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In any case, given that the Priest can heal for his entire health pool several times over, the Retribution seal is actually very good for him. Given that he's a very close-range fighter, he takes a lot of incidental damage. He doesn't really need any of the other buffs at Tier 3, so he might as be able to reflect that damage back to his enemies; especially when he can pair it with other revenge-style items.
I think it is after armor and resistances, but before the priest's mana shield comes into play.
I got this result from my paladin. He had around 75% physical damage resistance from armor, and a basic beetle hit him for around 4 damage. He reflected something like 12, which isn't quite 2.5 times, but it definately isnt the pre-armor hit (assumed to be 16 damage), which would have reflected for 40 damage or so.
Unless... the reflected damage is also considered physical damage, and the basic grey beetele enemy type has such a high amount of armor that the 40 damage was reduced down to 12, which I suppose is possible.
Assuming the chain of events goes something like this:
Enemy attack > Player hit > Mitigating factors (evasion / tower shield type things) > Damage is applied to character > hitpoint reduction resolved
You can see this in action with a dodge of a fire or poison attack, but you still receive the debuff. Mitigating factors reduce or remove damage taken, but do not claim the player hasn't even been hit. You could test this specifically on a thief or ranger with high evasion, and the 'wrath of the thundergod' item. It should still fire out a visible lightning bolt for flat damage, even when you supposedly evade an attack.
My best guess is that the reflection chapel blessing is calculated between damage applied and hitpoint reduction resolved actions. So, for most classes, this is the same number in both steps. However, for priest, the damage received is NOT the actual damage taken, because of the mana shield. 100 damage taken is then further reduced, and then applied between hit points and mana points. In all other classes, the hitpoints removed is equal to the damage taken.
If I really hated myself, I could take the damage reflection blessing on a sorceror or wizard, and see what the damage reflection numbers are both when the shield passive skill procs, and when it doesn't. But as it turns out, I don't hate myself THAT much, to spend ~100k gold to respec, and then another ~100k gold to re-repsec after testing that.
[speculation ends]
All that aside, there isn't really any tier 3 blessing the priest needs really. Taking 100% more skill crit damage could be nice, but that would mean skipping mana or health regen, which doesn't seem particularly fun. So really, in a choice between primary lifesteal, damage reflection, and spell cost reduction, they are all in the same general category of usefulness, I feel.
I guess the simplest way to tell if it's pulling it's own weight would be to record some solo-priest NG+ Act 5 stuff, and just see how many archers and mages randomly die from damage reflection in the recap.