Player Warrior_Fury_T19H attempting 'use_item' action with item 'draught_of_souls' which is not currently equipped. Player Warrior_Arms_T19H attempting 'use_item' action with item 'draught_of_souls' which is not currently equipped. Player Warrior_Arms_T19H attempting 'use_item' action with item 'kiljaedens_burning_wish' which is not currently equipped. Priest_Shadow_T19H-potion: Unable to convert buff.bloodlust.react|target.time_to_die<=80|enemy_health_pct<35&cooldown.power_infusion.remains<30) into RPN Simulation has been canceled during player setup! (thread=0) Priest_Shadow_S2M_T19H-potion: Unable to convert buff.bloodlust.react|target.time_to_die<=80|enemy_health_pct<35&cooldown.power_infusion.remains<30) into RPN
Sum of all Simulation Durations is zero.
Average number of actions executed per minute.
Average absorption per active player duration.
Buffs received prior to combat and present the entire fight.
Average number of times an action is executed per iteration.
Average crit damage.
Percentage of executes that resulted in critical strikes.
Average damage per execution of an individual action.
Average damage per execute time of an individual action; the amount of damage generated, divided by the time taken to execute the action, including time spent in the GCD.
Average damage per resource point spent.
Average damage per active player duration.
Average damage per fight duration.
Average damage taken per second per active player duration.
Average healing (and absorption) per active player duration.
Average healing (and absorption) per fight duration.
Average healing (or absorb) per execution of an individual action.
Average healing (or absorb) per execute time of an individual action; the amount of healing generated, divided by the time taken to execute the action, including time spent in the GCD.
Average healing (or absorb) per resource point spent.
Average number of impacts against a target (for attacks that hit multiple times per execute) per iteration.
Percentage of executes that resulted in dodges.
Percentage of total DPS contributed by a particular action.
Percentage of total HPS (including absorb) contributed by a particular action.
Measure of damage smoothness, calculated over entire fight length. Related to max spike damage, 1k TMI is roughly equivalent to 1% of your health. TMI ignores external healing and absorbs. Lower is better.
Time bin size used to calculate TMI and MSD, in seconds.
Direct or Periodic damage.
This is roughly how many spikes as large as MSD Mean you take per iteration. Calculated from TMI and MSD values.
Temporary buffs received during combat, perhaps multiple times.
Percentage of executes that resulted in glancing blows.
Percentage of executes that resulted in blocking blows.
Associated spell-id for this ability.
Name of the ability.
Total damage for this ability during the fight.
Average non-crit damage.
Average time between executions of a particular action.
Average direct damage per execution.
Percentage of executes that resulted in misses, dodges or parries.
The player profile from which the simulation script was generated. The profile must be copied into the same directory as this HTML file in order for the link to work.
Percentage of executes that resulted in parries.
Average primary resource points generated per second.
Average primary resource points consumed per second.
Gain per unit stat increase except for Hit/Expertise which represent Loss per unit stat decrease.
Amount from raw gear, before class, attunement, or buff modifiers. Amount from hybrid primary stats (i.e. Agility/Intellect) shown in parentheses.
Amount after all static buffs have been accounted for. Dynamic buffs (i.e. trinkets, potions) not included.
Amount after class modifiers and effects, but before buff modifiers.
Average number of periodic ticks per iteration. Spells that do not have a damage-over-time component will have zero ticks.
Average crit tick damage.
Percentage of ticks that resulted in critical strikes.
Average non-crit tick damage.
Percentage of ticks that resulted in misses, dodges or parries.
Percentage of total time that DoT is ticking on target.
Average damage per tick.
The simulated encounter's duration can vary based on the health of the target and variation in the raid DPS. This chart shows how often the duration of the encounter varied by how much time.
This is the percentage of time in which no action can be taken other than autoattacks. This can be caused by resource starvation, lockouts, and timers.
This row ranks the scale factors from highest to lowest, checking whether one scale factor is higher/lower than another with statistical significance.
This is the range of TMI values containing 95.00% of the data, roughly centered on the mean.
Window length used to calculate TMI and MSD, in seconds.
Maximum amount of net damage taken in any N-second period (default 6sec), expressed as a percentage of max health. Calculated independently for each iteration. 'MSD Min/Mean/Max' are the lowest/average/highest MSDs out of all iterations.
Estimator for the 95.00% confidence interval.
This is the range of values containing 95.00% of the data, roughly centered on the mean.
Fight Length: 300.00
Vary Combat Length: 0.20
Fight Length is the specified average fight duration. If vary_combat_length is set, the fight length will vary by +/- that portion of the value. See Combat Length in the wiki for further details.