Return of Reckoning - Scenario Analytics

Recent scenario participation, queue mix, map usage, and match trends across Return of Reckoning scenarios.

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Queue Mix

Quick read on solo vs non-solo usage inside the selected window.

Tier Mix

How the selected matches split across the RoR scenario tiers.

Match Highlights

One-line references for the most active or extreme matches in range.

Per-Faction Profile

Average team size, per-player output, aggregate role mix, and typical per-match role split for each faction.

Scenario Flow

Scenario flow over the selected period. Switch between match count, total runtime, tier, and top-map breakdowns without changing the page filters.

Map Rankings

Every map ranked by match frequency for the selected window, with runtime, win, kill, and score context.

Map Matches Win Split Median Runtime Kill Split doc Score Split doc Avg Players Quitters

Career Role Performance

Careers grouped by detected role and sorted by role performance. An appearance is one character in one scenario; the same character in ten scenarios counts as ten appearances.

Guild Rankings

Every observed guild ranked by scenario activity in the selected window.

# Guild Matches Win Split Output Last Seen

Character Rankings

Every observed character ranked by scenario appearances in the selected window.

# Character Career Volume Per Match Last Seen

Career comparison

● Order○ Destruction

How to read this comparison

In All results, relative mode compares each career with its own realm and detected role. Win-rate differences are in percentage points; performance differences are percentages. Zero is that group’s average, not a 50% win rate. Actual values use a shared scale for both realms.

All DPS shows melee and ranged careers together, retaining their separate role baselines and small-sample thresholds.

Winners only compares winning players from both realms; Losers only compares losing players from both realms. Draws are excluded. These views plot kills per appearance against output per appearance: KillDmg for DPS, Protection for tanks and Heal+Prot for healers. Relative mode shows the difference in kills per appearance and the percentage difference in output against the matching realm-and-role baseline. Averages, baselines and sample counts use only the selected appearances. Scoreboard kills can credit several players for the same kill.

In All results, win rate counts wins per player appearance, including draws in the total. DPS performance is KillDmg per appearance. Healers use Heal+Prot per own-side death; tanks use Protection per own-side death. Those two performance baselines are weighted by their own-side death denominators; zero-death appearances are excluded from that metric. Other baselines are weighted by appearances. Each baseline includes the career itself and small samples.

Missing performance or a zero baseline cannot produce a relative point. Career roles are detected from scoreboard activity, so a career can appear in more than one role.

Healer and tank baselines marked ≈ are approximate, calculated from rounded career performance values.

These are observed results, not a class balance rating. Players, parties, maps, gear and match length can all affect them; repeated appearances are not independent samples.