Four changes, and three of them were the tool marking somebody down for its own gaps.
1. SHIELD BLOCK AND IGNORE PAIN WERE NOT IN THE DEFENSIVE TABLE. `achievable_uptime` iterates `PERSONAL_DEFENSIVES` for BOTH halves of its ratio, so a Protection Warrior was scored on Shield Wall alone. Every tank in the corpus before this key was a Blood DK or a Vengeance DH, whose main defensives were already listed - which is why two months of keys never exposed it. Prot Warrior: mitigation 12 to 75, D to C.
2. A CAST THAT NAMES ITS VICTIM IS NOT ABOUT POSITION. `forced_single_target` needs one victim and two casters; `forced_multi_target` needs simultaneous applications. Cutpurse has neither - it lands on one player per cast and spreads across all five. But the enemy names the player in the cast, and a ground effect names nobody, so the distinction is already in the log. Kept per (spell, victim) rather than per spell, so a nuke aimed at one player that splashes the people standing next to them still charges the bystanders.
The cost is that the mechanics axis is now close to saturated: 25 of 30 player-keys on the 2026-08-25 night score 99 or better, against 19 before today. It is measuring something narrower and truer - ground effects, persistent areas, environmental hazards and melee, the things that log no player destination because there was nobody to name - but it needs re-banding before the number means much.
3. THE HEALER'S DENOMINATOR STILL COUNTED OTHER PEOPLE'S HEALING. `healing_need` subtracts self-healing, because that is health the healer did not have to restore. A Shadow Priest healing the TANK is the identical claim and stayed in for another two months. On this key the four non-healers put out about 24k HPS between them, so a healer who covered everything actually left to cover could not have scored above roughly 84%.
4. `RESPONSE` WAS AN EASINESS DETECTOR POINTED BACKWARDS. It divided the healer's output in the party's worst windows by the healer's OWN average output. Both ends move with the key: on a hard key the healer is near-saturated the whole time, the baseline rises, and the ratio compresses toward 1.0 however well they played.
Across 23 healer-keys the old ratio ran r = -0.63 against the party's damage-per-second, -0.50 against key level, and -0.49 against the healer's own HPS - it went DOWN the more they healed - while managing r = -0.09 against deaths. An axis named for rising to emergencies had no measurable relationship with anybody dying, and it carried 17% of the grade. The RESPONSE_MIN_CONTRAST guard added last night was this same bug caught in its most extreme form.
It now uses an absolute denominator: of the damage that landed in the party's worst windows, how much did this healer put back. Across two independent batches its correlation with difficulty is +0.07 and -0.03, against -0.25 and -0.30 for the old one, and it separates keys more sharply. Deliberately NOT claimed: that it predicts deaths better - it ran -0.42 on one batch and +0.92 on another, which at n=8 and n=4 means nothing.
Both healer bands remain cut on ONE healer's range, 23 keys of Hyporock. That is the largest open weakness in the healer half of this model and no amount of internal consistency fixes it.