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== Maximum Health == | == Maximum Health == | ||
[[File:Kelvin base health 1.png|thumb|263x263px|Kelvin | [[File:Kelvin base health 1.png|thumb|263x263px|A healthbar on [[Kelvin]].]] | ||
Max health is calculated as follows: | |||
<math>\text{Max HP} = (\text{Base HP} + \text{Boons Earned} \times \text{HP per Boon}) \times (1 + \text{Vitality Bonuses}) + \text{Bonus HP}</math> | |||
Where: | |||
* '''Base HP''' is the hero's starting health value. | |||
* '''Boons Earned''' is the number of [[Boons]] the hero has earned, multiplied by the hero's hero-specific HP gained per Boon. | |||
* '''Vitality Bonuses''' are the percentage-based health increases from [[Vitality]] items, starting at 8% and increasing with further Vitality investment. | |||
* '''Bonus HP''' is flat health added from items, map pickups, and other sources, applied after the Vitality multiplier. | |||
Note that the max health presented in-game is rounded up to the nearest integer. | Note that the max health presented in-game is rounded up to the nearest integer. | ||
=== Base Health === | === Base Health === | ||
Base health is the sum of starting base health and added base health from boons. 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 boons. | Base health is the sum of starting base health and added base health from boons. 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 boons. | ||
=== Health scaling === | |||
To see all [[Heroes]] health scaling by [[Boon]] please visit the [[Hero Comparison Table]]. | |||
{{#invoke:HeroDataArrays|heroHealthTable}} | {{#invoke:HeroDataArrays|heroHealthTable}} | ||
=== 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: '''+{{MiscData|hp_permanent_pickup|Modifer|ScriptValues|1|value}}''' before 10 minutes, '''+{{MiscData|hp_permanent_pickup_lv2|Modifer|ScriptValues|1|value}}''' between 10 and 30 minutes, or '''+{{MiscData|hp_permanent_pickup_lv3|Modifer|ScriptValues|1|value}}''' after 30 minutes. | ||
* The [[Powerup|Survival Powerup]] immediately grants '''+ | * The [[Powerup|Survival Powerup]] immediately grants '''+{{MiscData|survival_powerup_pickup|Modifer|ModifierValues|1|valueMin}}''' to '''+{{MiscData|survival_powerup_pickup|Modifer|ModifierValues|1|valueMax}}''' bonus health (scales as game goes on), but only for 160 seconds 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. | ||
=== Example === | === Example === | ||
[[Kelvin]] begins the game with 600 Base HP. If Kelvin purchases two tier 1 vitality items, one of which grants 100 bonus health, his max health becomes: | [[Kelvin]] begins the game with 600 Base HP. If Kelvin purchases two tier 1 vitality items, one of which grants 100 bonus health, his max health becomes: | ||
<math> | <math>\text{Max HP} = 600 \times (1 + 0.10 + 0.10) + 100 = 820</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>\text{Max HP} = (600 + 50) \times (1 + 0.10 + 0.10) + 100 = 880</math> | ||
== Regaining Health == | == Regaining Health == | ||
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The small yellow and blue bars above the health bar represent bullet [[Damage Shield|shields]] and spirit shields, respectively. | The small yellow and blue bars above the health bar represent bullet [[Damage Shield|shields]] and spirit shields, respectively. | ||
=== Alternate health bar === | === Command Line Alternate health bar === | ||
The alternate health bar is an experimental bar that can be tested by players. This bar always has the same size, and the health count is displayed as markings instead of rectangles. One marking represents 100 health, and a line represents 500 health (from left to right). | The alternate health bar is an experimental bar that can be tested by players. This bar always has the same size, and the health count is displayed as markings instead of rectangles. One marking represents 100 health, and a line represents 500 health (from left to right). | ||
This health bar also indicates when other players have ultimates ready, represented by an eye icon that fills up when the ultimate is recharged. Shields are represented by a purple bar.[[File:Small healthbars.png|thumb|227x227px|enabled healthbars from gameinfo.gi]]The alternate health bar can be enabled with the console command <code>citadel_unit_status_use_new true</code>. The command can be added with a <code>+</code> to the game launch options on Steam to be enabled on startup. | |||
=== Gameinfo.gi Alternate health Bar === | |||
There is another experimental health bar accessible to players. Inside the <code>gameinfo.gi</code> in the game's files, under the ConVars block, adding the 2 lines <code>"citadel_unit_status_use_v2" "true"</code> and <code>"citadel_unit_status_use_v2_for_nonplayers" "true"</code> applies this health bar. When at critical health, the 'critical' text will appear above the hero. | |||
The healthbar scales on the heroes maximum health, with 1 segment for every 1000 health points. A segment that does not represent 1000 health will be shorter than other segments. If a hero uses stamina bar, a stamina pool appears over their head, represented by dots. A filled dot is stamina the hero can use, and an empty dot is stamina that has to be regenerated. | |||
If this health bar is enabled, the health bar given by <code>citadel_unit_status_use_new true will</code> be overridden. | |||
== Sources == | == Sources == | ||
All [[Vitality|vitality items]] provide | All [[Vitality|vitality items]] provide bonus health based on the player's total investment in the category. | ||
{{#invoke:ItemInvestmentTable|write_vitality}} | |||
The following items explicitly grant increased bonus health: | The following items explicitly grant increased bonus health: | ||
{{Item stat table|Bonus Health}} | {{Item stat table|Bonus Health}} | ||
* {{ItemIcon|Golden Goose Egg}} grants random [[Permanent Buffs]], including Max Health. | |||
The following items increase or decrease base health based on percentage: | |||
{{Item stat table|Bonus Base Health}} | |||
=== Map spawns === | === Map spawns === | ||
* [[Golden Statue]]s can provide a permanent increase: +<b> | * [[Golden Statue]]s can provide a permanent increase: +<b>{{MiscData|hp_permanent_pickup|Modifer|ScriptValues|1|value}}</b> Health before 10 minutes, +<b>{{MiscData|hp_permanent_pickup_lv2|Modifer|ScriptValues|1|value}}</b> Health before 30 minutes, or +<b>{{MiscData|hp_permanent_pickup_lv3|Modifer|ScriptValues|1|value}}</b> Health after 30 minutes. | ||
* [[Powerup]] runes can provide a temporary Survival buff that provides +''' | * [[Powerup]] runes can provide a temporary Survival buff that provides +'''{{MiscData|survival_powerup_pickup|Modifer|ModifierValues|1|valueMin}}''' to +'''{{MiscData|survival_powerup_pickup|Modifer|ModifierValues|1|valueMax}}''' Bonus Health for 160 seconds (scaling with game time from 5 to 40 minutes). | ||
{{Stat navbox}} | {{Stat navbox}} | ||
{{Navbox gameplay}} | {{Navbox gameplay}} | ||