Health: Difference between revisions
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== Base Health == | == Base Health == | ||
[[File:Captura de pantalla 2024-10-03 115848.png|thumb|247x247px|Kelvin's Base Health at {{Souls|20.0k}}]] | [[File:Captura de pantalla 2024-10-03 115848.png|thumb|247x247px|Kelvin's Base Health at {{Souls|20.0k}}]] | ||
'''Base Health''' includes your starting health plus health gained through [[Level#Power Increases|power increases]]. Once Base Health is increased, it | '''Base Health''' includes your starting health plus health gained through [[Level#Power Increases|power increases]]. Once Base Health is increased, it cannot be given away, it is a permanent stat increase that will affect and modify multiplicative bonus health buffs and debuffs. | ||
Base HP can be calculated using this formula: | Base HP can be calculated using this formula: | ||
<math> | <math>BaseHP = StartingHP + \overbrace{Level * PowerIncrease}^{Power-Increase-HP}</math> | ||
BaseHP = StartingHP + \overbrace{Level * PowerIncrease}^{Power-Increase-HP}</math> | |||
== Bonus Health == | == Bonus Health == | ||
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An example of this would be: | An example of this would be: | ||
<math> | <math>TotalHP = BaseHP + \overbrace{20 HP}^{Gold-urn-buff} + \overbrace{400 HP}^{Survival-Power-Buff}</math> | ||
TotalHP = BaseHP + \overbrace{20 HP}^{Gold-urn-buff} + \overbrace{400 HP}^{Survival-Power-Buff}</math> | |||
==== Gold Urn Health ==== | ==== Gold Urn Health ==== | ||
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An example of this would be: | An example of this would be: | ||
'''<math> | '''<math>TotalHealth= \underbrace {StartingHP + \overbrace{(1level * 50 hp/level)}^{Powe-Increase-HP}}_{BaseHP}+ \overbrace{(Base HP * 0.11) + 160HP}^{extra-health} + \overbrace{(Base HP * 0.11)}^{extra-stamina}</math>''' | ||
TotalHealth= \underbrace {StartingHP + \overbrace{(1level * 50 hp/level)}^{Powe-Increase-HP}}_{BaseHP}+ \overbrace{(Base HP * 0.11) + 160HP}^{extra-health} + \overbrace{(Base HP * 0.11)}^{extra-stamina}</math>''' | |||
Multiplicative Bonus Health is calculated based on your current '''Base Health'''. This kind of bonus health will increase until you get to your 14th power increase, where you will no longer be able to increase your base health. | Multiplicative Bonus Health is calculated based on your current '''Base Health'''. This kind of bonus health will increase until you get to your 14th power increase, where you will no longer be able to increase your base health. | ||
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|} | |} | ||
== Example | == Math == | ||
The formula for max health is: <math>HP_{max} = \left\lceil \left ( [(HP_{STARTING} + lvl * PI) * (1 + \sum_{i=1}^n \text{Shop Bonus})] + \sum_{i=1}^n \text{BonusHealth} + \sum_{i=1}^n \text{Golden Statues} + PUB + Rejuv \right ) * GC \right\rceil</math><br/> | |||
where:<br/> | |||
<math> | |||
\begin{align} | |||
HP_{max} &= \text{Max Health,} \\ | |||
HP_{STARTING} &= \text{Starting Health,} \\ | |||
lvl &= \text{Level,} \\ | |||
PI &= \text{Power Increase,} \\ | |||
Shop Bonus &= \text{Percent increase based on the tier,} \\ | |||
BonusHealth &= \text{Increase from item,} \\ | |||
Golden Statues &= \text{Increase from Golden Statues,} \\ | |||
PUB &= \text{400 Bonus Health from Powerup Buff,} \\ | |||
Rejuv &= \text{200 Bonus Health from Rejuvenation Credit,} \\ | |||
GC &= -15% \text{Max Health from Glass Cannon} \\ | |||
\end{align} | |||
</math> | |||
=== Example === | |||
[[Kelvin]] begins the game with 600 Base HP. If Kelvin picks up [[Extra Health]] and [[Extra Stamina]], and then earns a [[Level#Power Increases|power increase]], the HP increase may be broken down the following way: | [[Kelvin]] begins the game with 600 Base HP. If Kelvin picks up [[Extra Health]] and [[Extra Stamina]], and then earns a [[Level#Power Increases|power increase]], the HP increase may be broken down the following way: | ||
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== Health Bars == | == Health Bars == | ||
[[File:600 vs 1300.png|thumb|A 600 HP Kelvin right next to a 1300 HP Kelvin]] | |||
'''Health Bars''' are located above each hero. They act as a visual representation of how much health the hero has left, with each square unit on the health bar representing 100 HP. | '''Health Bars''' are located above each hero. They act as a visual representation of how much health the hero has left, with each square unit on the health bar representing 100 HP. | ||
== Base health based on Power Increase == | == Base health based on Power Increase == | ||
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== Sources == | == 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 === | === Map spawns === |
Revision as of 09:40, 13 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.
Starting Health
Starting Health is an amount of health that a specific hero is spawned with at the beginning of the match. It is a predefined amount that remains constant within a match, and differs between heroes. It must not be confused with Base Health, which can change throughout the match.
Base Health
Base Health includes your starting health plus health gained through power increases. Once Base Health is increased, it cannot be given away, it is a permanent stat increase that will affect and modify multiplicative bonus health buffs and debuffs.
Base HP can be calculated using this formula:
Bonus Health
Bonus health can be obtained through Items, Gold Urns, and Survival power-ups.
There are two types of bonus health: additive, and multiplicative
Additive Bonus Health
Additive Bonus Health refers to any bonus health that is stacked over the hero's Base Health. It does not alter any other health status that requires multiplication such as vitality items' bonus health.
An example of this would be:
Gold Urn Health
Gold Urns will begin to spawn after 3 minutes has elapsed in the match. When destroyed, they have a 50% chance to drop a small stat buff. All buffs obtained are permanent when picked up. The urn will respawn 3 minutes after being broken.
Time Elapsed | Bonus | Chance of getting health bonus |
---|---|---|
0-3 minutes | non existant | 0% |
3-15 minutes | +15 HP | 8,4% |
15+ minutes | +20 HP | 8,4% |
Because of their additive nature, Golden Urn buffs don't alter a hero's base health, but instead stack over it.
Survival Power-Up Health
Power-ups spawn after the 10 minute mark and subsequently after 5 minutes intervals. There's a 1/4 chance of the Survival power-up spawning in one of the two off-lane bridges.
The Survival power-up will grant you an additive +400 HP Bonus Health on pickup, and a multiplicative 1% health regeneration
The effect will last a total of 160 seconds. Picking more than one Survival power-up will reset the timer, meaning that you cannot stack multiple instances of it.
Because of their additive nature, Survival power-ups don't alter a hero's base health, but instead stack over it.
Multiplicative Bonus Health
Multiplicative Bonus Health refers to any bonus health that works by multiplying a hero's base health, meaning that it takes into consideration both the hero's Starting Health plus their Power Increase's Health
An example of this would be:
Multiplicative Bonus Health is calculated based on your current Base Health. This kind of bonus health will increase until you get to your 14th power increase, where you will no longer be able to increase your base health.
Vitality Items Bonus Health
Vitality Items have an intrinsic multiplicative bonus health buff that increases according to item's tier. It can be seen in the top-right quadrant of each item's description. The Vitality Item Intrinsic bonus health is independent from the additive bonus health of the item itself, and only applies to the hero's base health:
Vitality Item Tier | % Increased Base Health |
---|---|
1 | 11% |
2 | 14% |
3 | 17% |
4 | 20% |
Math
The formula for max health is:
where:
Example
Kelvin begins the game with 600 Base HP. If Kelvin picks up Extra Health and Extra Stamina, and then earns a power increase, the HP increase may be broken down the following way:
600 Base HP, 600 Max HP + (Extra Health: (600 * 0.11) + 160) =
600 Base HP, 826 Max HP + (Extra Stamina: (600 * 0.11)) =
600 Base HP, 892 Max HP
If we add to the 600 Base HP another 50 Base HP from the first power increase and recalculate the item formulas:
(Extra Health: (650 * 0.11) + 160) =
650 Base HP, 881.5 Max HP + (Extra Stamina: (650 * 0.11)) =
650 Base HP, 953 Max HP
Health Bars
Health Bars are located above each hero. They act as a visual representation of how much health the hero has left, with each square unit on the health bar representing 100 HP.
Base health based on Power Increase
Sources
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
- Golden Statues can provide a permanent increase: +20 Health before 10 minutes, +30 Health before 25 minutes, or +40 Health after 25 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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