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Siphon Spark

Spell
Core Max Level 5
Appearance
Siphon Spark icon
Description
Skill Type
Single-target damage
Effect
15 × skill lvl magic dmg, 50% + 15% × skill lvl magic weapon dmg, 25% + 5% × skill lvl lifetap
Cost & Timing
Mana Cost
8 × skill lvl
Cast Time
0.7s
Cooldown
10s
Range
8 yd
Damage
Damage
15 × skill lvl
Damage %
50% + 15% × skill lvl
Damage Type
Magic
Lifetap
25% + 5% × skill lvl
Level Scaling
Skill LevelDamageDamage %Mana CostLifetap
11565%830%
23080%1635%
34595%2440%
460110%3245%
575125%4050%
Mechanics

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 50% + 15% × skill lvl.

How Damage Is Calculated

  1. Variance: ×0.9–1.1
  2. Backstab: +10% damage when attacking from behind (Rogues with Improved Backstab: +25% instead)
  3. Level difference: ±2% per level (max ±20%)
  4. Slayer reduction (boss or elite attacking a player or pet): −Slayer level × 10%
  5. Enrage: non-spell attacks by monsters below 10% health deal 50–75% more damage.
  6. Damage reduction: −ceil(damage × clamp(target's Magic Resist × 0.0005, 0, 0.9))
  7. Critical hit: ×1.5
  8. 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.

Learned by Classes