Cni
Blood Death Knight · Wipe #6 · Dark Animus · View on WarcraftLogs ↗
Performance Scorecard
Values are casts/min, (n) = estimated casts in this 42s fight. Ref Avg = average across 5 reference players (Ackury, Lillgoj, Дайнэро...). Sim = wowsims perfect play (context only, not used in grading). Grade = comparison against ref avg.
| Spell | Cni CPM | Ref Avg | Sim | Grade | WCL |
|---|---|---|---|---|---|
| Death Strike | 8.6 (6) | 12.6 (9) | 14.2 (10) | △ MINOR | ↗ |
| Heart Strike | 4.3 (3) | 1.7 (1) | 8.5 (6) | ✓ GOOD | ↗ |
| Rune Strike | 17.1 (12) | 24.6 (17) | 24.2 (17) | △ MINOR | ↗ |
| Outbreak | 1.4 (1) | 2.6 (2) | 1.4 (1) | ⚠ AVG | ↗ |
| Blood Boil | 1.4 (1) | 4.3 (3) | 2.8 (2) | ✗ MAJOR | ↗ |
| Bone Shield | 1.4 (1) | 1.1 (1) | 1.4 (1) | ✓ GOOD | ↗ |
| Rune Tap | 1.4 (1) | 0.6 (0) | 4.3 (3) | ✓ GOOD | ↗ |
| Vampiric Blood | 1.4 (1) | 1.1 (1) | 1.4 (1) | ✓ GOOD | ↗ |
| Icy Touch | 1.4 (1) | 0.3 (0) | — | ✗ MAJOR | ↗ |
| Plague Strike | 1.4 (1) | 0 (0) | — | ✗ MAJOR | ↗ |
| Soul Reaper | 0 | 1.7 (1) | — | ✗ MAJOR | ↗ |
Cast Comparison — All Spells
Every spell cast by anyone. Values are casts/min. Fight duration: 42s (refs trimmed to same window).
| Spell | Cni | Sim | Ackury | Lillgoj | Дайнэро | Aezral | Keyzr |
|---|---|---|---|---|---|---|---|
| Death Strike | 8.6 | 14.2 | 11.4 | 14.3 | 11.4 | 14.3 | 11.4 |
| Heart Strike | 4.3 | 8.5 | 2.9 | 2.9 | — | 1.4 | 1.4 |
| Rune Strike | 17.1 | 24.2 | 22.9 | 21.4 | 28.6 | 22.9 | 27.1 |
| Outbreak | 1.4 | 1.4 | 2.9 | 2.9 | 2.9 | 1.4 | 2.9 |
| Blood Boil | 1.4 | 2.8 | 7.1 | 5.7 | 1.4 | 7.1 | — |
| Bone Shield | 1.4 | 1.4 | 1.4 | 1.4 | — | 1.4 | 1.4 |
| Rune Tap | 1.4 | 4.3 | — | 1.4 | — | 1.4 | — |
| Vampiric Blood | 1.4 | 1.4 | 1.4 | 1.4 | — | 1.4 | 1.4 |
| Icy Touch | 1.4 | — | — | — | — | — | 1.4 |
| Plague Strike | 1.4 | — | — | — | — | — | — |
| Soul Reaper | — | — | — | — | 7.1 | — | 1.4 |
| Icebound Fortitude | 1.4 | 1.4 | 1.4 | 1.4 | 1.4 | 1.4 | 1.4 |
| Empower Rune Weapon | 1.4 | 1.4 | — | 1.4 | — | 1.4 | — |
| Dark Command | 1.4 | — | — | — | — | 1.4 | — |
| Army of the Dead | 1.4 | — | — | — | — | — | 1.4 |
| Dancing Rune Weapon | 1.4 | 1.4 | 1.4 | 1.4 | 1.4 | 1.4 | 1.4 |
| Synapse Springs | 1.4 | — | — | 1.4 | — | 1.4 | 1.4 |
| Horn of Winter | 1.4 | 1.4 | 1.4 | 1.4 | — | — | 2.9 |
| Healthstone | 1.4 | — | — | — | — | — | — |
| Soul Barrier | — | — | 1.4 | — | — | 1.4 | — |
| Phase Fingers | — | — | 1.4 | — | — | — | — |
| Blood Tap | — | — | 4.3 | — | — | — | — |
| Death and Decay | — | — | 1.4 | 1.4 | 1.4 | — | 1.4 |
| Blood Fury | — | — | — | 1.4 | — | — | 1.4 |
| Might of Ursoc | — | — | — | 1.4 | — | — | — |
| Death Grip | — | — | — | — | 1.4 | 1.4 | — |
| Berserking | — | — | — | — | — | 1.4 | — |
| Death Pact | — | — | — | — | — | 1.4 | — |
| Potion of Mogu Power | — | — | — | — | — | — | 1.4 |
| Death Siphon | — | — | — | — | — | — | 1.4 |
Cast Timeline
Cni vs Sim Optimal vs 5 reference players. Scroll to pan, wheel to zoom.
Defensive Analysis
Defensive Cooldowns
External Cooldowns
| External CD | Type | Cni |
|---|---|---|
| Anti-Magic Zone | Magic DR 40% (raid, talent) | — |
| Healing Tide Totem | Healing CD (raid) | — |
| Ironbark | DR 20% | — |
| Pain Suppression | DR 40% | — |
| Power Word: Barrier | DR 25% (raid) | — |
| Smoke Bomb | DR 20% + targeting immunity | — |
| Tranquility | Healing CD (raid) | — |
Self-Defensives
| Self-Defensive | Cni |
|---|---|
| Vampiric Blood | 10.6s ✓ |
| Icebound Fortitude | 11.5s ✓ |
| Dancing Rune Weapon | 25.1s ✓ |
| Bone Shield | 13.5s ✓ |
| Rune Tap | 35.1s ✓ |
| Anti-Magic Shell | — |
Damage Taken — Event Log
Every hit received. Red rows = no shields active (EXPOSED). Inline bar shows relative damage. Sorted by time.
| Time | Source | Ability | Type | Raw | Armor/DR | Final | Bone Shield | Blood Shield | Status | |
|---|---|---|---|---|---|---|---|---|---|---|
| 0:14.1 | Anima Golem | Melee | Hit | 1052.1k | 900.1k (86%) | 44.7k | ● 6ch | — | Bone Shield only | |
| 0:14.2 | Anima Golem | Melee | Hit | 985.8k | 843.4k (86%) | 142.4k | ● 6ch | — | Bone Shield only | |
| 0:14.8 | Anima Golem | Melee | Hit | 1188.5k | 1016.8k (86%) | 171.3k | ● 5ch | — | Bone Shield only | |
| 0:14.9 | Anima Golem | Melee | Hit | 1073.4k | 918.3k (86%) | 155.1k | ● 5ch | — | Bone Shield only | |
| 0:15.1 | Anima Golem | Melee | Hit | 1128.3k | 965.3k (86%) | 163.0k | ● 5ch | — | Bone Shield only | |
| 0:17.5 | Anima Golem | Melee | Hit | 1205.6k | 1074.9k (89%) | 945 | ● 5ch | — | Bone Shield only | |
| 0:17.7 | Anima Golem | Melee | Hit | 1052.6k | 938.5k (89%) | 114.1k | ● 5ch | — | Bone Shield only | |
| 0:18.1 | Anima Golem | Melee | Hit | 1096.2k | 977.4k (89%) | 118.8k | ● 4ch | — | Bone Shield only | |
| 0:19.0 | Anima Golem | Melee | Hit | 689.1k | 614.4k (89%) | 74.7k | ● 4ch | — | Bone Shield only | |
| 0:19.3 | Anima Golem | Melee | Hit | 618.4k | 551.4k (89%) | 67.0k | ● 4ch | — | Bone Shield only | |
| 0:24.7 | Anima Golem | Melee | Hit | 567.0k | 460.6k (81%) | 62.4k | ● 4ch | — | Bone Shield only | |
| 0:25.0 | Anima Golem | Melee | Hit | 646.3k | 525.1k (81%) | 121.2k | ● 3ch | — | Bone Shield only | |
| 0:25.9 | Anima Golem | Melee | Hit | 564.9k | 360.9k (64%) | 204.0k | ● 3ch | — | Bone Shield only | |
| 0:27.0 | Anima Golem | Melee | Hit | 478.0k | 305.4k (64%) | 26.6k | ● 3ch | ● 146.0k | Full protection | |
| 0:28.1 | Anima Golem | Melee | Hit | 506.9k | 323.8k (64%) | 93.2k | ● 2ch | — | Bone Shield only | |
| 0:29.6 | Anima Golem | Melee | Hit | 870.8k | 556.2k (64%) | 224.4k | ● 2ch | — | Bone Shield only | |
| 0:30.5 | Anima Golem | Melee | Hit | 659.0k | 421.0k (64%) | 238.0k | ● 1ch | — | Bone Shield only | |
| 0:33.0 | Anima Golem | Melee | Hit | 870.1k | 555.8k (64%) | 222.4k | ● 1ch | ● 171.4k | Full protection | |
| 0:34.2 | Anima Golem | Melee | Hit | 829.3k | 454.9k (55%) | 374.4k | ✗ | — | EXPOSED | |
| 0:35.1 | Anima Golem | Melee | Hit | 636.8k | 349.3k (55%) | 221.4k | ✗ | — | EXPOSED |
Survivability Simulator
Adjust stats to see how avoidance and HP changes affect survivability. Fight replay uses actual boss swing sequence.
Survivability Simulator — Cni
Adjust stats to see how avoidance and survivability change. Replays the fight with modified avoidance rolls.
| Metric | Observed | From Stats | Modified | Delta |
|---|---|---|---|---|
| Dodge % | 8.9% | 5.0% | 5.0% | 0.0 |
| Parry % | 30.4% | 41.0% | 41.0% | 0.0 |
| Total Avoidance | 39.3% | 46.0% | 46.0% | 0.0 |
| Max HP | — | 746k | 746k | 0 |
Fight Replay
Gold: actual fight. Jade: expected from stats (luck factor). Cyan dashed: what-if gear. Red dashed: WCL ground truth (when available).
How does this simulator work?
Actual (gold line) — Reconstructed HP from the real fight. Uses actual damage events (hits, dodges, parries as they happened) plus all healing received (from healers and self-heals). WCL does not provide raw HP values — this is computed from damage and healing events, the same method WarcraftLogs uses on their website.
Expected from stats (jade line) — Takes the actual fight and applies a cumulative offset based on the difference between your stat-predicted avoidance and your observed avoidance in this pull. If jade is above gold, you were unlucky (took more hits than stats predict). If below, you were lucky. Moves with sliders to show expected HP with different stats.
What-if gear (cyan dashed line) — Takes the actual fight and applies stat changes. More Stamina shifts the entire HP line up (each Stamina = 14 HP). More avoidance adds a cumulative offset based on expected additional swings avoided × average hit damage. This shows "if I had different gear, would I have survived that spike?"
Avoidance formula — Dodge and Parry use diminishing returns: DR(raw%, C) = (raw% × C) / (0.956 × C + raw%). Strength converts to Parry at 1 Str = 0.00105% parry (non-diminishing, adds up massively: 24k Str ≈ 26% parry). Boss level 93 suppresses 4.5% dodge and parry.
Limitations — HP is reconstructed from WCL damage and healing events, not pulled directly. Absorb shields (Blood Shield, PW:S, Divine Aegis) are correctly accounted for — damage amounts already have absorbs deducted. Battle rez recovery may show a slight delay since the rez event itself isn't a heal. The what-if gear line uses probabilistic averages, not individual re-rolls.
Compare
vs Same Role
vs Reference Players (cross-report compare)
Compare links open WarcraftLogs side-by-side view: Cni (our report) vs reference (their report).