Formulas and tests
Every number on the site rests on rules written down here. Forever changes classes, so Classic spreadsheets are a starting point, not the answer; tests on the rig check them.
The damage simulator
Used for the best attack order, stat weights and gear upgrades on stats pages and class pages.
- Spell power bonus per spell: cast time / 3.5 for direct damage (instants count as 1.5 s), duration / 15 for damage over time, halved each for spells that do both (Classic rule).
- Crits: spells 150%, melee 200%. Misses: melee 5%, spells 4%, plus 1% per level the target is above you, minus hit (Classic).
- Rage: 7.5 x damage / (0.0091 L^2 + 3.23 L + 4.27) per white hit (Classic). Energy: 10 per second. Mana: Spirit / 5 + 15 every 2 s once 5 s have passed since mana was spent (Classic, generic across classes).
- Strength gives 2 attack power (1 for rogues and hunters); agility gives 1% melee crit per 20 and 1 attack power for rogues and hunters; intellect gives 15 mana and 1% spell crit per 60; 14 attack power adds 1 weapon damage per second (Classic approximations).
- The target stands still, never dies and has the same level as you; no buffs, procs, talents or gear effects beyond the numbers the game shows.
- Abilities that only work after a dodge, below 20% health and the like are left out of the order and listed to use whenever they light up. Combo points and finishing moves are not modelled yet.
- Damage with no magic school named (bleeds, weapon strikes) is physical: melee hit and crit, no spell power.
Rankings
Each score is the average of percentiles against characters of the same class and level band (or the whole band when a class has fewer than 3), and shows only once at least 3 characters can be compared.
- Efficiency: levels per hour (higher is better), quests per hour (higher is better), turn-ins batched (higher is better), time eating and drinking (lower is better)
- Combat: seconds per kill, adjusted for mob level (lower is better), damage per second (higher is better), health left after fights (higher is better), mob level against yours (higher is better)
- Survival: deaths per hour (lower is better), deaths per 100 kills (lower is better), surviving fights with several mobs (higher is better)
- Healing: healing per second (higher is better), overhealing (lower is better), healing others (higher is better)
Play time
Time counts as playing while anything is recorded: quests, fights, loot, or moving. A gap of more than 3 minutes with nothing recorded is time away and doesn't count, for leaderboards, pace and time per quest step alike.
Class numbers
Medians per class and level band, shown once 3 characters are in a band. No single player's numbers are published. See them.
Ask for a test
Want a number nobody has measured? Tests run on the rig at a target dummy or in a dungeon, first come first served, and the result is published here with your name.