Editing Healing

Jump to navigation Jump to search
Warning: You are not logged in. Once you make an edit, a temporary account will be created for you. Learn more. Log in or create an account to continue receiving notifications after this account expires, and to access other features.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
'''Healing''' is the act of recovering a unit's current [[health]], which includes various methods such as [[Lifesteal]], [[Health Regen]], and [[Item]] effects.
'''Healing''' is the act of recovering a unit's current [[health]], which includes various methods such as lifesteal, health regen, and item effects.


== Overview ==
== Overview ==
Line 8: Line 8:
== Healing Amp ==
== Healing Amp ==


Healing Amp, also known as Healing Effectiveness, is a [[Stats|stat]] which increases the amount of healing a hero does with their [[abilities]] and [[items]]. This affects both healing to themselves and to their allies. Healing Amp affects healing-over-time buffs, such as {{ItemIcon|Healing Rite}}'s active effect.
Healing Amp, also known as Healing Effectiveness, is a [[Stats|stat]] which increases the amount of healing a hero does with their [[abilities]] and [[items]]. This affects both healing to themselves and to their allies. Healing Amp affects healing-over-time buffs, such as [[Healing Rite]]'s active effect.


This [[Stats|stat]] is represented as a percentage. For example, a 25% gain would increase a heal of 100 to 125.
This [[Stats|stat]] is represented as a percentage. For example, a 25% gain would increase a heal of 100 to 125.
Line 17: Line 17:
Healing Reduction is represented as a percentage and stacks multiplicatively, meaning each additional source has diminishing returns.
Healing Reduction is represented as a percentage and stacks multiplicatively, meaning each additional source has diminishing returns.


If a player is hit by the same source of Healing Reduction before its effect has worn off (e.g. two or more enemy players with {{ItemIcon|Healbane}}), only the first source is applied.
If a player is hit by the same source of Healing Reduction before its effect has worn off (e.g. two or more enemy players with Healbane), only the first source is applied.


== Calculation ==
== Calculation ==
Please note that all contributions to The Deadlock Wiki are considered to be released under the Creative Commons Attribution-NonCommercial-ShareAlike (see Deadlock:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!
Cancel Editing help (opens in new window)

Pages included on this page: