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== Maximum Health == | == Maximum Health == | ||
[[File: | [[File:Captura de pantalla 2024-10-03 115540.png|thumb|263x263px|Kelvin's starting base health at {{Souls|0}}]] | ||
The formula for maximum health <math>HP_{Max}</math> is: | |||
Max | <math> | ||
HP_{Max} = \left( HP_0 + N_{PI} \times PI_{HP} \right) \times (1 + \textstyle\sum HP_{Shop} ) + \textstyle\sum HP_{Bonus} | |||
</math> | |||
<math> | where <math>HP_0</math> is hero-specific starting base health, <math>N_{PI}</math> is the number of [[Level|Power Increases]] earned, <math>PI_{HP}</math> is hero-specific added base health from each power increase, <math>HP_{Shop}</math> are implicit base health percent increases from [[Vitality]] items, and <math>HP_{Bonus}</math> are bonus health flat increases from various sources. Note that the max health presented in-game is rounded to the nearest integer. | ||
Note that the max health presented in-game is rounded | |||
=== Base Health === | === Base Health === | ||
Base health is the sum of starting base health and added base health from | [[File:Captura de pantalla 2024-10-03 115848.png|thumb|247x247px|Kelvin's base health at {{Souls|20.0k}}]] | ||
Base health is the sum of starting base health and added base health from power increases. It is scaled by the inherent increased base health stats of Vitality items. Different heroes have different amounts of starting base health and added base health from power increases. | |||
{{#invoke:HeroDataArrays|heroHealthTable}} | |||
=== Increased Base Health === | |||
Each Vitality item purchased grants a percentage increase to base health based on its tier. Higher tier items grant larger percentage increases. These increases are summed together before being multiplied with base health. | |||
{| class="wikitable" style="text-align:center" | |||
!Vitality Item Tier !! % Increased Base Health | |||
|- | |||
| 1 || 11% | |||
|- | |||
| 2 || 14% | |||
|- | |||
| 3 || 17% | |||
|- | |||
| 4 || 20% | |||
|} | |||
=== Bonus Health === | === Bonus Health === | ||
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* Items are the most common source of added bonus health. Bonus health can be found on all three item types, but Vitality items tend to provide the largest amounts. | * Items are the most common source of added bonus health. Bonus health can be found on all three item types, but Vitality items tend to provide the largest amounts. | ||
* [[Golden Statue|Golden statues]] occasionally drop small but permanent added bonus health buffs: '''+ | * [[Golden Statue|Golden statues]] occasionally drop small but permanent added bonus health buffs: '''+20''' before 10 minutes, '''+30''' between 10 and 30 minutes, or '''+40''' after 30 minutes. | ||
* | * [[Powerup Buff|Survival Powerups]] immediately grant '''+400''' bonus health, but only for 160 seconds or until death. | ||
* The [[Rejuvenator]] immediately grants '''+200''' bonus health, but only for 3 minutes or until death. | |||
Bonus Health is not scaled by increased base health. Bonus health is added after the increased base health multiplier has been applied to base health. | Bonus Health is not scaled by increased base health. Bonus health is added after the increased base health multiplier has been applied to base health. | ||
=== Miscellaneous Health Modifiers === | |||
With the purchase of [[Glass Cannon]], the hero's max health is reduced by 15% after the above calculations. | |||
=== Example === | === Example === | ||
[[Kelvin]] begins the game with 600 Base HP. If Kelvin purchases | [[Kelvin]] begins the game with 600 Base HP. If Kelvin purchases the tier 1 vitality items [[Extra Health]] and [[Extra Stamina]], the first of which also grants 160 bonus health, his max health becomes: | ||
<math> | <math>HP_{Max} = 600 \times (1 + (0.11 + 0.11)) + 160 = 892</math> | ||
If Kelvin then earns a power increase, his base health increases by 50, and his max health becomes: | If Kelvin then earns a power increase, his base health increases by 50, and his max health becomes: | ||
<math> | <math>HP_{Max} = (600 + 50) \times (1 + (0.11 + 0.11)) + 160 = 953</math> | ||
== Regaining Health == | == Regaining Health == | ||
From the start of the match, heroes will regenerate health slowly over time, typically 2 HP per second. This rate can be increased by purchasing items such as [[Extra Health]] and [[Fortitude]]. Health can be regained quickly by returning to the spawn room of the team's base. Various hero abilities can heal, such as Dynamo's [[Dynamo#3(3)_Rejuvenating_Aurora|Rejuvenating Aurora]]. Sources of [[Spirit Lifesteal|spirit]] and [[Bullet Lifesteal|bullet lifesteal]] grant heroes the opportunity to regain health by dealing the respective damage type. | |||
From the start of the match, heroes will regenerate health slowly over time, typically 2 HP per second. This rate can be increased by purchasing items such as | |||
== Health Bars == | == Health Bars == | ||
[[File:600 vs 1300.png|thumb|A 600 HP Kelvin right next to a 1300 HP Kelvin]] | [[File:600 vs 1300.png|thumb|A 600 HP Kelvin right next to a 1300 HP Kelvin]] | ||
'''Health Bars''' are visual indicators of a hero's current health, located just above each hero. Health bars consist of filled orange rectangles, arranged in rows of up to ten. As the hero loses health, the rectangles deplete horizontally. Each full rectangle represents 100 health, and each full row represents 1000 health. | |||
'''Health Bars''' are visual indicators of a hero's current health, located just above each hero. Health bars consist of filled rectangles, arranged in rows of up to ten | |||
== Item Sources of Bonus Health == | |||
The following items explicitly grant added bonus health: | |||
== Sources == | |||
The following items explicitly grant | |||
{{Item stat table|Bonus Health}} | {{Item stat table|Bonus Health}} | ||
{{Stat navbox}} | {{Stat navbox}} | ||