players' run reports, where its spells and buffs, those of the items it uses included, still show, as its damage and healing do;
  • has no character page for anyone else: a search or a link answers Not found, and its gear, build and guild in run reports are shown to no one else.

You still see everything about your own characters. Hidden characters still count toward the tier list's totals; no number there is published below 6 characters, so no single player can be picked out of it. They also still count toward the rankings' percentiles, which are shown only where at least 10 characters have a ranked kill.

Hidden characters are also left out of the builds in runs and the top players' builds before anything is counted (from the next nightly update), and have no support credit on the rankings.

Hidden characters are also left out of what players wear before anything is counted (from the next nightly update).

Hidden characters are also left out of All Stars at once, for everyone but their owner, and have no Performance Average line on a character page for anyone else.

Hidden characters are also not counted among a guild's players (from the next nightly update); until then a guild page lists them only for their owner.