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| '''Healing''' is the act of recovering a unit's current [[health]], which includes various methods such as [[Lifesteal]], [[Health Regen]], and [[Item]] effects. | | {{Construction}} |
| | | '''Healing''' is the act of recovering a unit's current [[health]], which includes various methods such as lifesteal, health regen, and item effects. |
| == Overview ==
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| The most reliable way for a player to heal themselves is by killing a [[Trooper|Medic Trooper]] and picking up their Medic Pack, or by going back to their team's base, which has a constant source of healing. Alternatively, they can buy Healing or [[Lifesteal]] items. Some heroes also have healing abilities. See a full list of healing sources below.
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| Besides direct healing, players passively recover health at all times through [[Health Regen]].
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| == Healing Amp ==
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| 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.
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| This [[Stats|stat]] is represented as a percentage. For example, a 25% gain would increase a heal of 100 to 125.
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| == Healing Reduction == | | == Healing Reduction == |
| Healing Reduction is a negative effect which reduces the effectiveness of healing on the unit it is applied to.
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| Healing Reduction is represented as a percentage and stacks multiplicatively, meaning each additional source has diminishing returns.
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| 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.
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| == Calculation ==
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| === Calculating Healing Reduction ===
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| Multiple sources of Healing Reduction stack '''multiplicatively''':
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| <math>\text{Total Reduction} = 1 - (1 - R_1) \times (1 - R_2) \dots</math>
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| '''Example:'''
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| If two sources of Healing Reduction are applied, one providing '''40%''' and another providing '''40%''':
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| # Convert percentages to decimals: 0.40 and 0.40.
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| # Subtract from 1: (1 - 0.40) = '''0.60''' and (1 - 0.40) = '''0.60'''.
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| # Multiply the remainders: 0.60 × 0.60 = '''0.36'''.
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| # Subtract from 1: 1 - 0.36 = '''0.64'''.
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| # Total Healing Reduction is '''64%''', not 80%.
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| === Calculating Final Healing ===
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| <math>\text{Final Healing} = \text{Initial Healing} \times (1 - \text{Total Reduction}) \times (1 + \text{Healing Amp})</math>
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| '''Example:'''
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| A heal of '''200 HP''' is applied to a target with '''64%''' Total Healing Reduction. The healer has '''25%''' Healing Amp.
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| # Apply Reduction: 200 × (1 - 0.64) = 200 × 0.36 = '''72 HP'''.
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| # Apply Amp: 72 × (1 + 0.25) = 72 × 1.25 = '''90 HP'''.
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| # Final Healing received is '''90 HP'''.
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| Note: Healing from self-damage sources such as {{HeroIcon|Victor}}'s {{AbilityIcon|Pain Battery}} and {{AbilityIcon|Aura of Suffering}} does not appear in the endgame hero stats screen, but it does appear in the healing sources graph.
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| == Sources of direct healing == | | == Sources of direct healing == |
| Killing a [[Trooper|Medic Trooper]] drops a Medic Pack that heals nearby players based on the following formula:
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| ''Heal = ({{MiscData|medic_trooper_aoe_health_pickup_amber|MissingPctRegen|Base}}% of hero's missing [[Health|HP]] + {{MiscData|medic_trooper_aoe_health_pickup_amber|RegenFixed|Base}} HP + {{MiscData|medic_trooper_aoe_health_pickup_amber|RegenFixed|PerMinuteAfterStart}} HP per minute) / Number of nearby heroes''
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| The team's base heals players by increasing their [[Health Regen]] to {{DataProp|Convar|citadel_player_regen_zone_bonus_pct}}% of their maximum [[health]] per second plus {{DataProp|Convar|citadel_player_regen_zone_bonus_base}} health per second.
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| === Heroes === | | === Heroes === |
| | | {{Construction}} |
| {{AbilityTable|heal}} | |
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| === Items === | | === Items === |
| | | * {{ItemIcon|Restorative Shot}} |
| {| class="wikitable sortable"
| | * {{ItemIcon|Headhunter}} |
| |+ List of items
| | * {{ItemIcon|Healing Rite}} |
| ! Name !! {{Souls}} Cost !! Category !! Healing amount
| | * {{ItemIcon|Healbane}} |
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| | * {{ItemIcon|Healing Nova}} |
| | {{ItemIcon|Restorative Shot}} || {{#invoke:ItemData|get_cost|Restorative Shot}} || Weapon || {{#invoke:ItemData|get_prop|Restorative Shot|HealFromHero}} Healing From Heroes<br/>{{#invoke:ItemData|get_prop|Restorative Shot|HealFromNPC}} Healing From NPCs
| | * {{ItemIcon|Restorative Locket}} |
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| | * {{ItemIcon|Rescue Beam}} |
| | {{ItemIcon|Headhunter}} || {{#invoke:ItemData|get_cost|Headhunter}} || Weapon || {{#invoke:ItemData|get_prop|Headhunter|HealPercentPerHeadshot}} Heal Per Headshot
| | * {{ItemIcon|Siphon Bullets}} |
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| | * |
| | {{ItemIcon|Healing Rite}} || {{#invoke:ItemData|get_cost|Healing Rite}} || Vitality || {{#invoke:ItemData|get_prop|Healing Rite|TotalHealthRegen}} Total HP Regen
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| |-
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| | {{ItemIcon|Melee Lifesteal}} || {{#invoke:ItemData|get_cost|Melee Lifesteal}} || Vitality || {{#invoke:ItemData|get_prop|Melee Lifesteal|LifestrikeHeal}} Heal on Melee Hit ({{#invoke:ItemData|get_prop|Melee Lifesteal|NonHeroHealPct}} on NPCs)
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| | {{ItemIcon|Healbane}} || {{#invoke:ItemData|get_cost|Healbane}} || Vitality || {{#invoke:ItemData|get_prop|Healbane|HealOnKill}} Heal On Hero Kill
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| | {{ItemIcon|Restorative Locket}} || {{#invoke:ItemData|get_cost|Restorative Locket}} || Vitality || {{#invoke:ItemData|get_prop|Restorative Locket|HealPerStack}} Heal Per Stack
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| | {{ItemIcon|Healing Nova}} || {{#invoke:ItemData|get_cost|Healing Nova}} || Vitality || {{#invoke:ItemData|get_prop|Healing Nova|TotalHealthRegen}} Total HP Regen
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| | {{ItemIcon|Lifestrike}} || {{#invoke:ItemData|get_cost|Lifestrike}} || Vitality || {{#invoke:ItemData|get_prop|Lifestrike|LifestealHeal}} Heal on Melee Hit, plus {{#invoke:ItemData|get_prop|Lifestrike|LifestealHealPercent}} Lifesteal ({{#invoke:ItemData|get_prop|Lifestrike|NonHeroHealPct}} on NPCs)
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| | {{ItemIcon|Rescue Beam}} || {{#invoke:ItemData|get_cost|Rescue Beam}} || Vitality || {{#invoke:ItemData|get_prop|Rescue Beam|HealPercentAmount}} Heal Amount
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| | {{ItemIcon|Siphon Bullets}} || {{#invoke:ItemData|get_cost|Siphon Bullets}} || Vitality ||{{#invoke:ItemData|get_prop|Siphon Bullets|HealthSteal}} Max HP Steal Per Bullet
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| | {{ItemIcon|Radiant Regeneration}} || {{#invoke:ItemData|get_cost|Radiant Regeneration}} || Spirit ||{{#invoke:ItemData|get_prop|Radiant Regeneration|HealingPerCast}} Heal on Ability Cast
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| |}
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| == Sources of healing reduction ==
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| === Heroes ===
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| {{AbilityTable|healreduce}}
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| === Items ===
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| {{Item stat table|Healing Reduction}}
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| * {{ItemIcon|Cheat Death}} applies '''{{#invoke:ItemData|get_prop|Cheat Death|HealAmpReceivePenaltyPercent}}''' healing reduction to its user for {{#invoke:ItemData|get_prop|Cheat Death|DeathImmunityDuration}} seconds (the same duration as the invulnerability). | |
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| == See also == | | == See also == |
| * [[Bullet Lifesteal]] | | * [[Bullet Lifesteal]] |
| * [[Spirit Lifesteal]] | | * [[Spirit Lifesteal]] |
| * [[Health Regen]]
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| {{Stats}}
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| {{Navbox gameplay}} | | {{Navbox gameplay}} |