Gaming Guide - Level Faster
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Death hotspots

The worst five-second death windows in this fight.

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Encounter context

About this encounter

Midnight Falls is the L'ura encounter, the final boss of March on Quel'Danas. The fight runs three phases: a memory-symbol puzzle, a beam-channel phase with Galvanize, and a darkness phase tethered to Dawn Crystal carriers.

What kills pulls

Damage spikes line up with Death's Dirge resolution when the memory order is wrong. Heaven's Glaives stacking on the tank produces the late-pull tank death pattern. Galvanize beams in phase two pulse the largest raidwide bursts, and phase three deaths cluster when Dark Quasar beams catch players outside Dawn Crystal range while Light Siphon ticks.

How to read this chart

Average damage taken

The primary line shows the average damage taken across all logged pulls at each second of the fight. Use it as a baseline to find the consistent spike windows.

Standard deviation band

The wider band covers one standard deviation either side of the average. About 68% of pulls fall inside it. A wide band points to mechanics with variable outcomes: avoidable damage some players miss, random targeting, or differences in mitigation.

95% confidence interval

The narrower band is our confidence in the average estimate. A tight band means a lot of consistent logs at that second. A wider band points to thinner data or inconsistent execution.

Deaths per pull

The death bars on the right axis show the average number of player deaths logged at each second. They usually trail the damage spike by a few seconds, since deaths follow whatever just hit the raid.

Hotspot windows

The table under the chart picks the top death seconds and groups them into windows. Useful for matching cooldowns to the moments where pulls actually fall apart.

Source and selection

Data is aggregated from public progression logs (first successful kills) and is anonymized before display.