perc_optimal): each hit
divided by the trimmed ceiling — the average of the top 5 hits against
that boss tier in that season. More stable than a single best hit.z_index): the primary metric.
perc_optimal is z-score normalised within each boss tier ×
season, then rescaled to 0–100 (mean = 50, 1 SD = 10 pts). A 60 on
Mythic-1 is directly comparable to a 60 on Legendary-3 — different
damage ceilings and spread are fully accounted for. Players who grind
harder bosses are no longer penalised vs those who cherry-pick easier
ones.Ridge density plots showing the distribution of % of optimal scores by team composition. Each ridge is one meta team. Wider/taller peaks = more hits concentrated at that % of optimal value.
One row per player, one column per boss tier, filled by avg % of optimal. Instantly reveals specialization and weak spots. Players sorted by their self-weighted composite score.
For each meta-team archetype, shows only players who used that team —
ranked by their avg % of optimal on that team’s favored bosses. Compares
apples to apples within each team cohort.
Season 96 Mapping Admech best in slot for Legendary 1-3,
Classic Custodes for Legendary 4-5, Lavistodes for Mythic 1.
Arguably Lavistodes should be Leg4 onward, but 9/10 top hits were with
classic custodes. Melegor is lone top hitter.
Each player gets a percentile rank among all users of the same meta team, on that team’s favored bosses. Removes the problem of comparing Lavistodes damage ceilings to AdMech ceilings — you’re ranked only against your own cohort.
Dot plot sorted by avg Z, with error bars showing ±1 standard
deviation. A tight bar means a reliable player; a wide bar means high
variance — great hits mixed with weak ones. Requires ≥3 hits to show SD
reliably.
Remember, finishing hits are included because we don’t have a flag yet
in the data.
Each point is one player × boss tier. X = tokens used, Y = avg % of
optimal. Vertical line = median tokens; horizontal line = median
efficiency. Quadrants: top-right = workhorse (many tokens, high
efficiency); top-left = specialist (few tokens, high efficiency);
bottom-right = volume player dragging score; bottom-left = low
participation and low efficiency.
Can easily see players who threw tokens at Sza with low effect. Variance
in 1 token column not very meaningful and some are finishing hits.
Best hit, who hit it, with what team, guild average, and spread per boss tier.
Z-index per player per boss tier. Sortable and filterable. Use the Boss Tier Reference above as context.
Token-weighted composite z-index across all boss tiers. See Notes section for methodology.
Generated 2026-03-17 · Per-hit data across all 6 boss tiers · Current roster only