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'''Healing''' is the act of recovering a unit's current [[health]], which includes various methods such as | '''Healing''' is the act of recovering a unit's current [[health]], which includes various methods such as [[Lifesteal]], [[Health Regen]], and [[Item]] effects. | ||
== | == Overview == | ||
The | 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. | ||
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 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 == | ||
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. | |||
== 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 | <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 = ( | ''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 === | ||
{{AbilityTable|heal}} | |||
=== 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 === | ||
{{AbilityTable|healreduce}} | |||
=== Items === | === Items === | ||
{{Item stat table|Healing Reduction}} | {{Item stat table|Healing Reduction}} | ||
* {{ItemIcon| | * {{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 == | ||