Touch of Death

Touch of Death

Active · Physical · 1 level · ID 342

Sacrifices oneself to pronounce a Dark curse on the enemy. Buff removal works on every use and is rolled separately from the curse: cancels 1 to 5 buffs, and the target's resistance to buff cancellation reduces their number. The curse lands with a chance that depends on the target's CON: consumes 90% CP and, for 2 minutes, decreases Max CP by 90% and the power of received HP recovery magic by 30%, and increases susceptibility to de-buff by 30%. The target's resistance to Mental attacks shortens the duration.

HP
669
Cast
1.80 s
Reuse
150 s
Range
40

The description and the numbers are those of level 1, the last one.

Mechanics

A single-target strike paid for with your own HP. Removes 1 to 5 buffs from the target on every use, and if the skill also lands - burns 90% of CP and applies a curse that cuts Max CP for 2 minutes.

On this page
  1. How it works
  2. Curse chance
  3. Enchant
  4. How the curse chance is calculated
  5. Curse duration and resistance to mental attacks
  6. Buff removal
  7. Tested on the server
  8. Specifics of our server

# How it works

«Touch of Death» Touch of Death is used on a single target from a range of 40, costs the knight 669 HP, cooldown 150 seconds.

The skill has two parts that are calculated separately.

Parts of the skill

Piece What it does When it triggers
Buff removal
  • removes 1 to 5 effects
  • the target's removal resistance reduces their number
on every use
Curse for 2 minutes and CP loss
  • the target loses 90% of its current CP
  • Max CP × 0.1, healing on the target × 0.7, debuffs land on the target 30% more easily
  • by a chance that depends on the target's «CON»
  • both parts - with one roll

# Curse chance

The curse chance depends only on the target's «CON» and its level. Base chance 80%, enchant raises it to 90%. The result is never below 10% or above 90%.

Resistance to mental attacks does not affect the chance: «Mental Shield» Mental Shield, «Wisdom» Wisdom and boss earrings do not save you from the curse - they only shorten its duration.

Curse chance against a level 85 target

Target's «CON» Roughly who No enchant Enchant +15 for chance Enchant +15 for HP cost
20 75% 90% 81%
24 75% 90% 81%
27 mages without dyes 75% 90% 81%
28 74% 90% 80%
30 70% 85% 75%
32 65% 78% 69%
34 59% 72% 64%
36 54% 65% 58%
38 48% 58% 52%
40 42% 51% 45%
43 human fighters without dyes 32% 38% 34%
45 dwarves without dyes 25% 30% 27%
47 orc fighters without dyes 17% 21% 19%
50 10% 10% 10%

# Enchant

The skill has two enchant routes. Both raise the curse chance because they raise the level of the skill itself from 78 to 85; the chance route additionally raises the base chance.

What enchanting gives
Enchant For chance: base chance For HP cost: HP cost Skill level in the calculation
no enchant 80% 669 78
+1 81% 647 81
+2 82% 625 81
+3 82% 603 81
+4 83% 581 82
+5 84% 559 82
+6 84% 537 82
+7 85% 515 83
+8 86% 492 83
+9 86% 470 83
+10 87% 448 84
+11 87% 426 84
+12 88% 404 84
+13 89% 382 85
+14 89% 360 85
+15 90% 338 85

# How the curse chance is calculated

Chance = base chance x target's «CON» multiplier x level multiplier. The result is not below 10% and not above 90%.

  1. Base chance is 80%. The chance enchant raises it to 90%, and any enchant raises the skill level from 78 to 81 at +1 and to 85 at +13 - see «Enchant».
  2. «CON» multiplier: the target's full «CON» is used - with dyes, set and jewelry. Up to «CON» 27 the multiplier is 1, then it falls and reaches 0.10 at «CON» 51.
  3. Level multiplier: the level of the skill itself (78) is compared with the target's level. Against a level 85 target it is 0.94, against a lower-level target the chance is higher. The knight's level is not part of the calculation.

Step-by-step calculation, level 85 target

Target «CON» «CON» multiplier Level multiplier Calculation Chance
mage without dyes 27 × 1.00 × 0.94 80 x 1.00 x 0.94 = 75.1% 75%
healer with a +4 «CON» dye 31 × 0.90 × 0.94 80 x 0.90 x 0.94 = 67.6% 68%
human fighter with a -4 «CON» dye 39 × 0.60 × 0.94 80 x 0.60 x 0.94 = 45.1% 45%
human fighter without dyes 43 × 0.42 × 0.94 80 x 0.42 x 0.94 = 31.6% 32%
orc fighter without dyes 47 × 0.23 × 0.94 80 x 0.23 x 0.94 = 17.3% 17%
«CON» multiplier
Target's «CON» «CON» bonus Chance multiplier
20 0.80 × 1.00
27 0.98 × 1.00
28 1.01 × 0.99
30 1.07 × 0.93
32 1.14 × 0.86
34 1.21 × 0.79
36 1.28 × 0.72
38 1.36 × 0.64
40 1.44 × 0.56
43 1.58 × 0.42
45 1.67 × 0.33
47 1.77 × 0.23
50 1.94 × 0.10
51 2.00 × 0.10
Chance against targets of different levels
Target level Level multiplier «CON» 27 «CON» 36 «CON» 43
85 × 0.94 75% 54% 32%
84 × 0.95 76% 55% 32%
82 × 0.97 78% 56% 33%
80 × 0.99 79% 57% 33%
78 × 1.01 81% 58% 34%
76 × 1.03 82% 59% 35%

# Curse duration and resistance to mental attacks

The target's resistance to mental attacks does not affect the curse chance but shortens its duration. The knight's mental attack, on the contrary, lengthens it. Resistance and attack are subtracted from each other, each counted as no more than 150. Against raid bosses the duration does not change.

How it is calculated: difference = the knight's mental attack - the target's resistance.

  1. The difference is zero: the curse lasts exactly 120 seconds.
  2. Difference below zero (resistance is stronger): duration = 120 / (1 + difference / 100), the difference is taken without its sign.
  3. Difference above zero (attack is stronger): duration = 120 x (1 + difference / 100).
  4. The result is rounded down to whole seconds.

Example: the target has «Mental Shield» Mental Shield level 4 and one earring worth 20 - resistance 70. A knight without mental attack: difference -70, time 120 / 1.70 = 70.6, result 70 s. A knight with two earrings of 50 attack: difference -20, time 120 / 1.20 = 100 s.

How many seconds the curse lasts

Target's resistance to mental attacks What it comes from (example) Knight without mental attack Knight with mental attack 50
0 none 120 s 180 s
20 one boss earring 100 s 156 s
40 two earrings of 20 each 85 s 132 s
50 «Mental Shield» Mental Shield lv. 4 80 s 120 s
70 «Mental Shield» Mental Shield and a 20 earring 70 s 100 s
90 «Mental Shield» Mental Shield, a 20 earring, «Wisdom» Wisdom 63 s 85 s
100 «Mental Shield» Mental Shield and «Wisdom» Wisdom +15 60 s 80 s
150 cap 48 s 60 s
What gives resistance to mental attacks
Source Resistance
«Mental Shield» Mental Shield, levels 1-4, or «Mental Shield (Event)» Mental Shield (Event) 20 / 30 / 40 / 50 or 50
«Courage» Courage, levels 1-3 40 / 60 / 100
«Wisdom» Wisdom, passive 20, with the third enchant route from 22 (+1) to 50 (+15)
20
30
40
20
30
40
20
10
10

# Buff removal

«Touch of Death» Touch of Death removes buffs on every use, even if the curse did not land. 1 to 5 effects are removed. You can protect yourself from the removal: the target's resistance to buff removal works twice - it lowers the chance to remove each effect and takes some of the effects out of exposure.

How it is calculated:

  1. The target's buffs that can be removed at all are taken.
  2. Resistance takes a random part out of harm's way: with resistance 30, 70% of the effects remain, with resistance 70 - 30%. Resistance is counted as no higher than 80 - a fifth of the effects is always exposed, and at least one effect takes part at any resistance. Which effects exactly ended up exposed is decided by chance anew on every use.
  3. For each remaining effect - a separate roll with a chance of 25 / (1 + resistance / 100), not below 10% and not above 90%: 25% without resistance, 19.2% with resistance 30, 14.7% with resistance 70, not below 10%.
  4. The rolls go on until 5 effects are removed or the list ends.
  5. If not a single roll succeeds, one random effect out of those still exposed is removed. Every activation removes at least one effect.

«Arcane Chaos» Arcane Chaos on the target works the other way: it cancels the target's resistance, and against a target without resistance it raises the chance per effect to 35.7%. For this skill the effects are checked in order: songs and dances first, then the rest, starting with the most recently applied.

The target's «CON», mental attack resistance and the effect's remaining time do not affect the removal.

Not removed: debuffs, toggle skills, effects of hero skills, effects of potions and items, passive skills, effects triggered on their own by another skill (for example, «Seed of Revenge» Seed of Revenge).

How many effects are exposed and what the chance is for each

Target's removal resistance Share of effects exposed Chance for one effect
«Arcane Chaos» Arcane Chaos on the target, no resistance of its own 100% 35.7%
no resistance 100% 25.0%
30 70% 19.2%
40 60% 17.9%
70 30% 14.7%
80 20% 13.9%
110 20% 11.9%
150 and above 20% 10.0%

How many effects are removed on average per activation

Effects on the target «Arcane Chaos» Arcane Chaos Resistance 0 Resistance 30 Resistance 40 Resistance 70 Resistance 80 Resistance 110
10 10 -> 3.44 10 -> 2.53 7 -> 1.57 6 -> 1.38 3 -> 1.06 2 -> 1.02 2 -> 1.01
20 20 -> 4.84 20 -> 4.24 14 -> 2.69 12 -> 2.22 6 -> 1.27 4 -> 1.11 4 -> 1.08
30 30 -> 4.99 30 -> 4.85 21 -> 3.70 18 -> 3.12 9 -> 1.56 6 -> 1.24 6 -> 1.18
40 40 -> 5.00 40 -> 4.98 28 -> 4.37 24 -> 3.85 12 -> 1.91 8 -> 1.41 8 -> 1.32

Example: a target with 33 buffs

On the target Resistance Exposed Chance per effect Removed on average
nothing 0 33 of 33 25% 4.9
«Arcane Protection» Arcane Protection 30 23 of 33 19.2% 3.9
«Arcane Protection» Arcane Protection and «Lionheart» Lionheart 70 10 of 33 14.7% 1.7
«Arcane Protection» Arcane Protection and «Ultimate Defense» Ultimate Defense 110, counted as 80 7 of 33 11.9% 1.2
«Arcane Protection» Arcane Protection and «Arcane Chaos» Arcane Chaos 0 33 of 33 25% 4.9
«Arcane Chaos» Arcane Chaos, no resistance of its own -30 33 of 33 35.7% 5.0

What gives resistance to buff removal

Resistance Source
5 «Warrior Ability - Resist Trait» Warrior Ability - Resist Trait - a passive subclass certification skill, always active
30
40
40
40
40
80 or 40 «Ultimate Defense» Ultimate Defense (80) or «Vengeance» Vengeance (80) or «Zealot» Zealot (40)
80 or 90 «Ultimate Evasion» Ultimate Evasion (80) or «Wind Riding» Wind Riding (80) or «Exciting Adventure» Exciting Adventure (90) or «Ghost Walking» Ghost Walking (90)
40 or 80 «Heroic Valor» Heroic Valor (40) or «Heroic Miracle» Heroic Miracle (80) or «Heroic Berserker» Heroic Berserker (80)
100
100
-30 «Arcane Chaos» Arcane Chaos on the target

# Tested on the server

The rules above are verified by tests on the real server code: a character of the required class is created with real buffs and a shield, the skill is used on it thousands of times, and what happened is counted.

Landed and failed: target level 85 Duelist, «CON» 43, 20 effects

Target's removal resistance Uses Curse landed Removed when it did not land Removed when it landed
0 4000 31.6% 4.27 4.23
«Arcane Protection» Arcane Protection and «Lionheart» Lionheart - 70 3000 30.7% 1.34 1.34

Enchant: chance against a level 85 mage («CON» 27), 40 000 casts each

Skill Base chance Skill level Measured
no enchant 80 78 75.1%
+1 for HP cost 80 81 77.1%
+15 for HP cost 80 85 80.8%
+1 for chance 81 81 78.6%
+8 for chance 86 83 85.2%
+15 for chance 90 85 89.7%

Special cases

Case Measured What it means
Perfect shield block
  • 522 blocks out of 5000 uses
  • nothing happened in any of them
the shield cancels the skill entirely - no curse, CP intact, all effects in place
Knight behind the target 0 blocks out of 1500 a shield does not help from behind
Raid boss
  • the curse landed in 38.7% of 3000
  • in the 1839 uses where it did not land, not a single effect was removed
against a boss the chance is half as high, and effects are removed only together with the curse
Skill reflected back at the knight
  • 2500 reflected uses: the target kept all its effects, the knight kept all of his
  • the curse landed on the knight in 30.5%
a reflected skill removes effects from no one, and the knight himself gets the curse - by his own «CON»

# Specifics of our server

The skill's logic is as close as possible to the official High Five servers (PTS). All the numbers are taken from their data: base curse chance 80%, up to 5 removable effects with a 25% chance each, minus 90% CP, cooldown 150 seconds. Exactly how the official server calculates the curse chance and the effect removal internally is not reliably known to anyone: there is no public description, and the known builds interpret the same numbers differently. So wherever the data leaves a choice, our rule is set explicitly:

  1. Buffs are removed on every use, even if the curse did not land.
  2. You can protect yourself from effect removal. Resistance to buff removal not only lowers the chance of losing each effect but also hides part of the effects from the hit: the higher the resistance, the fewer effects the knight can remove.
  3. The curse chance depends only on the target's «CON» and level. «Mental Shield» Mental Shield and boss earrings do not lower the chance - they shorten the time the curse lasts.
  4. Every activation removes at least one effect: if all the rolls fail, one random effect out of those still exposed is removed.

Updated:

Enchant tree 2

The skill is enchanted from level 1 along one of the routes. Pick a step of a route to see what the skill becomes.

Touch of Death lvl 1
  1. Cost

    +15

    Enchant Cost: Decreases HP consumption.

    +15 Cost Decreases HP consumption by 22.

    Sacrifices oneself to pronounce a Dark curse on the enemy. Buff removal works on every use and is rolled separately from the curse: cancels 1 to 5 buffs, and the target's resistance to buff cancellation reduces their number. The curse lands with a chance that depends on the target's CON: consumes 90% CP and, for 2 minutes, decreases Max CP by 90% and the power of received HP recovery magic by 30%, and increases susceptibility to de-buff by 30%. The target's resistance to Mental attacks shortens the duration. Enchant Cost: Decreases HP consumption.

  2. Chance

    +15

    Enchant Chance: Increases the success rate of the curse.

    +15 Chance Increases the success rate of the curse.

    Sacrifices oneself to pronounce a Dark curse on the enemy. Buff removal works on every use and is rolled separately from the curse: cancels 1 to 5 buffs, and the target's resistance to buff cancellation reduces their number. The curse lands with a chance that depends on the target's CON: consumes 90% CP and, for 2 minutes, decreases Max CP by 90% and the power of received HP recovery magic by 30%, and increases susceptibility to de-buff by 30%. The target's resistance to Mental attacks shortens the duration. Enchant Chance: Increases the success rate of the curse.

Who learns it 2

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