Dying Grasp
Spell Veteran- Skill Type
- Single-target damage
- Effect
- 400 magic dmg, 200% magic weapon dmg, 100% lifetap
Skill level 1. Base values before equipment and attribute bonuses.
Master Skill
500 mana 8 yd range
0.5s cast 1m 30s cooldown
Deals 200% of 400 as magic damage and restores 100% of the damage dealt as health.
- Level Required
- 50
- Veteran Points Spent
- 50
- Mana Cost
- 500
- Cast Time
- 0.5s
- Cooldown
- 90s
- Range
- 8 yd
- Damage
- 400
- Damage %
- 200%
- Damage Type
- Magic
- Lifetap
- 100%
Damage Formula
- Pre-Mitigation
- Skill Damage + Magic Damage
- Magic Damage
- (round(INT × 1.5) + casting weapon magic damage + other equipment magic damage) × (1 + passive damage bonus + buff damage bonus)
Multiply the damage before reductions by 200%.
How Damage Is Calculated
- Variance: ×0.9–1.1
- Backstab: +10% damage when attacking from behind (Rogues with Improved Backstab: +25% instead)
- Level difference: ±2% per level (max ±20%)
- Slayer reduction (boss or elite attacking a player or pet): −Slayer level × 10%
- Enrage: non-spell attacks by monsters below 10% health deal 50–75% more damage.
- Damage reduction: −ceil(damage × clamp(target's Magic Resist × 0.0005, 0, 0.9))
- Critical hit: ×1.5
- Radiant Aether (15% on a critical hit, consumes one item): ×2 again, for ×3 total
Every 100 points of the matching Resist reduce the damage you take from a hit by 5%, up to a 90% reduction before rounding.
Resist Chance
clamp(
target's Magic Resist
× 0.0005
+ (target level −
attacker level) × 0.005
−
attacker's Accuracy
, 0, 0.9)
Every 100 points of the matching Resist add 5 percentage points to resist chance before Accuracy and level difference.
- Moving target:
- resist chance −25 percentage points, damage +10%
- Backstab:
- resist chance × 0.8
Cast time = cast time × (1 − spell haste)
Lifetap
Healing = floor(lifetap percentage × damage × (1 + summed Lifetap Healing bonuses)). The bonuses come from the attacker's unexpired or permanent buffs. Damage is measured after reductions, critical hits, wards and Mana Shield, without capping it to the target's remaining health. These bonuses increase healing. Damage is unchanged.