# The Blinding Vale +12 — TIMED

24:23 · 0 deaths · Tyrannical, Fortified, affix 147

*2026-08-29 · 23:28 · `WoWCombatLog-082926_220927.txt`*

> **AI-WRITTEN ANALYSIS** — The numbers come from the combat log. The verdict and notes were written by an AI reading them, and can be wrong in ways the numbers cannot. Written by Claude (Opus 5), from the combat log and the archive.

## A deathless +12 — and what kept the tank alive was not the healing number but nineteen cleanses of one debuff, the twentieth of which cost 5,436.

Nothing went wrong in this key. Five players, four bosses, 128 enemies, and nobody died — on trash or on a boss. It is your third-best composite of the 48 graded keys on record, and the two above it are a Ruby Life Pools +12 and the Voidscar +13 you ran an hour earlier tonight. Two A grades in one night.

The interesting part is which axes got you there. Your raw healing coverage was middling by your own standards. What was exceptional was the dispelling, the amount of time you spent actually casting, and how hard you pushed when the party was under pressure. This was a key won on upkeep and attention rather than on throughput, and the deathless result says the upkeep was the right call.

There is one gap and it is not yours: the group let through a fifth of the casts it could have stopped, and almost all of that sits with one player.

**What to change**

1. Nothing to change on the dispels — you took every one that was reachable. If the group wants the last of it, the second Toxic Spew round needs a second dispeller, not a faster you.
2. Ask Demo Lock for kicks. One player took 1 of roughly 16 expected and that is most of the 20% of stoppable casts that got through.
3. Holy Power overcap was 112 of 779 generated (14%), the same as your last key. Still the cheapest throughput available if you want one habit to tighten.
4. Your coverage ran 77% against 87% on the Voidscar earlier tonight. It cost nothing here because this dungeon has no one-shot; on a key that does, that margin is what disappears.

## The run

| | |
|---|---|
| on the clock | **24:23** — 22:53 fighting |
| deaths | **0** — timer agrees (-0.03 implied) |
| party damage taken | **231,418,459** — 168,513/s while fighting |
| enemies killed | **128** |
| interrupts | **79/99** — 80% |
| dispels | **30/38** — 4,019,337 came through |

## Players

| player | spec | role | ilvl | DPS | HPS | taken/s | deaths | grade |
|---|---|---|---:|---:|---:|---:|---:|:---:|
| Prot Paladin | Prot Paladin | tank | 297 | 98,639 | 21,673 | 74,578 | 0 | **A-** 85 |
| Hyporock | Holy Paladin | heal | 311 | 18,871 | 98,038 | 22,880 | 0 | **A** 89 |
| Arcane Mage | Arcane Mage | dps | 315 | 218,408 | 72 | 19,192 | 0 | **B-** 75 |
| Arms Warrior | Arms | dps | 305 | 164,881 | 6,983 | 25,623 | 0 | **C+** 71 |
| Demo Lock | Demo Lock | dps | 315 | 256,266 | 3,228 | 14,973 | 0 | **C** 66 |

### Prot Paladin — Prot Paladin — A- (85/100)

**Where the points went**

- **-8 damage (rank)** — scored 56: 98,639 dps, 46% of the average DPS
- **-3 mitigation** — scored 89: 98% uptime of the 100% this kit can hold, 100% of worst windows covered
- **-2 interrupts (rank)** — scored 93: 44 stops vs 32 expected

<details><summary>All axes</summary>

- **survival− 100** [no charge] — 0 death(s)
- **mitigation 89** [w 27%] — 98% uptime of the 100% this kit can hold, 100% of worst windows covered
- **damage~ 56** [w 18%] — 98,639 dps, 46% of the average DPS
- **mechanics− 100** [no charge] — 0% of intake was damage comparable players did not take
- **interrupts~ 93** [w 27%] — 44 stops vs 32 expected (group stopped 80%, not scored here)
- **activity 92** [w 15%] — 98% engaged while alive in combat
- **utility 96** [w 12%] — 3 used of ~5 the kit offered
- _overcapped Holy Power: 415 of 1,469 generated (28%)_
- _never pressed: Blessing of Spellwarding_
- _not counted as button presses (procs, ticks): Divine Hammer, Empyrean Hammer, Sacrosanct Crusade, Shield of the Righteous_

</details>

### Hyporock — Holy Paladin — A (89/100)

**Where the points went**

- **-8 throughput** — scored 76: covered 77% of the 159,038,503 that needed an outside heal (34% of the party's intake was self-covered or overkill); 11,884,231 absorbed
- **-1 response** — scored 96: put back 50% of the 79,548,344 that landed in the party's worst windows

<details><summary>All axes</summary>

- **survival− 100** [no charge] — 0 death(s)
- **throughput 76** [w 34%] — covered 77% of the 159,038,503 that needed an outside heal (34% of the party's intake was self-covered or overkill); 11,884,231 absorbed
- **response 96** [w 25%] — put back 50% of the 79,548,344 that landed in the party's worst windows
- **mechanics− 100** [no charge] — 0% of intake was damage comparable players did not take
- **interrupts** — n/a. no interrupt on the bar
- **dispel 100** [w 16%] — 30/30 of what one dispeller could reach (38 landed; the rest overlapped a debuff already being cleansed)
- **activity 96** [w 15%] — 95% engaged while alive in combat
- **utility 90** [w 10%] — 47 used of ~77 the kit offered
- _overcapped Holy Power: 112 of 779 generated (14%)_
- _not counted as button presses (procs, ticks): Reclamation_

</details>

### Arcane Mage — Arcane Mage — B- (75/100)

**Where the points went**

- **-10 interrupts (rank)** — scored 69: 9 stops vs 16 expected
- **-9 damage (rank)** — scored 78: 218,408 dps, 104% of the other damage dealers' median
- **-6 activity** — scored 77: 94% engaged while alive in combat

<details><summary>All axes</summary>

- **survival− 100** [no charge] — 0 death(s)
- **damage~ 78** [w 42%] — 218,408 dps, 104% of the other damage dealers' median
- **mechanics− 100** [no charge] — 0% of intake was damage comparable players did not take
- **interrupts~ 69** [w 32%] — 9 stops vs 16 expected (group stopped 80%, not scored here)
- **activity 77** [w 26%] — 94% engaged while alive in combat
- **utility 0** [w 0%] — 0 used of ~60 the kit offered
- _never pressed: Ice Block, Remove Curse, Spellsteal_

</details>

### Arms Warrior — Arms — C+ (71/100)

**Where the points went**

- **-20 damage (rank)** — scored 53: 164,881 dps, 69% of the other damage dealers' median
- **-5 activity** — scored 81: 95% engaged while alive in combat
- **-5 interrupts (rank)** — scored 86: 21 stops vs 16 expected

<details><summary>All axes</summary>

- **survival− 100** [no charge] — 0 death(s)
- **damage~ 53** [w 42%] — 164,881 dps, 69% of the other damage dealers' median
- **mechanics− 100** [no charge] — 0% of intake was damage comparable players did not take
- **interrupts~ 86** [w 32%] — 21 stops vs 16 expected (group stopped 80%, not scored here)
- **activity 81** [w 26%] — 95% engaged while alive in combat
- **utility 0** [w 0%] — 0 used of ~6 the kit offered
- _overcapped Rage: 705 of 2,684 generated (26%)_
- _never pressed: Rallying Cry_

</details>

### Demo Lock — Demo Lock — C (66/100)

**Where the points went**

- **-27 interrupts (rank)** — scored 16: 1 stops vs 16 expected
- **-4 activity** — scored 85: 96% engaged while alive in combat
- **-3 damage (rank)** — scored 92: 256,266 dps, 134% of the other damage dealers' median

<details><summary>All axes</summary>

- **survival− 100** [no charge] — 0 death(s)
- **damage~ 92** [w 42%] — 256,266 dps, 134% of the other damage dealers' median
- **mechanics− 100** [no charge] — 0% of intake was damage comparable players did not take
- **interrupts~ 16** [w 32%] — 1 stops vs 16 expected (group stopped 80%, not scored here)
- **activity 85** [w 26%] — 96% engaged while alive in combat
- **utility** — n/a. no utility cooldown with a measured recharge yet
- _overcapped Soul Shards: 69 of 958 generated (7%)_

</details>

*Axes marked ~ are ranked against the other players in this key, not measured on their own. Someone is always in the middle.*

## Where the time went

| | seconds | |
|---|---:|---|
| combat | 1,373 | 22:53 |
| routing | 86 | 1:26 |
| lead in | 12 | 0:12 |

## What the group left up

**Casts that could have been interrupted and were not**

- Lightspore Shot: 11 of 18 got through
- Light Bolt: 8 of 45 got through
- Seed Shot: 1 of 12 got through

**Debuffs that could have been dispelled and were not**

- Toxic Spew: 5x, up for 45s in total, 3,296,353 damage
- Bloodthorn Roots: 2x, up for 13s in total, 717,548 damage
- Spore Spines: 1x, up for 7s in total, 5,436 damage

**Party damage eaten by shields on the enemies: 2.5% of what was dealt never landed (not graded)**

- 28,642,933 absorbed of 1,114,162,217 landed
- Spiny Shield: 16,224,796
- Lightbloom Pollination: 12,418,137
- on: Spineshield Beetle (16,224,796), Lightgorged Lasher (12,418,137)

**Hit most of the party (not graded: everyone took it, so nobody is charged for it)**

- Spouting Floret: 5/5 players, 178 hits, 24,932,084 (11% of party intake)
- Oozing Xylem: 5/5 players, 194 hits, 17,735,382 (8% of party intake)
- Bedrock Surge: 5/5 players, 140 hits, 8,731,706 (4% of party intake)
- Grievous Thrash: 5/5 players, 94 hits, 7,979,058 (3% of party intake)
- Lightcrazed Frenzy: 5/5 players, 127 hits, 5,914,577 (3% of party intake)
- Thorncaller Roar: 5/5 players, 40 hits, 5,231,734 (2% of party intake)

## Notes

### What actually carried this key

**Dispel 100 — a perfect score, and the only one of its kind in 45 graded keys.** Arbiter does not score you against every dispellable debuff the dungeon applied; it scores you against what *one* dispeller could physically reach, given Cleanse's recharge and how much the debuffs overlapped. Thirty-eight landed, thirty were reachable, and you took all thirty.

Most of that was one spell. **Spore Spines went on the tank twenty times and you cleansed nineteen of them.** It is a stacking debuff — it re-applies and builds while it sits — so every cleanse reset a ramp rather than saving a fixed amount. The one instance you did not take ran 6.7 seconds and cost 5,436 damage, which is the correct measure of what missing it was worth.

**Activity 96 is the highest of your 48 keys.** This is the share of your time alive and in combat spent actually casting, with procs and passive ticks stripped out so a busy-looking spec cannot inflate it. Nineteen cleanses is nineteen global cooldowns spent on maintenance, and you still cast more consistently than in any key you have logged.

**Response 95** — whether your output rose when the party was in trouble rather than on average. Eighty million landed in the windows Arbiter marks as the worst of the run and you put back half of it. Fourth-best of 48.

### The throughput number is not a criticism

**Throughput 76** is the one axis that reads ordinary, and it is worth saying plainly that it is not a fault here.

The axis divides your healing by the damage that actually *needed an outside heal* — after removing everything the party healed or shielded off itself, and everything that was overkill. Of the 159 million that met that bar you covered 77%. Across your 48 keys that ranks 22nd: squarely mid-pack, and well below the 87% you posted on the Voidscar +13 earlier tonight.

The obvious explanation is that a key where nobody dies does not demand full coverage, so the healer can afford to let health bars sit low. I checked that against the archive and **it is not true**: your ten deathless keys have a *higher* median throughput than your keys with deaths (78.8 against 74.5), and across all 48 the correlation between party deaths and your coverage is −0.19 — slightly the wrong way for that theory. So 76 is a real, ordinary reading and not an artefact of the key being clean.

What it means in practice: the party ran at lower health than in your best keys, and it never mattered, because nothing in this dungeon put a spike through a low bar. On a key with a one-shot in it that margin is what gets spent.

### Where the group left something

**Interrupts: 79 of 99 stoppable casts stopped, 80%.** That is a decent group number hiding an uneven one. By expected share — how many each player should have taken, given what they had and how long they were on the mob — Arms Warrior took 21 against about 16 expected, the tank 44 against 32, Arcane Mage 9 against 16, and **Demo Lock took 1 against about 16**. That single gap is most of the 20% that got through, and it is what drops his key to a C despite the highest damage in the party.

The leaks themselves: Lightspore Shot 11 of 18 through, Light Bolt 8 of 45, Seed Shot 1 of 12. You have no interrupt on the bar, so this axis is dropped for you rather than scored — your four crowd-control stops are counted in the group total but the grade is not yours to carry.

**The dispels that did get through** were the two rounds of Toxic Spew, and they are the honest remainder. On the second round four players held it for the full nine seconds each — 3.3 million of the 3.9 million that came through all key. Cleanse recharges in about nine seconds, so one dispeller reaches one of those four. This is why the axis gave you 100 and still shows damage coming through: it was not reachable by you. The tank cleansed himself twice, which is the lever that exists.

### One number on this page changed tonight

Worth flagging because it is prominent in the run table. The figure for damage from dispellable debuffs left up was being computed wrongly, and it was fixed while this key was being written up.

It used to sum the debuff's damage across the **whole key**, to every player who ever had a counted instance of it, and charge all of that to the instances that were missed. So a debuff you cleansed nearly every time reported the cost of the cleansed ones too — and the better the healer, the worse it read. On this key Spore Spines showed **4,768,593** against the one instance left up; the true cost of that 6.7-second window is **5,436**. The run's headline went from 10,188,798 to 3,876,300.

No grade moved — this number is reported, never scored — but if you compared it against anything earlier tonight, that is why it differs.

## Method

Each axis is scored 0 to 100 against what this run allowed, not against a fixed target. A player is only scored on things their spec can do. An axis that does not apply is left out and the other weights are scaled up. 100 means nothing was missed; a solid, even key usually lands near 75. Survival and mechanics carry no weight of their own: they start at 100 and take points off when something went wrong.

*Generated 2026-09-01T23:47:28 · schema 6 · written analysis: Claude (Opus 5), from the combat log and the archive*
