Guild Performance Aggregation Logic

Starting Point: Token-Level Data

Each record represents a single token (attack) with:

  • user - player name
  • boss_tier - (L1, L2, L3, L4, L5, M1, M2)
  • season - season number
  • damage - damage dealt on this token

Step 1: Calculate Z-Index at Token Level

For each boss tier in each season:

  1. Calculate the mean damage across all tokens: tier_mean_damage
  2. Calculate the standard deviation of damage: tier_sd_damage
  3. For each token, calculate its Z-index:

\[z\_index = 50 + \frac{(damage - tier\_mean\_damage)}{tier\_sd\_damage} \times 10\]

What this means:

  • Z = 50 means you dealt average damage for that boss tier
  • Z = 60 means you dealt 1 standard deviation above average
  • Z = 40 means you dealt 1 standard deviation below average

Step 2: Aggregate Tokens to Boss-Tier Level

For each player, for each boss tier, for each season:

Calculate:

  • damage = sum of all damage across their tokens on this boss tier
  • player_tokens = count of tokens they used on this boss tier
  • avg_z_index = mean Z-index of all their tokens on this boss tier

Step 3: Aggregate Boss-Tiers to Season Level

For each player in each season:

Primary Metrics:

1. Unweighted Z (simple average):

\[unweighted\_z = \frac{1}{n_{tiers}} \sum_{i=1}^{n_{tiers}} avg\_z\_index_i\]

2. Weighted Z (tier + damage weighted):

This is our key metric that accounts for both tier difficulty and damage contribution:

\[weighted\_z = \frac{\sum_{i=1}^{n_{tiers}} (avg\_z\_index_i \times tier\_weight_i \times damage_i)}{\sum_{i=1}^{n_{tiers}} (tier\_weight_i \times damage_i)}\]

Where: - tier_weight = 1.5 for Mythic tiers (M1, M2) - tier_weight = 1.25 for high Legendary tiers (L4, L5) - tier_weight = 1.0 for other tiers (L1, L2, L3) - damage = total damage dealt on that boss tier

This metric gives more weight to: 1. Performance on harder boss tiers (via tier_weight) 2. Performance where you dealt more damage (via damage weighting)


Why Weighted Z Matters

The weighted Z addresses two key questions:

  1. Tier Difficulty: Should performance on Mythic bosses count more than Legendary-1?
    • Yes: Mythic bosses get 1.5× weight, L4/L5 get 1.25× weight
  2. Contribution Scale: Should a player’s 10M damage performance matter more than their 100K damage performance?
    • Yes: Each tier’s Z-index is weighted by the damage dealt on that tier

This creates a metric that reflects both: - Quality (Z-index: how well you performed relative to peers) - Quantity (damage: how much you contributed) - Difficulty (tier weight: the challenge level of the content)

Cumulative Player Score Across Seasons

Weighted mean Z-index aggregated across Season 96 to present. This metric shows overall guild contribution across all available data. Remember, Primes are not in the data so low token counts can be interpreted as high prime targeting.

Guild Comparison

A quick look at where each guild sits as a whole. But the purpose of this document is to evaluate individuals.

Season Analysis

Season 96

Aggregate Player Score (Season 96)

Performance Heatmap

Team Archetype Distribution

Damage Distribution by Team

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## ### Legendary-1

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## ### Mythic-1

Consistency: Mean ± SD

Token Allocation vs Efficiency

Boss Tier Reference

Season 97

Aggregate Player Score (Season 97)

Performance Heatmap

Team Archetype Distribution

Damage Distribution by Team

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## ### Legendary-1

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## ### Legendary-3

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## ### Legendary-4

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## ### Legendary-5

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## ### Mythic-1

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## ### Mythic-2

Consistency: Mean ± SD

Token Allocation vs Efficiency

Boss Tier Reference

Season 98

Aggregate Player Score (Season 98)

Performance Heatmap

Team Archetype Distribution

Damage Distribution by Team

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## ### Legendary-1

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## ### Legendary-2

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## ### Legendary-3

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## ### Legendary-4

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## ### Legendary-5

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## ### Mythic-1

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## ### Mythic-2

Consistency: Mean ± SD

Token Allocation vs Efficiency

Boss Tier Reference

Generated 2026-04-27 · Per-hit data across Season 96 (6 tiers) & Season 97 and 98 (7 tiers) · Current roster only