# Murder Row +15 — TIMED

26:58 · +2, 21% under the 34:00 par · 0 deaths · Fortified, Tyrannical, affix 147

*2026-09-15 · 22:14 · `WoWCombatLog-091526_221301.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.

**Tip:** Cleanse Toxins Heartstop Poison off the tank

## Murder Row +15 timed with two chests and no deaths, three days after three attempts at this key failed with 26 deaths between them.

Nobody is at fault for anything in this key, because nothing went wrong. Twenty-seven minutes against a thirty-four minute par, zero deaths, every cast a kick could reach was stopped, and the clear ranked in the 95th percentile of every Murder Row logged to Warcraft Logs. The five B and B-minus grades are what a clean key looks like in this tool: the letter comes from axes that rank you against the other four players or against how often a button could have been pressed, and in a run with no deaths and no avoidable damage those are the only axes left to separate anyone.

The comparison that matters is with Saturday. On 2026-09-12 this same character sat in three Murder Row +15 groups that lost — 13 deaths and abandoned, 3 deaths and abandoned, 10 deaths and depleted — and settled for a +14. Tonight's group is four people he had not played with, and it walked the same dungeon with nobody going below the line. The difference was not Hyporock's play, which is measurably the same or better across all four keys; it was a tank at 92% mitigation uptime and a healer covering 79% of a demand this tool has almost never seen.

For Hyporock specifically: the Wings cue installed on 09-14 held again, melee uptime was as good as it has ever been, and the one thing left on his sheet is two Cleanse Toxins he did not press while the tank sat in Heartstop Poison.

**What to change**

1. Press Cleanse Toxins when Heartstop Poison lands on the tank and the totem is down — the two that sat 8 and 11 seconds were both reachable, and it is the only line on your sheet.
2. Keep the Wings cue exactly as it is; 19 of 19 with Expurgation on the target is the second clean key in a row.
3. Do not read the 25% Holy Power overcap or the Blade of Justice count as a fault — both are the build's arithmetic and the sim confirms it.
4. Nothing to change on melee uptime: 64 seconds off a target in 27 minutes is the best it has measured.
5. For the group, at +16 the imps are the thing: Felfire Burst is 8% of intake and no kick rotation covers 562 casts — stun and kill them, do not chase the casts.

## The run

| | |
|---|---|
| on the clock | **26:58** — 22:45 fighting |
| deaths | **0** — timer agrees (-0.00 implied) |
| party damage taken | **362,015,715** — 265,232/s while fighting |
| enemies killed | **181** |
| interrupts | **197/562** — 35% |
| dispels | **12/14** — 1,423,408 came through |

## Players

| player | spec | role | ilvl | DPS | HPS | taken/s | deaths | grade |
|---|---|---|---:|---:|---:|---:|---:|:---:|
| Prot Warrior | Prot Warrior | tank | 321 | 136,385 | 26,815 | 90,881 | 0 | **B** 76 |
| Resto Shaman | Resto Shaman | heal | 321 | 28,199 | 147,044 | 32,958 | 0 | **B** 76 |
| BM Hunter | BM Hunter | dps | 323 | 278,160 | 2,710 | 34,931 | 0 | **B** 77 |
| Windwalker Monk | Windwalker | dps | 304 | 271,007 | 2,999 | 29,652 | 0 | **B-** 76 |
| Hyporock | Ret Paladin | dps | 321 | 259,344 | 8,609 | 34,111 | 0 | **B-** 75 |

*Gear and M+ score are from Raider.IO. Percentiles are from Warcraft Logs, against other +15 runs; WCL does not say how many. As a whole, this clear ranks 95th of 1,198,326 logged clears of this dungeon.*

### Prot Warrior — Prot Warrior — B (76/100)

*M+ score 3,305 · DPS 64th percentile*

**Where the points went**

- **-10 mitigation** — scored 65: 92% uptime of the 100% this kit can hold, 88% of worst windows covered
- **-7 damage (rank)** — scored 62: 136,385 dps, 51% of the average DPS
- **-4 activity** — scored 71: 96% engaged while alive in combat

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

- **survival− 100** [no charge] — 0 death(s)
- **mitigation 65** [w 27%] — 92% uptime of the 100% this kit can hold, 88% of worst windows covered
- **damage~ 62** [w 18%] — 136,385 dps, 51% of the average DPS
- **mechanics− 100** [no charge] — 0% of intake was damage comparable players did not take
- **interrupts~ 91** [w 27%] — 89 stops vs 67 expected (group stopped 100% of what it could reach, not scored here)
- **activity 71** [w 15%] — 96% engaged while alive in combat
- **utility 98** [w 12%] — 3 used of ~4 the kit offered
- _overcapped Rage: 2,071 of 19,582 generated (11%)_
- _not counted as button presses (procs, ticks): Ignore Pain, Shield Slam, Thunder Blast, Thunder Clap_

</details>

### Resto Shaman — Resto Shaman — B (76/100)

*M+ score 3,307 · HPS 74th percentile*

**Where the points went**

- **-13 interrupts (rank)** — scored 14: 7 stops vs 42 expected
- **-6 throughput** — scored 81: covered 79% of the 267,303,089 that needed an outside heal (27% of the party's intake was self-covered or overkill); 8,880,426 absorbed
- **-3 dispel** — scored 82: 12/13 of what one dispeller could reach (14 landed

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

- **survival− 100** [no charge] — 0 death(s)
- **throughput 81** [w 29%] — covered 79% of the 267,303,089 that needed an outside heal (27% of the party's intake was self-covered or overkill); 8,880,426 absorbed; NOTE this key asked 164,313/s, past the 130,287/s 95th percentile of the 55 keys the curve was cut on (median 90,211/s) -- coverage stops being a fair scale once demand runs past what any observed output can cover, so read this as a floor
- **response 97** [w 21%] — put back 52% of the 103,269,308 that landed in the party's worst windows
- **mechanics− 100** [no charge] — 0% of intake was damage comparable players did not take
- **interrupts~ 14** [w 15%] — 7 stops vs 42 expected (group stopped 100% of what it could reach, not scored here)
- **dispel 82** [w 14%] — 12/13 of what one dispeller could reach (14 landed; the rest overlapped a debuff already being cleansed)
- **activity 85** [w 12%] — 93% engaged while alive in combat
- **utility 100** [w 8%] — 45 used of ~18 the kit offered

</details>

### BM Hunter — BM Hunter — B (77/100)

*M+ score 3,250 · DPS 83rd percentile*

**Where the points went**

- **-9 damage (rank)** — scored 78: 278,160 dps, 105% of the other damage dealers' median
- **-7 activity** — scored 73: 93% engaged while alive in combat
- **-7 interrupts (rank)** — scored 78: 20 stops vs 21 expected

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

- **survival− 100** [no charge] — 0 death(s)
- **damage~ 78** [w 42%] — 278,160 dps, 105% of the other damage dealers' median
- **mechanics− 100** [no charge] — 0% of intake was damage comparable players did not take
- **interrupts~ 78** [w 32%] — 20 stops vs 21 expected (group stopped 100% of what it could reach, not scored here)
- **activity 73** [w 26%] — 93% engaged while alive in combat
- **utility** — n/a. no utility cooldown with a measured recharge yet
- _overcapped Focus: 1,428 of 8,695 generated (16%)_

</details>

### Windwalker Monk — Windwalker — B- (76/100)

*M+ score 2,979 · DPS 78th percentile*

**Where the points went**

- **-12 activity** — scored 54: 84% engaged while alive in combat
- **-10 damage (rank)** — scored 76: 271,007 dps, 101% of the other damage dealers' median
- **-2 interrupts (rank)** — scored 93: 55 stops vs 34 expected

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

- **survival− 100** [no charge] — 0 death(s)
- **damage~ 76** [w 42%] — 271,007 dps, 101% of the other damage dealers' median
- **mechanics− 100** [no charge] — 0% of intake was damage comparable players did not take
- **interrupts~ 93** [w 32%] — 55 stops vs 34 expected (group stopped 100% of what it could reach, not scored here)
- **activity 54** [w 26%] — 84% engaged while alive in combat
- **utility** — n/a. no utility cooldown with a measured recharge yet
- _overcapped Chi: 57 of 637 generated (9%)_
- _never pressed: Detox, Diffuse Magic_

</details>

### Hyporock — Ret Paladin — B- (75/100)

*M+ score 3,292 · DPS 69th percentile*

**Where the points went**

- **-12 damage (rank)** — scored 72: 259,344 dps, 94% of the other damage dealers' median
- **-8 interrupts (rank)** — scored 75: 26 stops vs 34 expected
- **-6 activity** — scored 78: 95% engaged while alive in combat

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

- **survival− 100** [no charge] — 0 death(s)
- **damage~ 72** [w 42%] — 259,344 dps, 94% of the other damage dealers' median
- **mechanics− 100** [no charge] — 0% of intake was damage comparable players did not take
- **interrupts~ 75** [w 32%] — 26 stops vs 34 expected (group stopped 100% of what it could reach, not scored here)
- **activity 78** [w 26%] — 95% engaged while alive in combat
- **utility 84** [w 0%] — 10 used of ~83 the kit offered
- _never pressed: Cleanse Toxins_
- _not counted as button presses (procs, ticks): Crusading Strikes_

</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 | 1,365 | 22:45 |
| routing | 249 | 4:09 |
| lead in | 13 | 0:13 |

## What the group left up

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

- Felfire Burst: 337 of 435 got through
- Fel Missiles: 25 of 68 got through
- Seduction: 1 of 9 got through
- Scathing Review: 1 of 5 got through
- Fel Rage: 1 of 20 got through

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

- Heartstop Poison: 2x, up for 19s in total, 1,423,408 damage

**Party damage eaten by shields on the enemies: 0.7% of what was dealt never landed (not graded)**

- 10,713,638 absorbed of 1,583,028,609 landed
- Dark Pact: 10,713,638
- on: Corrupted Warlock (10,713,638)

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

- Searing Fel Flame: 5/5 players, 859 hits, 36,940,875 (10% of party intake)
- Fel-Infused Freight: 5/5 players, 120 hits, 17,701,641 (5% of party intake)
- Chaotic Burst: 5/5 players, 150 hits, 15,378,879 (4% of party intake)
- Defiled Slam: 5/5 players, 42 hits, 14,103,365 (4% of party intake)
- Killing Spree: 5/5 players, 126 hits, 10,378,121 (3% of party intake)
- Demonic Frenzy: 5/5 players, 155 hits, 10,206,591 (3% of party intake)

**Aimed at most of the party (the targeted player is not charged; hits on anyone else could have been avoided)**

- Felfire Burst: 5/5 players, 295 hits, 28,264,297 (8% of party intake)
- Flay: 5/5 players, 84 hits, 8,318,507 (2% of party intake)
- Fel Missiles: 5/5 players, 179 hits, 7,952,109 (2% of party intake)
- Cutpurse: 5/5 players, 112 hits, 6,519,481 (2% of party intake)
- Fel Dash: 5/5 players, 96 hits, 6,401,148 (2% of party intake)

## Notes

### What the grades mean in a key with nothing to charge

Arbiter scores each player on axes, and drops any axis where nothing happened rather than scoring it 100. In this key survival and mechanics (damage a comparable player did not take) dropped out for all five — nobody died, nobody stood in anything a peer avoided. What is left for a DPS is `damage`, which is a rank against the other damage dealers in this run; `interrupts`, a count of stops against how many the cooldown allowed; and `activity`, the share of combat spent doing something. Those are relative measures, and by construction the middle player scores in the mid-70s. A B- on this sheet says "you were one of three good damage dealers", not "you were held back".

Two axes deserve a caveat printed next to them. Resto Shaman's `interrupts 15` is 7 stops against 42 the tool thinks a Wind Shear cooldown could have produced. The registry has Resto's Wind Shear at 38.7 s (13 presses in this key, gaps of 34 s to 6 min), the group stopped 197 of 197 reachable casts, and a healer's Wind Shear is the last kick the group should be relying on. Read that 15 as "not the healer's job here", which is what the group line already says. And Resto Shaman's `throughput 81` carries the tool's own flag: this key asked 164,313 healing per second, past the 130,287 that was the 95th percentile of the 55 keys the scale was cut on. Coverage stops being a fair measure once demand outruns anything the tool has seen a healer produce, so 81 is a floor. Zero deaths is the honest reading of the healing.

### Saturday's three failures, and what changed

Four Murder Row +15 attempts in three days, from the archive:

```
  09-12 17:50   abandoned   13 deaths   Hyporock 185k dps   Veng DH / Holy Priest
  09-12 18:44   abandoned    3 deaths   Hyporock 219k dps   Blood DK / Holy Priest
  09-12 20:46   depleted    10 deaths   Hyporock 229k dps   Blood DK / Resto Shaman
  09-15 22:14   timed +2     0 deaths   Hyporock 259k dps   Prot Warrior / Resto Shaman
```

His damage climbs across all four, partly gear (item level 321 tonight) and partly that a key where nobody dies has no walks back from the entrance. His grade did not move much — B-, C, C+, B — because the axes that could have moved it (survival, mechanics) were never his problem in any of them; the 09-12 survival scores of 28 were deaths to Delivery! crates and Warehouse Workers, both written up in the dungeon notes.

What changed is the other four seats. Tonight's tank had a defensive up 92% of the time and covered 88% of the worst damage windows, which is the number Saturday's groups did not have. And in the two Saturday groups that ran a Holy Priest, Heartstop Poison had exactly one dispeller — the paladin. Tonight the Resto Shaman's Poison Cleansing Totem removed it four times on its own.

### Hyporock: what held, and the one thing left

Two things that were being watched, both checked against the raw log rather than the report.

The Wings-into-Expurgation cue, the TollPips "OK" text that went live on 09-14: Avenging Wrath was pressed 20 times, and on the 19 where the log names a target, Expurgation was ticking on it 19 of 19. Before the cue that number was about half. Second key, same result; it works.

Melee uptime, the one thing the 09-13 rotation audit left standing: 34,090 of his own damage events across 27 minutes, with six gaps between three and twenty-five seconds and only two over ten. Sixty-four seconds of the whole key not hitting something. That is not the lever anymore either.

Holy Power overcapped 25% — that is the build, the sim wastes 22% on it, and it is not coached here.

What is left: Heartstop Poison landed on Prot Warrior seven times. The totem took four, one was gone inside two seconds, and two sat for 8.3 and 11.0 seconds — 1.4 million damage over 19 seconds on the tank, the only debuff in the key left up. Cleanse Toxins was never cast and never refused; the button was available both times. In a key with a Holy Priest, this is the paladin's whole dispel job (see the 09-12 notes); with a Shaman it is a backstop, but it is a free global and the two it would have caught were the two that hurt.

### The group finding: Felfire Burst

Felfire Burst leaked 337 of 435 casts — a leaked cast is one that was interruptible and finished. It was 28 million damage, 8% of everything the party took, and it is the Wild Imps that Lithiel's Fingers of Gul'dan spawns plus the imp packs on trash. 562 casts were kickable in this key against five interrupt buttons; the group stopped every one a kick was ready for. The rest is not a kick problem, it is an imp-count problem, and the answer is the AoE stops — Shockwave, Leg Sweep, Hammer of Justice on a caster — and killing imps before the second volley. Nothing in this key died to it, so it is a note for the next level up, not a fault in this one.

## 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 2026-09-15T22:55:43 · schema 8 · written analysis: Claude (Opus 5), from the combat log and the archive*
