Full clear time
—total
Outcome
—
Party DPS
—
Bosses cleared
—/ 6

Kill time per boss 37,000 HP total

Damage share by class who carries the fight

Model & assumptions

  • Real numbers. Boss HP (Light 4,576 → Fire 8,216), class base damage & cadence, weapon ladders, HP/mana pools and per-level scaling all come from the project's data files.
  • Damage. hit = round((class_base + weapon) × mult); mult grows ~1% per combat-skill level. The +0.5%/pt off-stat bonus is omitted, so a real party is ~10–20% stronger than shown.
  • Adds. The tank's aura hits the boss and every add each tick — that's why adds barely change the boss kill time but send the tank's damage share climbing. The other three focus the boss; the tank holds the room.
  • Survival. Telegraphed spike rings get denser each phase, plus stalkers and any adds. Nobody heals — the "Healer" is pure offense — so the party rides on HP pools, dodging, and idle regen. Deterministic expected-value model.