Health: Difference between revisions
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[[File: | [[File:Vitality Icon.png|right|frameless]] | ||
'''Health''' measures the amount of [[damage]] that can be taken before [[Death|dying]], and is fundamental to all [[heroes]] and units. Units and players with health are allowed to interact with the game, and consequently when your health drops to zero you are disabled from playing until respawning. | |||
== | == Maximum Health == | ||
' | [[File:Captura de pantalla 2024-10-03 115540.png|thumb|263x263px|Kelvin's starting base health at {{Souls|0}}]] | ||
The formula for maximum health <math>HP_{Max}</math> is: | |||
<math> | |||
HP_{Max} = \left( HP_0 + N_{PI} \times PI_{HP} \right) \times (1 + \textstyle\sum HP_{Shop} ) + \textstyle\sum HP_{Bonus} | |||
</math> | |||
where <math>HP_0</math> is hero-specific starting base health, <math>N_{PI}</math> is the number of [[Level|Power Increases]] earned, <math>PI_{HP}</math> is hero-specific added base health from each power increase, <math>HP_{Shop}</math> are implicit base health percent increases from [[Vitality]] items, and <math>HP_{Bonus}</math> are bonus health flat increases from various sources. Note that the max health presented in-game is rounded up to the nearest integer. | |||
[[ | |||
=== Base Health === | |||
[[File:Captura de pantalla 2024-10-03 115848.png|thumb|247x247px|Kelvin's base health at {{Souls|20.0k}}]] | |||
Base health is the sum of starting base health and added base health from power increases. It is scaled by the inherent increased base health stats of Vitality items. Different heroes have different amounts of starting base health and added base health from power increases. | |||
{{#invoke:HeroDataArrays|heroHealthTable}} | |||
=== Increased Base Health === | |||
Each Vitality item purchased grants a percentage increase to base health based on its tier. Higher tier items grant larger percentage increases. These increases are summed together before being multiplied with base health. | |||
+ | {| class="wikitable" style="text-align:center" | ||
!Vitality Item Tier !! % Increased Base Health | |||
|- | |||
| 1 || 11% | |||
|- | |||
| 2 || 14% | |||
|- | |||
| 3 || 17% | |||
|- | |||
| 4 || 20% | |||
|} | |||
=== Bonus Health === | |||
[[File:Survival Power buff.png|thumb|179x179px|Survival power-up located in the training map]] | |||
Bonus health comes from a variety of sources: | |||
* Items are the most common source of added bonus health. Bonus health can be found on all three item types, but Vitality items tend to provide the largest amounts. | |||
* [[Golden Statue|Golden statues]] occasionally drop small but permanent added bonus health buffs: '''+20''' before 10 minutes, '''+30''' between 10 and 30 minutes, or '''+40''' after 30 minutes. | |||
* The [[Powerup|Survival Powerup]] immediately grants '''+400''' bonus health, but only for 160 seconds or until death. | |||
* The [[Rejuvenator]] immediately grants '''+200''' bonus health, but only for 3 minutes or until death. | |||
Bonus Health is not scaled by increased base health. Bonus health is added after the increased base health multiplier has been applied to base health. | |||
=== Miscellaneous Health Modifiers === | |||
With the purchase of [[Glass Cannon]], the hero's max health is reduced by 15% after the above calculations. | |||
=== Example === | |||
[[Kelvin]] begins the game with 600 Base HP. If Kelvin purchases the tier 1 vitality items [[Extra Health]] and [[Extra Stamina]], the first of which also grants 160 bonus health, his max health becomes: | |||
600 | <math>HP_{Max} = 600 \times (1 + (0.11 + 0.11)) + 160 = 892</math> | ||
If Kelvin then earns a power increase, his base health increases by 50, and his max health becomes: | |||
( | <math>HP_{Max} = (600 + 50) \times (1 + (0.11 + 0.11)) + 160 = 953</math> | ||
== Regaining Health == | |||
{{Main|Healing|Health Regen}} | |||
From the start of the match, heroes will regenerate health slowly over time, typically 2 HP per second. This rate can be increased by purchasing items such as [[Extra Regen]] and [[Fortitude]]. Health can be regained quickly by returning to the spawn room of the team's base. Various hero abilities can heal, such as Dynamo's [[Dynamo#3(3)_Rejuvenating_Aurora|Rejuvenating Aurora]]. Sources of [[Spirit Lifesteal|spirit]] and [[Bullet Lifesteal|bullet lifesteal]] grant heroes the opportunity to regain health by dealing the respective damage type. | |||
== | == Health Bars == | ||
[[File:600 vs 1300.png|thumb|A 600 HP Kelvin right next to a 1300 HP Kelvin]] | |||
'''Health Bars''' are visual indicators of a hero's current health, located just above each hero. Health bars consist of filled rectangles, arranged in rows of up to ten. Enemy heroes are displayed with orange rectangles, while allied heroes use an off-white color. As the hero loses health, the rectangles deplete horizontally. Each full rectangle represents 100 health, and each full row represents 1000 health. | |||
== Sources == | |||
All [[Vitality|vitality items]] implicitly provide base health based on tier, represented as "Shop Bonuses" in the ingame stats calculation. Tier 1 items provide +11%, Tier 2 items provide +14%, Tier 3 items provide +17%, and Tier 4 items provide +20%. The following items explicitly grant increased bonus health: | |||
{{Item stat table|Bonus Health}} | |||
=== Map spawns === | |||
* [[Golden Statue]]s can provide a permanent increase: +<b>20</b> Health before 10 minutes, +<b>30</b> Health before 30 minutes, or +<b>40</b> Health after 30 minutes. | |||
* Power up runes can provide a temporary Survival buff that provides +<b>400</b> Bonus Health for 160 seconds. | |||
* [[Mid-Boss]] can provide a temporary Rejuvenator Credit buff that provides +200 Bonus Health for three minutes or until death, whichever comes first. | |||
{{Stat navbox}} | |||
{{Navbox gameplay}} | |||
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|600 HP | |||
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Latest revision as of 06:01, 24 October 2024
Health measures the amount of damage that can be taken before dying, and is fundamental to all heroes and units. Units and players with health are allowed to interact with the game, and consequently when your health drops to zero you are disabled from playing until respawning.
Maximum Health[edit | edit source]
The formula for maximum health is:
where is hero-specific starting base health, is the number of Power Increases earned, is hero-specific added base health from each power increase, are implicit base health percent increases from Vitality items, and are bonus health flat increases from various sources. Note that the max health presented in-game is rounded up to the nearest integer.
Base Health[edit | edit source]
Base health is the sum of starting base health and added base health from power increases. It is scaled by the inherent increased base health stats of Vitality items. Different heroes have different amounts of starting base health and added base health from power increases.
Hero | Starting | Added per PI | At Max PI |
---|---|---|---|
Ivy | 550 | +35 | 1040 |
550 | +31 | 984 | |
Mo & Krill | 700 | +44 | 1316 |
Dynamo | 650 | +44 | 1266 |
Abrams | 570 | +34 | 1046 |
Vindicta | 550 | +20 | 830 |
Haze | 500 | +27 | 878 |
Grey Talon | 550 | +27 | 928 |
Warden | 550 | +45 | 1180 |
Paradox | 550 | +40 | 1110 |
Lash | 550 | +42 | 1138 |
Seven | 550 | +31 | 984 |
Shiv | 600 | +35 | 1090 |
Infernus | 600 | +33 | 1062 |
Kelvin | 600 | +50 | 1300 |
McGinnis | 550 | +41 | 1124 |
Viscous | 550 | +38 | 1082 |
Bebop | 650 | +41 | 1224 |
Lady Geist | 650 | +41 | 1224 |
Mirage | 550 | +37 | 1068 |
Wraith | 550 | +31 | 984 |
Yamato | 500 | +31 | 934 |
Increased Base Health[edit | edit source]
Each Vitality item purchased grants a percentage increase to base health based on its tier. Higher tier items grant larger percentage increases. These increases are summed together before being multiplied with base health.
Vitality Item Tier | % Increased Base Health |
---|---|
1 | 11% |
2 | 14% |
3 | 17% |
4 | 20% |
Bonus Health[edit | edit source]
Bonus health comes from a variety of sources:
- Items are the most common source of added bonus health. Bonus health can be found on all three item types, but Vitality items tend to provide the largest amounts.
- Golden statues occasionally drop small but permanent added bonus health buffs: +20 before 10 minutes, +30 between 10 and 30 minutes, or +40 after 30 minutes.
- The Survival Powerup immediately grants +400 bonus health, but only for 160 seconds or until death.
- The Rejuvenator immediately grants +200 bonus health, but only for 3 minutes or until death.
Bonus Health is not scaled by increased base health. Bonus health is added after the increased base health multiplier has been applied to base health.
Miscellaneous Health Modifiers[edit | edit source]
With the purchase of Glass Cannon, the hero's max health is reduced by 15% after the above calculations.
Example[edit | edit source]
Kelvin begins the game with 600 Base HP. If Kelvin purchases the tier 1 vitality items Extra Health and Extra Stamina, the first of which also grants 160 bonus health, his max health becomes:
If Kelvin then earns a power increase, his base health increases by 50, and his max health becomes:
Regaining Health[edit | edit source]
- Main articles: Healing, Health Regen
From the start of the match, heroes will regenerate health slowly over time, typically 2 HP per second. This rate can be increased by purchasing items such as Extra Regen and Fortitude. Health can be regained quickly by returning to the spawn room of the team's base. Various hero abilities can heal, such as Dynamo's Rejuvenating Aurora. Sources of spirit and bullet lifesteal grant heroes the opportunity to regain health by dealing the respective damage type.
Health Bars[edit | edit source]
Health Bars are visual indicators of a hero's current health, located just above each hero. Health bars consist of filled rectangles, arranged in rows of up to ten. Enemy heroes are displayed with orange rectangles, while allied heroes use an off-white color. As the hero loses health, the rectangles deplete horizontally. Each full rectangle represents 100 health, and each full row represents 1000 health.
Sources[edit | edit source]
All vitality items implicitly provide base health based on tier, represented as "Shop Bonuses" in the ingame stats calculation. Tier 1 items provide +11%, Tier 2 items provide +14%, Tier 3 items provide +17%, and Tier 4 items provide +20%. The following items explicitly grant increased bonus health:
Name | Cost | Category | Stat change |
---|---|---|---|
Monster Rounds | 500 | Weapon | +50 Bonus Health |
Active Reload | 1,250 | Weapon | +50 Bonus Health |
Fleetfoot | 1,250 | Weapon | +90 Bonus Health |
Kinetic Dash | 1,250 | Weapon | +100 Bonus Health |
Melee Charge | 1,250 | Weapon | +75 Bonus Health |
Burst Fire | 3,000 | Weapon | +70 Bonus Health |
Heroic Aura | 3,000 | Weapon | +150 Bonus Health |
Hunter's Aura | 3,000 | Weapon | +150 Bonus Health |
Toxic Bullets | 3,000 | Weapon | +100 Bonus Health |
Frenzy | 6,200 | Weapon | +200 Bonus Health |
Ricochet | 6,200 | Weapon | +150 Bonus Health |
Vampiric Burst | 6,200 | Weapon | +175 Bonus Health |
Enduring Spirit | 500 | Vitality | +75 Bonus Health |
Extra Health | 500 | Vitality | +160 Bonus Health |
Extra Stamina | 500 | Vitality | +35 Bonus Health |
Healing Rite | 500 | Vitality | +45 Bonus Health |
Melee Lifesteal | 500 | Vitality | +75 Bonus Health |
Bullet Lifesteal | 1,250 | Vitality | +75 Bonus Health |
Debuff Reducer | 1,250 | Vitality | +125 Bonus Health |
Divine Barrier | 1,250 | Vitality | +50 Bonus Health |
Healbane | 1,250 | Vitality | +75 Bonus Health |
Reactive Barrier | 1,250 | Vitality | +75 Bonus Health |
Return Fire | 1,250 | Vitality | +125 Bonus Health |
Spirit Lifesteal | 1,250 | Vitality | +75 Bonus Health |
Enduring Speed | 1,750 | Vitality | +75 Bonus Health |
Healing Nova | 1,750 | Vitality | +100 Bonus Health |
Majestic Leap | 3,000 | Vitality | +125 Bonus Health |
Metal Skin | 3,000 | Vitality | +125 Bonus Health |
Rescue Beam | 3,000 | Vitality | +125 Bonus Health |
Fortitude | 3,500 | Vitality | +400 Bonus Health |
Lifestrike | 3,500 | Vitality | +125 Bonus Health |
Debuff Remover | 4,250 | Vitality | +125 Bonus Health |
Colossus | 6,200 | Vitality | +600 Bonus Health |
Inhibitor | 6,200 | Vitality | +175 Bonus Health |
Leech | 6,200 | Vitality | +175 Bonus Health |
Unstoppable | 6,200 | Vitality | +150 Bonus Health |
Ammo Scavenger | 500 | Spirit | +40 Bonus Health |
Extra Spirit | 500 | Spirit | +35 Bonus Health |
Infuser | 500 | Spirit | +50 Bonus Health |
Bullet Resist Shredder | 1,250 | Spirit | +100 Bonus Health |
Duration Extender | 1,250 | Spirit | +100 Bonus Health |
Suppressor | 1,250 | Spirit | +50 Bonus Health |
Slowing Hex | 1,750 | Spirit | +75 Bonus Health |
Surge of Power | 3,000 | Spirit | +75 Bonus Health |
Torment Pulse | 3,000 | Spirit | +160 Bonus Health |
Improved Spirit | 3,500 | Spirit | +100 Bonus Health |
Mystic Slow | 4,250 | Spirit | +140 Bonus Health |
Superior Duration | 4,250 | Spirit | +175 Bonus Health |
Magic Carpet | 6,200 | Spirit | +150 Bonus Health |
Escalating Exposure | 7,450 | Spirit | +125 Bonus Health |
Boundless Spirit | 9,700 | Spirit | +300 Bonus Health |
Map spawns[edit | edit source]
- Golden Statues can provide a permanent increase: +20 Health before 10 minutes, +30 Health before 30 minutes, or +40 Health after 30 minutes.
- Power up runes can provide a temporary Survival buff that provides +400 Bonus Health for 160 seconds.
- Mid-Boss can provide a temporary Rejuvenator Credit buff that provides +200 Bonus Health for three minutes or until death, whichever comes first.
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