Healing: Difference between revisions

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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 ==
The formula for healing is:
<math>\text{healing}_f = \text{healing}_i \cdot \prod(1 - \text{healing}_{red} \cdot b) \cdot (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. 


== Healing Amp ==
== Healing Amp ==
Line 13: Line 8:


== 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 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'''.


== Sources of direct healing ==
== Sources of direct healing ==

Revision as of 16:33, 6 March 2026

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

Healing Amp

Healing Amp, also known as Healing Effectiveness, is a 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 stat is represented as a percentage. For example, a 25% gain would increase a heal of 100 to 125.

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 Healbane), only the first source is applied.

Calculation

Calculating Healing Reduction

Multiple sources of Healing Reduction stack multiplicatively:

Total Reduction=1(1R1)×(1R2)

Example: If two sources of Healing Reduction are applied, one providing 40% and another providing 40%:

  1. Convert percentages to decimals: 0.40 and 0.40.
  2. Subtract from 1: (1 - 0.40) = 0.60 and (1 - 0.40) = 0.60.
  3. Multiply the remainders: 0.60 × 0.60 = 0.36.
  4. Subtract from 1: 1 - 0.36 = 0.64.
  5. Total Healing Reduction is 64%, not 80%.

Calculating Final Healing

Final Healing=Initial Healing×(1Total Reduction)×(1+Healing Amp)

Example: A heal of 200 HP is applied to a target with 64% Total Healing Reduction. The healer has 25% Healing Amp.

  1. Apply Reduction: 200 × (1 - 0.64) = 200 × 0.36 = 72 HP.
  2. Apply Amp: 72 × (1 + 0.25) = 72 × 1.25 = 90 HP.
  3. Final Healing received is 90 HP.

Sources of direct healing

Killing a Medic Trooper drops a Medic Pack that heals nearby players based on the following formula:

Heal = (16% of hero's missing HP + 150 HP + 4 HP per minute) / Number of nearby heroes

Heroes

List of heroes
Name Ability Healing amount Duration
Dynamo Rejuvenating Aurora 30/s health restored (scales with Spirit) 5s
Ivy Watcher's Covenant Ability Not Found% Replicated Healing (scales with boons) Ability Not Founds
Kelvin Frost Grenade (T2) HP (scales with Spirit) -
McGinnis Medicinal Specter 25/s health restored (scales with Spirit) 6.5s
Mina Rake (per kill) 25 HP restored (scales with Spirit) -
Rem Tag Along 15% of target's missing health restored (scales with Spirit) -
Rem Tag Along 42/s health restored (scales with Spirit) 2s
Silver Lycan Curse 30% of max health restored -
Viscous The Cube 40/s health restored (scales with Spirit) 3s
Yamato Crimson Slash (on hero hit) 55 HP (scales with Spirit) -
Yamato Shadow Transformation (on hero kill) 15% of max health restored -


Items

List of items
Name Souls Cost Category Healing amount
Restorative Shot 800 Weapon 50 Healing From Heroes
20 Healing From NPCs
Headhunter 3,200 Weapon 4% Boonx0.06 Heal Per Headshot
Healing Rite 800 Vitality 300 x1.1 Total HP Regen
Melee Lifesteal 800 Vitality 100 Heal on Melee Hit (30% on NPCs)
Healbane 1,600 Vitality 275 Heal On Hero Kill
Restorative Locket 1,600 Vitality 16 Boonx0.5 Heal Per Stack
Healing Nova 3,200 Vitality 325 Boonx6 Total HP Regen
Lifestrike 3,200 Vitality 100 Boonx1.5 Heal on Melee Hit, plus 30% Boonx0.5 Lifesteal (40% on NPCs)
Rescue Beam 3,200 Vitality 20% Heal Amount
Siphon Bullets 6,400 Vitality Max HP Steal Per Bullet
Radiant Regeneration 3,200 Spirit 65 Boonx2 Heal on Ability Cast

Sources of healing reduction

Heroes

List of heroes
Name Ability Healing reduction Duration
Infernus Napalm (T3) -33% Healing Reduction 8s*
Pocket Affliction (T2) '% Healing Reduction 16s
Vyper Lethal Venom (T2) -40% Healing Reduction 3s
Venator Consecrating Grenade (T3) -50% Healing Reduction 4.5s (T2)

Items

This is a dynamic list "Healing Reduction". Edit contents.
NameSoulsCostCategoryStat change
Toxic Bullets3,200 Weapon-35% Healing Reduction
Crippling Headshot6,400 Weapon-35% Healing Reduction
Haunting ShotLegendary Weapon-40% Healing Reduction
Healbane1,600 Vitality-35% Healing Reduction
Cheat Death6,400 Vitality-60% Healing Reduction
Inhibitor6,400 Vitality-40% Healing Reduction
Decay3,200 Spirit-50% Healing Reduction
Spirit Burn6,400 Spirit-70% Healing Reduction

See also