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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.
'''Healing''' is the act of recovering a unit's current [[health]], which includes various methods such as lifesteal, health regen, and item effects.


== Overview ==
== Math ==
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.
The formula for healing is:
 
<math>\text{healing}_f = \text{healing}_i * \prod(1 - \text{healing}_{red} * b) * (1 + \text{healing}_{amp})</math><br/>
Besides direct healing, players passively recover health at all times through [[Health Regen]].
where <math>\text{healing}_f</math> is final healing, <math>\text{healing}_i</math> is initial healing, <math>\text{healing}_{red}</math> is healing reduction amount, <math>b</math> is (1 - healing reduction resistance), and <math>\text{healing}_{amp}</math> is healing amp.


== 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.


== Healing Reduction ==
== Healing Reduction ==
Healing Reduction is a negative effect which reduces the effectiveness of healing on the unit it is applied to.
Health reduction is a negative effect which reduces the effectiveness of healing on the unit it is applied to.
 
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.
 
== Calculation ==
 
=== Calculating Healing Reduction ===
Multiple sources of Healing Reduction stack '''multiplicatively''':
 
<math>\text{Total Reduction} = 1 - (1 - R_1) \times (1 - R_2) \dots</math>
 
'''Example:'''
If two sources of Healing Reduction are applied, one providing '''40%''' and another providing '''40%''':
# Convert percentages to decimals: 0.40 and 0.40.
# Subtract from 1: (1 - 0.40) = '''0.60''' and (1 - 0.40) = '''0.60'''.
# Multiply the remainders: 0.60 × 0.60 = '''0.36'''.
# Subtract from 1: 1 - 0.36 = '''0.64'''.
# Total Healing Reduction is '''64%''', not 80%.


=== Calculating Final Healing ===
Healing reduction is represented as a percentage and stacks multiplicatively. For example, two different sources of 40% healing reduction would result in a total reduction of 64% to incoming heals.


<math>\text{Final Healing} = \text{Initial Healing} \times (1 - \text{Total Reduction}) \times (1 + \text{Healing Amp})</math>
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.
 
'''Example:'''
A heal of '''200 HP''' is applied to a target with '''64%''' Total Healing Reduction. The healer has '''25%''' Healing Amp.
# Apply Reduction: 200 × (1 - 0.64) = 200 × 0.36 = '''72 HP'''.
# Apply Amp: 72 × (1 + 0.25) = 72 × 1.25 = '''90 HP'''.
# Final Healing received is '''90 HP'''.
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.


== 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:
''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''
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.
=== Heroes ===
=== Heroes ===
 
{| class="wikitable sortable"
{{AbilityTable|heal}}
|+ List of heroes
! Name !! Ability !! Healing amount !! Duration
|-
| {{HeroIcon|Dynamo}} || {{AbilityIcon|Rejuvenating Aurora}} || 32/s health restored || 5s
|-
| {{HeroIcon|Ivy}} || {{AbilityIcon|Watcher's Covenant}} || 30% Replicated Healing || 12s
|-
| {{HeroIcon|Kelvin}} || {{AbilityIcon|Frost Grenade}} (T2) || 80 HP (scales with Spirit) || -
|-
|{{HeroIcon|McGinnis}}
|{{AbilityIcon|Medicinal Specter}}
|25/s health restored
|6s
|}


=== Items ===
=== Items ===
{| class="wikitable sortable"
{| class="wikitable sortable"
|+ List of items
|+ List of items
! Name !! {{Souls}} Cost !! Category !! Healing amount
! Name !! {{Souls}} Cost !! Category !! Healing amount
|-
|-
| {{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 Shot}} || 800 || Weapon || 40 Healing From Heroes<br/>15 Healing From NPCs
|-
|-
| {{ItemIcon|Headhunter}} || {{#invoke:ItemData|get_cost|Headhunter}} || Weapon || {{#invoke:ItemData|get_prop|Headhunter|HealPercentPerHeadshot}} Heal Per Headshot
| {{ItemIcon|Headhunter}} || 3,200 || Weapon || 8% Heal Per Headshot
|-
|-
| {{ItemIcon|Healing Rite}} || {{#invoke:ItemData|get_cost|Healing Rite}} || Vitality || {{#invoke:ItemData|get_prop|Healing Rite|TotalHealthRegen}} Total HP Regen
| {{ItemIcon|Healing Rite}} || 800 || Vitality || 370 Total HP Regen
|-
|-
| {{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)
| {{ItemIcon|Healbane}} || 1,600 || Vitality || 275 Heal On Hero Kill
|-
|-
| {{ItemIcon|Healbane}} || {{#invoke:ItemData|get_cost|Healbane}} || Vitality || {{#invoke:ItemData|get_prop|Healbane|HealOnKill}} Heal On Hero Kill
| {{ItemIcon|Healing Nova}} || 3,200 || Vitality || 260 Total HP Regen
|-
|-
| {{ItemIcon|Restorative Locket}} || {{#invoke:ItemData|get_cost|Restorative Locket}} || Vitality || {{#invoke:ItemData|get_prop|Restorative Locket|HealPerStack}} Heal Per Stack
| {{ItemIcon|Restorative Locket}} || 1,600 || Vitality || 35 Heal Per Stack
|-
|-
| {{ItemIcon|Healing Nova}} || {{#invoke:ItemData|get_cost|Healing Nova}} || Vitality || {{#invoke:ItemData|get_prop|Healing Nova|TotalHealthRegen}} Total HP Regen
| {{ItemIcon|Rescue Beam}} || 3,200 || Vitality || 26% Heal Amount
|-
|-
| {{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)
| {{ItemIcon|Siphon Bullets}} || 6,400 || Vitality ||55 Max HP Steal Per Bullet
|}
 
== Sources of healing reduction ==
=== Heroes ===
{| class="wikitable sortable"
|+ List of heroes
! Name !! Ability !! Healing reduction
|-
|-
| {{ItemIcon|Rescue Beam}} || {{#invoke:ItemData|get_cost|Rescue Beam}} || Vitality || {{#invoke:ItemData|get_prop|Rescue Beam|HealPercentAmount}} Heal Amount
| {{HeroIcon|Infernus}} || {{AbilityIcon|Napalm}} (T3) || -<b>33</b>% Healing Reduction
|-
|-
| {{ItemIcon|Siphon Bullets}} || {{#invoke:ItemData|get_cost|Siphon Bullets}} || Vitality ||{{#invoke:ItemData|get_prop|Siphon Bullets|HealthSteal}} Max HP Steal Per Bullet
|{{HeroIcon|Pocket}}
|{{AbilityIcon|Affliction}} (T2)
| -<b>40</b>% Healing Reduction
|-
|-
| {{ItemIcon|Radiant Regeneration}} || {{#invoke:ItemData|get_cost|Radiant Regeneration}} || Spirit ||{{#invoke:ItemData|get_prop|Radiant Regeneration|HealingPerCast}} Heal on Ability Cast
|{{HeroIcon|Vyper}}
|{{AbilityIcon|Lethal Venom}} (T2)
| -<b>40</b>% Healing Reduction
|}
|}
== Sources of healing reduction ==
=== Heroes ===
{{AbilityTable|healreduce}}


=== Items ===
=== Items ===
{{Item stat table|Healing Reduction}}
{{Item stat table|Healing Reduction}}


* {{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).
* {{ItemIcon|Blood Tribute}} and {{ItemIcon|Cheat Death}} apply healing reduction to their user.


== See also ==
== See also ==
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