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HomeLineage 2 BlogAbout the gameCurse Death Link (KDL) - skill analysis
Curse Death Link (KDL) - skill analysis
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Curse Death Link (KDL) - skill analysis

× 1,8multiplier ceiling44,4%point of equality0damage at full HP22skill level2skills with this flag
There's one thing everyone knows about Death Link: "the lower your HP, the harder it hits." That's true, but behind that phrase lies a specific number, and it's this number that determines when the skill actually makes sense to use. We analyzed the game's server code and extracted the actual multiplier, and also checked three formulas circulating on the forums—exactly one matched. Below: the exact formula, the benefit threshold, the full level table, and the same for the second skill using this mechanism.

What is this skill?

Parameter Value
Who is available? Necromancer, Spellhowler
Type single target magic damage
Element darkness (unholy)
Levels 22, magic level from 50 to 74
Power of skill from 68 to 108
Range 900
Cast time 4 seconds
Cooldown 6 seconds
MP consumption from 36 to 55
The skill has no stun or additional effects: the file is empty. It's pure damage with one unusual multiplier.

How is damage calculated?

First, the server calculates normal magical damage, just like any nuke:

Damage = 91 × Ability Power × √M.Atk ÷ M.Def

Please note: Magic attack costs under the rootTherefore, a spirit shot that multiplies M.Atk by 2 deals 1,41 damage, while a blessed shot (4x M.Atk) deals exactly 2x.

Next in line: Magical Crit multiplies damage four times, the target's elemental and defense bonuses are applied - and only at the very end does that Death Link multiplier come into play.

Factor Value Note
Spiritshot × 1,41 M.Atk ×2, but under the root
Blessed Spiritshot × 2 M.Atk ×4, under the root
Magic Crit × 4 the chance depends on WIT
Death Link up to ×1,8 we'll break it down below
There's no randomization for magic damage: the corresponding setting is disabled. Two identical casts on the same target without a critical hit will produce the same damage.

That same multiplier

In the server code it is written in one line, and it looks like this:

damage = damage × 1,8 × (1 − current HP ÷ max HP)

There's no additional unit here. This leads to three conclusions, none of which are obvious.

Curse Death Link multiplier chart in Lineage 2: 1,8 times one minus the current HP percentage

The multiplier decreases linearly: the higher the HP, the smaller it is, and at full health it becomes zero.

First, at full HP, the skill doesn't hit at all. The multiplier is zero, and there's no damage. That's not an exaggeration or "little"—it's exactly zero.

Second. The benefit threshold is 44,4% HP. That's where the multiplier is equal to one, meaning Death Link hits like a regular nuke of equal strength. Above that point, you lose damage; below that, you gain.

Third, the ceiling is ×1,8, and it is unattainable. The multiplier only reaches 1,8x at zero HP. At 5%, it's 1,71x, and at 10%, it's 1,62x.

HP of the caster Factor What does it mean
100% × 0,00 full health
75% × 0,45 almost complete
60% × 0,72 weaker than a regular nuke
50% × 0,90 half
44,4% × 1,00 point of equality
30% × 1,26 stronger than a regular nuke
20% × 1,44 red zone
10% × 1,62 stronger than a regular nuke
5% × 1,71 edge
One caveat from the code: the multiplier is only applied if the calculated damage is greater than one. For a target that already takes almost no damage, Death Link won't do anything.

Why are there three different formulas online?

Death Link is a case where different builds have different lines of code, each circulating around the forums in its own way. There are three variations.

Option Formula At full HP Потолок What is the difference
×1,8 without increase damage × 1,8 × (1 − HP share) 0 × 1,8 That's exactly how it's written in the code
×2 without increase damage × 2 × (1 − HP share) 0 × 2 the same, but the ceiling is higher
with the addition of one damage × (1 + 2 × (1 − HP share)) × 1 × 3 The skill never hits weaker than a regular nuke.
Comparison of three Curse Death Link formulas in Lineage 2 based on the caster's current HP

The difference between the variants without the bonus is small—1,8 versus 2. But the variant with the bonus of one is a completely different skill: it works on any health and triples the HP on red HP.

How to check your server in one cast. Stand at full HP and hit any target. Zero damage means the no-damage version discussed above works. The normal nuke damage is the bonus version, and then it makes sense to always use the skill.

All skill levels

Strength increases from 68 to 108, meaning from level 1 to level 22, the skill increases raw damage by approximately 59%. Mana consumption increases by 50% during this time.

Level Magic level Strength MP consumption Damage to level 1
1 50 68 36 + 0%
2 52 72 38 + 6%
3 54 75 39 + 10%
4 56 78 41 + 15%
5 57 80 42 + 18%
6 58 82 43 + 21%
7 59 84 44 + 24%
8 60 85 44 + 25%
9 61 87 45 + 28%
10 62 89 46 + 31%
11 63 90 47 + 32%
12 64 92 48 + 35%
13 65 94 48 + 38%
14 66 96 49 + 41%
15 67 97 50 + 43%
16 68 99 51 + 46%
17 69 100 51 + 47%
18 70 102 52 + 50%
19 71 104 53 + 53%
20 72 105 53 + 54%
21 73 107 54 + 57%
22 74 108 55 + 59%
Magic level isn't just important for damage: the difference between it and the target's level affects resistances and penalties. Against a target significantly higher in level, the skill also loses damage.

Second skill with the same mechanism

The Death Link flag in the game files isn't limited to Curse Death Link. Exactly the same multiplier—the same 1,8 and the same dependency on your HP—appears in Fatal Counter, Phantom Ranger's archery skill.

The difference is that this is a physical attack: there the skill power is not multiplied by the attack, but is added to it, and everything together is divided into protecting the target. Therefore, the absolute numbers of strength are of a completely different order—thousands versus hundreds.

Skill whom Type Strength Cooldown Trait
Curse Death Link Necromancer, Spellhowler magic 68–108 6 with Dark Element, 4 second cast
Fatal Counter Phantom Ranger bow 2908–4870 20 with Overhit - gives an experience bonus when finishing off an enemy
Fatal Counter has a weapon restriction in its file: the skill only works with a bow.

How to play this

Keep the 44% mark in mind. This is the only number you really need to remember. Above it, Death Link is your worst nuke; below it, it's your best.

Don't count on "three times". The ceiling here is 1,8x, and it's reached right at death. The difference between 20% and 5% HP is only 19% damage, and the risk between the two is incomparable.

The skill is useless in farming. Mobs are hit at full HP, and the multiplier is zero. This is a combat skill, not a routine one.

Blessed Spirit Shot is more important than low HP. It gives x2 at any health, while Death Link at 20% HP only gives x1,44. Shots first, then risky tricks.

Fascia Massage:

Death Link multiplier is 1,8 x (1 - HP fraction), with no increase.

At full HP the skill hits zero, at 44,4% - like a regular nuke, at death itself - ×1,8.

Base damage is calculated as 91 × strength × √M.Atk ÷ M.Def; Blessed Spirit Shot doubles it, Magic Crit quadruples it.

The same multiplier applies to Fatal Counter, Phantom Ranger's archery skill.

You can test your server with one cast at full HP: zero damage is the option without a bonus, normal damage is the option with a bonus.

Read more:

The skill formula and parameters are taken from the game files and server code. The 1,8 coefficient isn't set by a setting—it's hardcoded into the damage calculation; however, some builds use other values ​​in its place, so all three variants are discussed above.

We really love digging into the guts of Lineage 2, especially where math actually impacts gameplay. Today is exactly that case, plus there was a request in our telegram channel From users. Let's look at how DEATHLINK's damage is calculated, and why a single line of code can turn a skill into either a bomb or a useless full-HP firework.
Rare mechanics breakdowns, formulas and guides in our blog dedicated to Lineage 2.

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