Health: Difference between revisions
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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. | 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" | {| class="wikitable" style="text-align:center" | ||
!Vitality Item Tier!!% Increased Base Health | !Vitality Item Tier !! % Increased Base Health | ||
|- | |- | ||
| 1 || 11% | | 1 || 11% |
Revision as of 02:34, 19 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
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
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
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
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.
- 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 Extra Health 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
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:
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 |
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