Soul Reaping
- Skill Type
- Single-target damage
- Effect
- 75 + 15 × skill lvl cold dmg, 150% cold weapon dmg, 30% lifetap
Skill level 1. Base values before equipment and attribute bonuses.
0.8s cast 18s cooldown
Strikes one enemy with cold damage and restores health equal to 30% of the damage dealt.
- Cast Time
- 0.8s
- Cooldown
- 18s
- Range
- 1 yd
- Damage
- 75 + 15 × skill lvl
- Damage %
- 150%
- Damage Type
- Cold
- Lifetap
- 30%
| Skill Level | Damage |
|---|---|
| 1 | 90 |
| 2 | 105 |
| 3 | 120 |
| 4 | 135 |
| 5 | 150 |
| 6 | 165 |
| 7 | 180 |
| 8 | 195 |
| 9 | 210 |
| 10 | 225 |
| 11 | 240 |
| 12 | 255 |
| 13 | 270 |
| 14 | 285 |
| 15 | 300 |
| 16 | 315 |
| 17 | 330 |
| 18 | 345 |
| 19 | 360 |
| 20 | 375 |
Companion skills gain a rank every 10 veteran points, capped at the skill's maximum rank.
Damage Formula
- Pre-Mitigation
- Skill Damage + Attack Damage
- Attack Damage
- monster's base physical damage at this level × (1 + passive damage bonus + buff damage bonus)
Multiply the damage before reductions by 150%.
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 Cold 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 Cold 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
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.