DPS, rDPS, aDPS and nDPS Explained

Warcraftlogs reports four damage numbers for a reason. Here is what each one does, in plain language.

The damage metric dropdown on Warcraftlogs is one of the most quietly important features in the tool, and almost nobody touches it. It exists to solve a real fairness problem: a lot of your damage is not really yours. It was inflated by someone else's buff, or your damage inflated someone else's. The four metrics — DPS, rDPS, aDPS and nDPS — are different answers to the question "whose damage is this, really?"

The problem these metrics solve

Imagine a fight where one player provides a strong external damage buff and another player receives it. Raw damage credits the entire buffed hit to the receiver. That makes the receiver look amazing and the provider look weak, even though the buff is the provider's contribution. If parses used raw damage, the most valuable players in the game — the ones who hand out buffs — would rank the lowest, and people would stack buff-recipients to farm parses. The normalized metrics are how Warcraftlogs prevents that.

DPS — raw damage per second

Plain DPS is total damage divided by fight time, with no adjustment. Every point of a buffed hit is credited to whoever landed it. This is the number your in-game meter shows and the easiest to understand, but it is also the most gameable: stack the right buffs on one player and their DPS balloons without them playing any better. Useful as a sanity check, poor as a fairness metric.

rDPS — raid-contribution DPS

rDPS is the metric most damage-dealer rankings use. It takes the value added by external buffs and attributes a share of it back to the player who provided the buff rather than the one who received it. The result is a number that tries to answer "how much did this player contribute to the raid's total damage, accounting for what they gave and received?" A support-leaning spec that buffs others gets credit it would lose under raw DPS; a player who only ever soaks up buffs sees their number come down to something fairer. If you only learn one of these, learn rDPS, because it is what your parse colour is usually based on.

aDPS — adjusted DPS

aDPS adjusts for external buffs you received but does not redistribute your damage to others the way rDPS does. Think of it as "your damage, with the unfair external inflation removed, but still counted as yours." It is a middle ground: less gameable than raw DPS, less aggressive about reassigning credit than rDPS. It is handy when you want to evaluate a player's own output without the full raid-contribution reshuffle.

nDPS — normalized DPS

nDPS strips out external buffs entirely and shows what you would have done with no outside help at all. It is the most "pure" measure of a player's individual rotation and the least affected by group composition. It is the right lens when you are specifically asking "how good is this player's own play, ignoring their group?" — for example when comparing two players from different raids with very different support setups.

Which one matters for your parse?

For the colored percentile you see on a boss, Warcraftlogs uses the metric that gives the fairest ranking for that role and spec — for most damage dealers that is rDPS. This is exactly why a player can top the in-game meter (raw DPS) and still get a modest parse: the ranking moved some of their buffed damage back to the teammates who enabled it. It is not a bug or a vendetta against your spec. It is the system working as intended.

The practical takeaway: when you analyze your own play to improve your rotation, look at nDPS or aDPS so group buffs do not flatter or punish you. When you want to understand your ranking, look at rDPS, because that is what is being ranked. Quoting raw DPS in a parse argument is the fastest way to reveal you have not read this page.

This metric is the root cause behind why your parse differs from your damage meter. Next, see how the rankings stack up in percentile vs. all-star vs. bracket.