Vindication
Tier 2 Max Level 8
Description
- Skill Type
- Target Damage
- Effect
- 1 dmg, 125% (+25%/lvl) weapon dmg, 15% (+15%/lvl) lifetap
{NAME}
Lvl {LEVEL}
{ENERGYCOSTS} rage
{CASTTIME} cast {COOLDOWN} cooldown
Unleash a powerful strike dealing {DAMAGEPERCENT}% of your attack power as damage, healing you for {LIFETAPPERCENT}% of the damage dealt.
Lvl {LEVEL}
{ENERGYCOSTS} rage
{CASTTIME} cast {COOLDOWN} cooldown
Unleash a powerful strike dealing {DAMAGEPERCENT}% of your attack power as damage, healing you for {LIFETAPPERCENT}% of the damage dealt.
Requirements
- Skill Points Spent
- 20
- Prerequisite
- Charge Lvl 1
Cost & Timing
- Rage Cost
- 50 (+10/lvl)
- Cast Time
- 0.5s
- Cooldown
- 10s
- Range
- 1 yd
Damage
- Damage
- 1
- Damage %
- 125% (+25%/lvl)
- Damage Type
- Normal
- Lifetap
- 15% (+15%/lvl)
Level Scaling
| Skill Level | Damage % | Rage Cost | Lifetap |
|---|---|---|---|
| 1 | 125% | 50 | 15% |
| 2 | 150% | 60 | 30% |
| 3 | 175% | 70 | 45% |
| 4 | 200% | 80 | 60% |
| 5 | 225% | 90 | 75% |
| 6 | 250% | 100 | 90% |
| 7 | 275% | 110 | 105% |
| 8 | 300% | 120 | 120% |
Mechanics
Damage Formula
- Pre-Mitigation
- Skill Damage + Attack Damage
- Attack Damage
- (STR × 1 + main.dmg + equip.dmg) × (1 + passive% + buff%)
Total pre-mitigation damage is then multiplied by 125% (+25%/lvl)
Damage Pipeline
- Variance: ×0.9–1.1
- Backstab (behind target): +10% | Rogue w/ Improved Backstab: +25%
- Level difference: ±2% per level (max ±20%)
- Slayer reduction (boss/elite → player): −slayerLevel × 10%
- Enrage (<25% HP, non-spell): Player +33% | Monster +50–100%
- Mitigation: −ceil(dmg × clamp(target.defense × 0.0005, 0, 0.9))
- Crit: ×1.5
- Radiant Aether (15% on crit, consumes 1 item): ×3 on top → ×4.5
Block/Miss Chance
clamp(
clamp(target.baseBlock +
target.defense × 0.0001 + buffs, 0, 0.8)
+ clamp((target.level − attacker.level)
× 0.005, −0.1, 0.1)
−
attacker.accuracy
, 0, 0.9)
- Target moving:
- resist −0.25, damage +10%
- Backstab:
- resist × 0.8
Lifetap
Heals the attacker for a percentage of actual damage dealt, after all mitigation (resists, crits, etc.). The heal amount is rounded down.
Learned by Classes