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WARDENS · PHASE TWO
Plan your core downs
Your invocation selection drives raid-level HP scaling and special-attack costs. Build your melee setup, then inspect each exposure below.
Linked raid level 0
Your melee setup
Special attacks & timing
Settings save with your TOA backup. Two-handed weapons ignore your defender bonus; DDS specials use it.
ESTIMATED FINISH
2 downsOne core attacker · raid level 0
4,500Warden HP via core54normal max hit47 × 2DDS special
Boosted Strength: 125 · DDS cost: 12.5%
Melee always hits its maximum on the core. Each point of core damage removes 5 Warden HP; the equivalent damage target here is 900.
Down-by-down plan
Choose a weapon for any hit below. Later attack timings, damage and special energy recalculate immediately. Choices stay attached to the down and hit number. Switched weapons use aggressive style, or controlled for a whip/tentacle.
Down 1
21 ticks · 12.6s exposure
Total Warden damage2,620 / 4,500 · 58.2%
2,620 damage this down · 1,880 HP remaining · 37.5% spec left per attacker
470 dmg87.5% spec leftDetails
DDS special · 1 attacker(s). 2/2 DDS hits in the exposure window.
470 dmg75% spec leftDetails
DDS special · 1 attacker(s). 2/2 DDS hits in the exposure window.
470 dmg62.5% spec leftDetails
DDS special · 1 attacker(s). 2/2 DDS hits in the exposure window.
470 dmg50% spec leftDetails
DDS special · 1 attacker(s). 2/2 DDS hits in the exposure window.
470 dmg37.5% spec leftDetails
DDS special · 1 attacker(s). 2/2 DDS hits in the exposure window.
270 dmg37.5% spec leftDetails
Ghrazi rapier / Blade of saeldor · 1 attacker(s).
Down 2
37 ticks · 22.2s exposure
Total Warden damage4,500 / 4,500 · 100.0%
1,880 damage this down · 0 HP remaining · 0% spec left per attacker
470 dmg25% spec leftDetails
DDS special · 1 attacker(s). 2/2 DDS hits in the exposure window.
470 dmg12.5% spec leftDetails
DDS special · 1 attacker(s). 2/2 DDS hits in the exposure window.
470 dmg0% spec leftDetails
DDS special · 1 attacker(s). 2/2 DDS hits in the exposure window.
270 dmg0% spec leftDetails
Ghrazi rapier / Blade of saeldor · 1 attacker(s).
200 dmg0% spec leftDetails
Ghrazi rapier / Blade of saeldor · 1 attacker(s).
How this estimate works
This is a deterministic melee plan, not average DPS. Auto spends available energy on DDS specials when both hits can land, then uses your normal weapon. Per-hit choices override that plan. Normal attacks spend no special energy; an explicit DDS special spends its full cost even if its second hitsplat is lost. An unaffordable DDS special falls back to a normal dagger attack and is flagged. It assumes uninterrupted attacks, constant boosts and prayer, instantaneous gear switches and adrenaline lasting for every down when enabled. DDS uses aggressive style.
Exposure depends on HP when the core is ejected: at least 80% gives 21 ticks, 60–80% gives 29, and below 60% gives 37. The first hit occurs at your delay, with subsequent hits spaced by weapon speed. Changing to BGS for the last hit is supported: its six-tick cooldown delays only the following attack, not the current hit. The second DDS hitsplat arrives one tick after the first; if it reaches the retraction boundary it deals no damage.
Core HP scaling uses the raid level rounded down to ten-level steps, party scaling, and final HP rounding to the nearest ten. Path levels do not scale Warden core HP. Timer penalties affect loot after the raid, so the original selected level is used here.
Supported normal weapons use their standard strength bonus and attack speed. Fang applies its 85% maximum. Voidwaker is modeled as normal melee only: its special is magic damage and is not treated as a guaranteed maximum melee hit. Other weapon passives, special weapons, unusual sets and external effects require Custom melee weapon with a manually verified maximum. Soulreaper normal hits add 6% of boosted Strength per existing stack, separately from prayer; a stack is gained after damage, up to five. Behead removes the stack Strength bonus and instead multiplies the unstacked max hit by 1 + 6% per consumed stack. It costs zero special energy. Its accuracy/minimum-hit bonuses do not improve the core’s guaranteed maximum. Starting stacks are explicit per down because intervening attacks and downtime are unknown. Stacks decay after 50 idle ticks, longer than any single modeled exposure; assume the entered starting stacks are fresh. Team estimates assume identical attackers.
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Raid journal
Following your current layout
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Recording as: Custom layout
0 attempts0 completions0% success
Purple luck · journal filter
0Obtained by you0 completions since tracking began
0Seen by the team0 completions since tracking began
Log completions with the new reward settings to compare actual versus expected purples.
0 older completions without saved odds are excluded from expected totals. Streaks use completed raids only and recorded purple flags; unmarked older drops may make them look longer. Luck does not change your next raid’s odds.
Seen = someone in your raid received a purple. Obtained = it was yours. Obtained automatically counts as seen; selecting an item is optional.
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