Healing: Difference between revisions
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'''Healing''' is the act of recovering a unit's current [[health]], which includes various methods such as lifesteal, health regen, and item effects. | '''Healing''' is the act of recovering a unit's current [[health]], which includes various methods such as lifesteal, health regen, and item effects. | ||
== Math == | |||
The formula for healing is: | |||
<math>\text{healing}_f = \text{healing}_i * \prod(1 - \text{healing}_{red} * b) * (1 + \text{healing}_{amp})</math><br/> | |||
where <math>\text{healing}_f</math> is final healing, <math>\text{healing}_i</math> is initial healing, <math>\text{healing}_{red}</math> is healing reduction amount, <math>b</math> is 0.85 when {{ItemIcon|Healing Booster}} is owned and 1 otherwise, and <math>\text{healing}_{amp}</math> is healing amp. | |||
== Healing Amp == | |||
Healing Amp, is a [[Stats|stat]] which increases the amount of healing a hero does with their [[abilities]] and [[items]]. This affects both healing to themselves and to their allies. Healing Amp does not affect [[Health Regen]], but does affect healing-over-time buffs, such as [[Healing Rite]]'s active effect. | |||
This [[Stats|stat]] is represented as a percentage. For example, a 25% gain would increase a heal of 100 to 125. | |||
== Healing Reduction == | == Healing Reduction == | ||
Health reduction is a negative effect which reduces the effectiveness of healing on the unit it is applied to. | |||
Healing reduction is represented as a percentage and stacks multiplicatively. For example, two different sources of 40% healing reduction would result in a total reduction of 64% to incoming heals. | |||
== Sources of direct healing == | == Sources of direct healing == | ||
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| {{ItemIcon|Siphon Bullets}} || 6,200 || Vitality ||55 Max HP Steal Per Bullet | | {{ItemIcon|Siphon Bullets}} || 6,200 || Vitality ||55 Max HP Steal Per Bullet | ||
|} | |} | ||
== Sources of healing reduction == | |||
=== Heroes === | |||
{| class="wikitable sortable" | |||
|+ List of heroes | |||
! Name !! Ability !! Healing reduction | |||
|- | |||
| {{HeroIcon|Infernus}} || {{AbilityIcon|Catalyst}} (T3) || -<b>40</b>% Healing Reduction | |||
|} | |||
=== Items === | |||
{{Item stat table|Healing Reduction}} | |||
== See also == | == See also == | ||
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* [[Health Regen]] | * [[Health Regen]] | ||
{{Stats}} | |||
{{Navbox gameplay}} | {{Navbox gameplay}} |
Latest revision as of 18:47, 3 November 2024
Healing is the act of recovering a unit's current health, which includes various methods such as lifesteal, health regen, and item effects.
Math[edit | edit source]
The formula for healing is:
where is final healing, is initial healing, is healing reduction amount, is 0.85 when Healing Booster is owned and 1 otherwise, and is healing amp.
Healing Amp[edit | edit source]
Healing Amp, is a stat which increases the amount of healing a hero does with their abilities and items. This affects both healing to themselves and to their allies. Healing Amp does not affect Health Regen, but does affect healing-over-time buffs, such as Healing Rite's active effect.
This stat is represented as a percentage. For example, a 25% gain would increase a heal of 100 to 125.
Healing Reduction[edit | edit source]
Health reduction is a negative effect which reduces the effectiveness of healing on the unit it is applied to.
Healing reduction is represented as a percentage and stacks multiplicatively. For example, two different sources of 40% healing reduction would result in a total reduction of 64% to incoming heals.
Sources of direct healing[edit | edit source]
Heroes[edit | edit source]
Name | Ability | Healing amount | Duration |
---|---|---|---|
Dynamo | Rejuvenating Aurora | 32/s health restored | 5s |
Ivy | Watcher's Covenant | 30% Replicated Healing | 12s |
Kelvin | Frost Grenade (T2) | 125 HP | - |
Items[edit | edit source]
Name | Cost | Category | Healing amount |
---|---|---|---|
Restorative Shot | 500 | Weapon | 40 Healing From Heroes 15 Healing From NPCs |
Headhunter | 3,500 | Weapon | 8% Heal Per Headshot |
Healing Rite | 500 | Vitality | 370 Total HP Regen |
Healbane | 1,250 | Vitality | 350 Heal On Hero Kill |
Healing Nova | 1,750 | Vitality | 260 Total HP Regen |
Restorative Locket | 1,250 | Vitality | 35 Heal Per Stack |
Rescue Beam | 3,000 | Vitality | 26% Heal Amount |
Siphon Bullets | 6,200 | Vitality | 55 Max HP Steal Per Bullet |
Sources of healing reduction[edit | edit source]
Heroes[edit | edit source]
Name | Ability | Healing reduction |
---|---|---|
Infernus | Catalyst (T3) | -40% Healing Reduction |
Items[edit | edit source]
Name | Cost | Category | Stat change |
---|---|---|---|
Toxic Bullets | 3,000 | Weapon | -65% Healing Reduction |
Healbane | 1,250 | Vitality | -40% Healing Reduction |
Decay | 1,250 | Spirit | -55% Healing Reduction |
See also[edit | edit source]
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