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| == Max Health ==
| | #REDIRECT [[Health#Maximum Health]] |
| Max Health is a [[Vitality Stat]] that is derived from base health and other stat bonuses. There are three common ways in which max health is modified:
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| * Base Health Gain
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| * % Increased Base Health
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| * Bonus Health
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| ''Base health gain'' occurs every time the player gets a [[Leveling Up#Power Increases|power increase]] and varies significantly from hero to hero. For example, Kelvin receives +45 base health every power increase while Haze receives only +27 base health. ''% Increased Base Health'' is implicitly added to every vitality item depending on tier according to the table below. ''Bonus health'' is usually obtained from items and modifies a hero's max health after base health increases.
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| {| class="wikitable"
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| |+Implicit Health Bonuses
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| !Item Tier
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| !% Increased Base Health
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| |-
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| |1
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| |11
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| |-
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| |2
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| |14
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| |-
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| |3
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| |17
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| |-
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| |4
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| |20
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| |}
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| === Calculating Max Health ===
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| Max health is a straightforward calculation relating base health, % increased base health, and bonus health. A hero's base health changes throughout the game as power increase thresholds are met. Meanwhile, % increased base health and bonus health will be applied by items and status effects. To calculate max health at a given point in time the following formula is used:
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| <math>\text{Max Health} = \text{Base Health} * (1 + %\text{Increased Base Health}) + \text{Bonus Health}</math>
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| Some important things to note about this calculation:
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| * Bonus health is not increased by the % increased base health bonuses
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| * Negative bonuses to health, such as being afflicted by [[Siphon Bullets]] will be calculated along with positive health bonuses additively
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| * Negative % Max Health such as the modifier on [[Glass Cannon]] is applied to the final max health value and will reduce all health after final calculations
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