Healing: Difference between revisions

Added Venator's grenade to list of sources of healing reduction
Sources of direct healing: correction, wording
 
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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.


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


== 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 [[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 {{ItemIcon|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 ==
Health reduction is a negative effect which reduces the effectiveness of healing on the unit it is applied to.
Healing 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.


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.
== Calculation ==


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.
=== 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 ===
 
<math>\text{Final Healing} = \text{Initial Healing} \times (1 - \text{Total Reduction}) \times (1 + \text{Healing Amp})</math>
 
'''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:
Killing a [[Trooper|Medic Trooper]] drops a Medic Pack that heals nearby players based on the following formula:


''Heal = (16% of hero's missing [[Health|HP]] + 150 HP + 4 HP per minute) / Number of nearby heroes''
''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"
 
|+ List of heroes
{{AbilityTable|heal}}
! Name !! Ability !! Healing amount !! Duration
|-
| {{HeroIcon|Dynamo}} || {{AbilityIcon|Rejuvenating Aurora}} || {{#invoke:Abilities|get_ability_prop|Rejuvenating Aurora|HealingPerSecond}}/s health restored || {{#invoke:Abilities|get_ability_prop|Rejuvenating Aurora|AbilityChannelTime}}s
|-
| {{HeroIcon|Ivy}} || {{AbilityIcon|Watcher's Covenant}} || {{#invoke:Abilities|get_ability_prop|Watcher's Covenant|TetherSharedHealPct}}% Replicated Healing || {{#invoke:Abilities|get_ability_prop|Watcher's Covenant|AbilityDuration}}s
|-
| {{HeroIcon|Kelvin}} || {{AbilityIcon|Frost Grenade}} (T2) || {{#invoke:Abilities|get_ability_upgrade_prop|Frost Grenade|2|HealAmount}} HP (scales with Spirit) || -
|-
|{{HeroIcon|McGinnis}}
|{{AbilityIcon|Medicinal Specter}}
|{{#invoke:Abilities|get_ability_prop|Medicinal Specter|ExternalBonusHealthRegen}}/s health restored (scales with Spirit)
|{{#invoke:Abilities|get_ability_prop|Medicinal Specter|AbilityDuration}}s
|}


=== Items ===
=== Items ===
{| class="wikitable sortable"
{| class="wikitable sortable"
|+ List of items
|+ List of items
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== Sources of healing reduction ==
== Sources of healing reduction ==
=== Heroes ===
=== Heroes ===
{| class="wikitable sortable"
 
|+ List of heroes
{{AbilityTable|healreduce}}
! Name !! Ability !! Healing reduction
|-
| {{HeroIcon|Infernus}} || {{AbilityIcon|Napalm}} (T3) || '''{{#invoke:Abilities|get_ability_upgrade_prop|Napalm|3|HealAmpReceivePenaltyPercent}}'''% Healing Reduction
|-
|{{HeroIcon|Pocket}}
|{{AbilityIcon|Affliction}} (T2)
| '''{{#invoke:Abilities|get_ability_upgrade_prop|Affliction|2|HealAmpReceivePenaltyPercent}}'''% Healing Reduction
|-
|{{HeroIcon|Vyper}}
|{{AbilityIcon|Lethal Venom}} (T2)
| '''{{#invoke:Abilities|get_ability_upgrade_prop|Lethal Venom|2|HealAmpReceivePenaltyPercent}}'''% Healing Reduction
|-
|{{HeroIcon|Venator}}
|[[Venator#(1) Consecrating Grenade|Consecrating Grenade]] (T3)
| -50% Healing Reduction
|}


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


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


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