Healing: Difference between revisions

Created page with "{{Construction}} '''Healing''' is the act of recovering a unit's current health, which includes various methods such as lifesteal, health regen, and item effects. == Healing Reduction == == Sources of direct healing == === Heroes === {{Construction}} === Items === * {{ItemIcon|Restorative Shot}} * {{ItemIcon|Headhunter}} * {{ItemIcon|Healing Rite}} * {{ItemIcon|Healbane}} * {{ItemIcon|Healing Nova}} * {{ItemIcon|Restorative Locket}} * {{ItemIcon|Rescue Beam}} * {{..."
 
Sources of direct healing: correction, wording
 
(45 intermediate revisions by 19 users not shown)
Line 1: Line 1:
{{Construction}}
'''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 ==
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, 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.


== 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 ===
<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:
''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 ===
{{Construction}}
 
{{AbilityTable|heal}}


=== Items ===
=== Items ===
* {{ItemIcon|Restorative Shot}}
 
* {{ItemIcon|Headhunter}}
{| class="wikitable sortable"
* {{ItemIcon|Healing Rite}}
|+ List of items
* {{ItemIcon|Healbane}}
! Name !! {{Souls}} Cost !! Category !! Healing amount
* {{ItemIcon|Healing Nova}}
|-
* {{ItemIcon|Restorative Locket}}
| {{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|Rescue Beam}}
|-
* {{ItemIcon|Siphon Bullets}}
| {{ItemIcon|Headhunter}} || {{#invoke:ItemData|get_cost|Headhunter}} || Weapon || {{#invoke:ItemData|get_prop|Headhunter|HealPercentPerHeadshot}} Heal Per Headshot
*  
|-
| {{ItemIcon|Healing Rite}} || {{#invoke:ItemData|get_cost|Healing Rite}} || Vitality || {{#invoke:ItemData|get_prop|Healing Rite|TotalHealthRegen}} 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}} || {{#invoke:ItemData|get_cost|Healbane}} || Vitality || {{#invoke:ItemData|get_prop|Healbane|HealOnKill}} Heal On Hero Kill
|-
| {{ItemIcon|Restorative Locket}} || {{#invoke:ItemData|get_cost|Restorative Locket}} || Vitality || {{#invoke:ItemData|get_prop|Restorative Locket|HealPerStack}} Heal Per Stack
|-
| {{ItemIcon|Healing Nova}} || {{#invoke:ItemData|get_cost|Healing Nova}} || Vitality || {{#invoke:ItemData|get_prop|Healing Nova|TotalHealthRegen}} Total HP Regen
|-
| {{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|Rescue Beam}} || {{#invoke:ItemData|get_cost|Rescue Beam}} || Vitality || {{#invoke:ItemData|get_prop|Rescue Beam|HealPercentAmount}} Heal Amount
|-
| {{ItemIcon|Siphon Bullets}} || {{#invoke:ItemData|get_cost|Siphon Bullets}} || Vitality ||{{#invoke:ItemData|get_prop|Siphon Bullets|HealthSteal}} Max HP Steal Per Bullet
|-
| {{ItemIcon|Radiant Regeneration}} || {{#invoke:ItemData|get_cost|Radiant Regeneration}} || Spirit ||{{#invoke:ItemData|get_prop|Radiant Regeneration|HealingPerCast}} Heal on Ability Cast
|}
 
== Sources of healing reduction ==
 
=== Heroes ===
 
{{AbilityTable|healreduce}}
 
=== Items ===
 
{{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).


== See also ==
== See also ==
* [[Bullet Lifesteal]]
* [[Bullet Lifesteal]]
* [[Spirit Lifesteal]]
* [[Spirit Lifesteal]]
* [[Health Regen]]


{{Stats}}
{{Navbox gameplay}}
{{Navbox gameplay}}