Health: Difference between revisions

From Deadlock Wiki
Jump to navigation Jump to search
→‎Math: rewrite math section, will likely condense the previous sections into this one soon-ish
Major rewrite, condensing most sections into a single section, removed previous table/images of golden statue buffs as they are outdated, removed table of base health by hero and souls (will add back in a condensed form), added section about regaining health
Line 2: Line 2:
'''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.
'''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.


== Starting Health ==
== Maximum Health ==
[[File:Captura de pantalla 2024-10-03 115540.png|thumb|263x263px|Kelvin's Starting Health, at 600 HP and {{Souls|0}}]]
[[File:Captura de pantalla 2024-10-03 115540.png|thumb|263x263px|Kelvin's starting base health at {{Souls|0}}]]
'''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.
The formula for maximum health <math>HP_{Max}</math> is:


== Base Health ==
<math>
[[File:Captura de pantalla 2024-10-03 115848.png|thumb|247x247px|Kelvin's Base Health at {{Souls|20.0k}}]]
HP_{Max} = \left( HP_0 + N_{PI} \times PI_{HP} \right) \times (1 + \textstyle\sum HP_{Shop} ) + \textstyle\sum HP_{Bonus}
'''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.
</math>
 
Base HP can be calculated using this formula:
 
<math>BaseHP = StartingHP + \overbrace{Level * PowerIncrease}^{Power-Increase-HP}</math>  
 
== 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 ===
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 to the nearest integer.
'''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:
=== 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.


<math>TotalHP = BaseHP + \overbrace{20 HP}^{Gold-urn-buff} + \overbrace{400 HP}^{Survival-Power-Buff}</math>
=== 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.


==== Gold Urn Health ====
[[File:Urns 15 20.png|thumb|181x181px|Gold urns Additive Bonus Health. Notice how after the 15 minute mark the healing goes from +15 HP to +20 HP]]
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.
{| class="wikitable"
{| class="wikitable"
|+
!Vitality Item Tier!!% Increased Base Health
!Time Elapsed
|-
!Bonus
| 1 || 11%
!Chance of getting health bonus
|-
|-
|0-3 minutes
| 2 || 14%
|non existant
|0%
|-
|-
|3-15 minutes
| 3 || 17%
| +15 HP
|8,4%
|-
|-
|15+ minutes
| 4 || 20%
| +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 ====
=== Bonus Health ===
[[File:Survival Power buff.png|thumb|179x179px|Survival power-up located in the training map]]
[[File:Survival Power buff.png|thumb|179x179px|Survival power-up located in the training map]]
[[File:Timer survival power buff.png|thumb|250x250px|Survival power-up timer]]
Bonus health comes from a variety of sources:
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 Regen|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.
* 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 25 minutes, or '''+40''' after 25 minutes.
* [[Powerup Buff|Survival Powerups]] immediately grant '''+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.


=== Multiplicative Bonus Health ===
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.
'''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: 
=== Miscellaneous Health Modifiers ===
With the purchase of [[Glass Cannon]], the hero's max health is reduced by 15% after the above calculations.


'''<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>''' 
=== Example ===
 
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:
{| class="wikitable"
!Vitality Item Tier
!% Increased Base Health
|-
|1
|11%
|-
|2
|14%
|-
|3
|17%
|-
|4
|20%
|}
 
== Math ==
The formula for max 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 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 the implicit base health percent increases from [[Vitality]] items, and <math>HP_{Bonus}</math> are the miscellaneous bonus health flat increases from items, [[Golden Statue|Golden Statues]], [[Powerup Buff|Survival Powerups]], the [[Rejuvenator]], etc.
 
With the purchase of [[Glass Cannon]], the player's max health is reduced by 15% after the above calculations.
 
Note that the max health presented in-game is rounded to the nearest integer.
 
===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:
[[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:


Line 109: Line 53:


<math>HP_{Max} = (600 + 50) \times (1 + (0.11 + 0.11)) + 160 = 953</math>
<math>HP_{Max} = (600 + 50) \times (1 + (0.11 + 0.11)) + 160 = 953</math>
== Regaining Health ==
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 [[Bonus 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 ==
== Health Bars ==
[[File:600 vs 1300.png|thumb|A 600 HP Kelvin right next to a 1300 HP Kelvin]]
[[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 orange squares of equal width, arranged in rows of up to ten squares. Each square represents 100 health, and each full row represents 1000 health.
'''Health Bars''' are visual indicators of a hero's current health, located just above each hero. Health bars consist of filled orange rectangles, arranged in rows of up to ten. As the hero loses health, the rectangles deplete horizontally. Each full rectangle represents 100 health, and each full row represents 1000 health.
 
== Base health based on Power Increase ==
{| class="wikitable sortable"
! rowspan="2" |Hero
! rowspan="2" |Starting Health
! rowspan="2" |Power Increase
! colspan="14" |Souls collected
|-
!{{souls|1.2K}}
!{{souls|2.2K}}
!{{souls|4.5K}}
!{{souls|6K}}
!{{souls|7.5K}}
!{{souls|9K}}
!{{souls|10.5K}}
!{{souls|12K}}
!{{souls|13K}}
!{{souls|14K}}
!{{souls|15K}}
!{{souls|16K}}
!{{souls|18K}}
!{{souls|20K}}
|-
|Abrams
|600 HP
| +32 HP
|632
|664
|696
|728
|760
|792
|824
|856
|888
|920
|952
|984
|1016
|1048
|-
|Bebop
|650 HP
| +41 HP
|691
|732
|773
|814
|855
|896
|937
|978
|1019
|1060
|1101
|1142
|1183
|1224
|-
|Dynamo
|650 HP
| +44 HP
|694
|738
|782
|826
|870
|914
|958
|1002
|1046
|1090
|1134
|1178
|1222
|1266
|-
|Grey Talon
|550 HP
| +27 HP
|577
|604
|631
|658
|685
|712
|739
|766
|793
|820
|847
|874
|901
|928
|-
|Haze
|500 HP
| +27 HP
|527
|554
|581
|608
|635
|662
|689
|716
|743
|770
|797
|824
|851
|878
|-
|Infernus
|600 HP
| +33 HP
|633
|666
|699
|732
|765
|798
|831
|864
|897
|930
|963
|996
|1029
|1062
|-
|Ivy
|550 HP
| +35 HP
|585
|620
|655
|690
|725
|760
|795
|830
|865
|900
|935
|970
|1005
|1040
|-
|Kelvin
|600 HP
| +50 HP
|650
|700
|750
|800
|850
|900
|950
|1000
|1050
|1100
|1150
|1200
|1250
|1300
|-
|Lady Geist
|650 HP
| +41 HP
|691
|732
|773
|814
|855
|896
|937
|978
|1019
|1060
|1101
|1142
|1183
|1224
|-
|Lash
|550 HP
| +42 HP
|592
|634
|676
|718
|760
|802
|844
|886
|928
|970
|1012
|1054
|1096
|1138
|-
|McGinnis
|550 HP
| +41 HP
|592
|634
|676
|718
|760
|802
|844
|886
|928
|970
|1012
|1054
|1096
|1138
|-
|Mo & Krill
|700 HP
| +44 HP
|744
|788
|832
|876
|920
|964
|1008
|1052
|1096
|1140
|1184
|1228
|1272
|1316
|-
|Paradox
|550 HP
| +40 HP
|590
|630
|670
|710
|750
|790
|830
|870
|910
|950
|990
|1030
|1070
|1110
|-
|Pocket
|550 HP
| +31 HP
|581
|612
|643
|674
|705
|736
|767
|798
|829
|860
|891
|922
|953
|984
|-
|Seven
|550 HP
| +31 HP
|581
|612
|643
|674
|705
|736
|767
|798
|829
|860
|891
|922
|953
|984
|-
|Shiv
|600 HP
| +35 HP
|635
|670
|705
|740
|775
|810
|845
|880
|915
|950
|985
|1020
|1055
|1090
|-
|Vindicta
|550 HP
| +20 HP
|570
|590
|610
|630
|650
|670
|690
|710
|730
|750
|770
|790
|810
|830
|-
|Viscous
|550 HP
| +38 HP
|588
|626
|664
|702
|740
|778
|816
|854
|892
|930
|968
|1006
|1044
|1082
|-
|Warden
|550 HP
| +45 HP
|595
|640
|685
|730
|775
|820
|865
|910
|955
|1000
|1045
|1090
|1135
|1180
|-
|Wraith
|550 HP
| +31 HP
|581
|612
|643
|674
|705
|736
|767
|798
|829
|860
|891
|922
|953
|984
|-
|Yamato
|500 HP
| +31 HP
|531
|562
|593
|624
|655
|686
|717
|748
|779
|810
|841
|872
|903
|934
|}


== Sources ==
== Item Sources of Bonus Health ==
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:
The following items explicitly grant added bonus health:
{{Item stat table|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 25 minutes, or +<b>40</b> Health after 25 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}}
{{Stat navbox}}

Revision as of 05:40, 15 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

Kelvin's starting base health at Souls0

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 to the nearest integer.

Base Health

Kelvin's base health at Souls20.0k

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.

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.

Vitality Item Tier % Increased Base Health
1 11%
2 14%
3 17%
4 20%

Bonus Health

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 statues occasionally drop small but permanent added bonus health buffs: +20 before 10 minutes, +30 between 10 and 25 minutes, or +40 after 25 minutes.
  • Survival Powerups immediately grant +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:

If Kelvin then earns a power increase, his base health increases by 50, and his max health becomes:

Regaining Health

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 Bonus 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

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 orange rectangles, arranged in rows of up to ten. As the hero loses health, the rectangles deplete horizontally. Each full rectangle represents 100 health, and each full row represents 1000 health.

Item Sources of Bonus Health

The following items explicitly grant added bonus health:

List of items
NameSoulsCostCategoryStat change
Monster Rounds500Weapon+50 Bonus Health
Active Reload1,250Weapon+50 Bonus Health
Fleetfoot1,250Weapon+90 Bonus Health
Kinetic Dash1,250Weapon+100 Bonus Health
Melee Charge1,250Weapon+75 Bonus Health
Burst Fire3,000Weapon+70 Bonus Health
Heroic Aura3,000Weapon+150 Bonus Health
Hunter's Aura3,000Weapon+150 Bonus Health
Toxic Bullets3,000Weapon+100 Bonus Health
Frenzy6,200Weapon+200 Bonus Health
Ricochet6,200Weapon+150 Bonus Health
Vampiric Burst6,200Weapon+175 Bonus Health
Enduring Spirit500Vitality+75 Bonus Health
Extra Health500Vitality+160 Bonus Health
Extra Stamina500Vitality+35 Bonus Health
Healing Rite500Vitality+45 Bonus Health
Melee Lifesteal500Vitality+75 Bonus Health
Bullet Lifesteal1,250Vitality+75 Bonus Health
Debuff Reducer1,250Vitality+125 Bonus Health
Divine Barrier1,250Vitality+50 Bonus Health
Healbane1,250Vitality+75 Bonus Health
Reactive Barrier1,250Vitality+75 Bonus Health
Return Fire1,250Vitality+125 Bonus Health
Spirit Lifesteal1,250Vitality+75 Bonus Health
Enduring Speed1,750Vitality+75 Bonus Health
Healing Nova1,750Vitality+100 Bonus Health
Majestic Leap3,000Vitality+125 Bonus Health
Metal Skin3,000Vitality+125 Bonus Health
Rescue Beam3,000Vitality+125 Bonus Health
Fortitude3,500Vitality+400 Bonus Health
Lifestrike3,500Vitality+125 Bonus Health
Debuff Remover4,250Vitality+125 Bonus Health
Colossus6,200Vitality+600 Bonus Health
Inhibitor6,200Vitality+175 Bonus Health
Leech6,200Vitality+175 Bonus Health
Unstoppable6,200Vitality+150 Bonus Health
Ammo Scavenger500Spirit+40 Bonus Health
Extra Spirit500Spirit+35 Bonus Health
Infuser500Spirit+50 Bonus Health
Bullet Resist Shredder1,250Spirit+100 Bonus Health
Duration Extender1,250Spirit+100 Bonus Health
Suppressor1,250Spirit+50 Bonus Health
Slowing Hex1,750Spirit+75 Bonus Health
Surge of Power3,000Spirit+75 Bonus Health
Torment Pulse3,000Spirit+160 Bonus Health
Improved Spirit3,500Spirit+100 Bonus Health
Mystic Slow4,250Spirit+140 Bonus Health
Superior Duration4,250Spirit+175 Bonus Health
Magic Carpet6,200Spirit+150 Bonus Health
Escalating Exposure7,450Spirit+125 Bonus Health
Boundless Spirit9,700Spirit+300 Bonus Health