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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. | ||
== 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. | ||
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Healing Reduction is represented as a percentage and stacks multiplicatively, meaning each additional source has diminishing returns. | 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. | 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 == | == Calculation == | ||