Health: Difference between revisions

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Example Formula: I'm trying to make it a little bit friendlier by adding formulas and making the Kelvin example easier to read. It's still under work tho, so it doesn't look as good...
Health Bars: add note about half health vfx on the healthbar
 
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[[File:Extra Health.png|64px]]'''Health''' is a stat that all [[heroes]] and units possess. Death occurs once health reaches 0. Heroes can level up and purchase [[items]] to increase their base and max health.  
[[File:Vitality Icon.png|right|frameless]]
'''Health''' measures the amount of [[damage]] that can be taken before [[Death|dying]], and is fundamental to all [[heroes]] and units. Units and players with health are allowed to interact with the game, and consequently when your health drops to zero you are disabled from playing until respawning.


== Base Health ==
== Maximum Health ==
'''Base Health''' includes your starting health plus health gained through [[Level#Power Increases|power increases]]. All Vitality items grant extra HP as a percentage of Base Health. This extra HP is cumulative, it does not contribute to Base Health, only your final total.
[[File:Kelvin base health 1.png|thumb|263x263px|A healthbar on [[Kelvin]].]]


== Bonus Health ==
Max health is calculated as follows:
Bonus health can be obtained through Items and Gold Urns. Bonus Health is additive, meaning that it's not affected by Item's percentage increases to Base Health. A "Max HP" buff can be obtained from [[Gold Urn]]s, which functions identically to Bonus Health.


== Temporary Power Up Buff Health ==
<math>\text{Max HP} = (\text{Base HP} + \text{Boons Earned} \times \text{HP per Boon}) \times (1 + \text{Vitality Bonuses}) + \text{Bonus HP}</math>


== Health Formula ==
Where:
<math>
* '''Base HP''' is the hero's starting health value.
BaseHP = InitialHP + \overbrace{Level * PowerIncreaseLevel}^{Power-Increase-HP}</math>
* '''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.


== Example Formula ==
Note that the max health presented in-game is rounded up to the nearest integer.
<math>
Health=Base HP + \overbrace{(Base HP * 0.11) + 160HP}^{extra-health} + \overbrace{(Base HP * 0.11)}^{extra-stamina}</math> 


[[Kelvin]] begins the game with 600 Base HP. If Kelvin picks up [[Extra Health]] then [[Extra Stamina]], then earns a [[Level#Power Increases|power increase]], the HP increase may be broken down the following way: 
=== 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.


600 Base HP, 600 Max HP + (Extra Health: (600 * 0.11) + 160) = 
=== Health scaling ===
To see all [[Heroes]] health scaling by [[Boon]] please visit the [[Hero Comparison Table]].


600 Base HP, 826 Max HP + (Extra Stamina: (600 * 0.11)) = 
{{#invoke:HeroDataArrays|heroHealthTable}}


600 Base HP, 892 Max HP 


If we add to the 600 Base HP another 50 Base HP from the first power increase and recalculate the item formulas:
=== Bonus Health ===
[[File:Survival Power buff.png|thumb|179x179px|Survival power-up located in the training map]]
Bonus health comes from a variety of sources:


(Extra Health: (650 * 0.11) + 160) = 
* 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: '''+{{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 '''+{{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.


650 Base HP, 881.5 Max HP + (Extra Stamina: (650 * 0.11)) = 
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.


650 Base HP, 953 Max HP
=== 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:


== Base health based on Power Increase ==
<math>\text{Max HP} = 600 \times (1 + 0.10 + 0.10) + 100 = 820</math>
{| class="wikitable sortable"
! rowspan="2" |Hero
! rowspan="2" |Base Health
! rowspan="2" |PL increase
! colspan="11" |Souls collected
|-
!{{souls|1.2K}}
!{{souls|2.2K}}
!{{souls|4.5K}}
!{{souls|6K}}
!{{souls|7.5K}}
!{{souls|9K}}
!{{souls|10.5K}}
!{{souls|12K}}
!{{souls|13K}}
!{{souls|14K}}
!{{souls|15K}}
|-
|Abrams
|600 HP
| +32 HP
|632
|664
|696
|728
|760
|792
|824
|856
|888
|920
|952
|-
|Bebop
|650 HP
| +41 HP
|691
|732
|773
|814
|855
|896
|937
|978
|1019
|1060
|1101
|-
|Dynamo
|650 HP
| +44 HP
|694
|738
|782
|826
|870
|914
|958
|1002
|1046
|1090
|1134
|-
|Grey Talon
|550 HP
| +27 HP
|577
|604
|631
|658
|685
|712
|739
|766
|793
|820
|847
|-
|Haze
|500 HP
| +27 HP
|527
|554
|581
|608
|635
|662
|689
|716
|743
|770
|797
|-
|Infernus
|600 HP
| +33 HP
|633
|666
|699
|732
|765
|798
|831
|864
|897
|930
|963
|-
|Ivy
|550 HP
| +35 HP
|585
|620
|655
|690
|725
|760
|795
|830
|865
|900
|935
|-
|Kelvin
|600 HP
| +50 HP
|650
|700
|750
|800
|850
|900
|950
|1000
|1050
|1100
|1150
|-
|Lady Geist
|650 HP
| +41 HP
|691
|732
|773
|814
|855
|896
|937
|978
|1019
|1060
|1101
|-
|Lash
|550 HP
| +42 HP
|592
|634
|676
|718
|760
|802
|844
|886
|928
|970
|1012
|-
|McGinnis
|550 HP
| +41 HP
|592
|634
|676
|718
|760
|802
|844
|886
|928
|970
|1012
|-
|Mo & Krill
|700 HP
| +44 HP
|744
|788
|832
|876
|920
|964
|1008
|1052
|1096
|1140
|1184
|-
|Paradox
|550 HP
| +40 HP
|590
|630
|670
|710
|750
|790
|830
|870
|910
|950
|990
|-
|Pocket
|550 HP
| +31 HP
|581
|612
|643
|674
|705
|736
|767
|798
|829
|860
|891
|-
|Seven
|550 HP
| +31 HP
|581
|612
|643
|674
|705
|736
|767
|798
|829
|860
|891
|-
|Shiv
|600 HP
| +35 HP
|635
|670
|705
|740
|775
|810
|845
|880
|915
|950
|985
|-
|Vindicta
|550 HP
| +20 HP
|570
|590
|610
|630
|650
|670
|690
|710
|730
|750
|770
|-
|Viscous
|550 HP
| +38 HP
|588
|626
|664
|702
|740
|778
|816
|854
|892
|930
|968
|-
|Warden
|550 HP
| +45 HP
|595
|640
|685
|730
|775
|820
|865
|910
|955
|1000
|1045
|-
|Wraith
|550 HP
| +31 HP
|581
|612
|643
|674
|705
|736
|767
|798
|829
|860
|891
|-
|Yamato
|500 HP
| +31 HP
|531
|562
|593
|624
|655
|686
|717
|748
|779
|810
|841
|}


== Bonus Health Items ==
If Kelvin then earns a power increase, his base health increases by 50, and his max health becomes:
{{Navbox|title=Items|titlestyle=background-color:#ffefd7;text-align:center;|list1={{ItemBox|item_name = Monster Rounds}}
 
{{ItemBox|item_name = Kinetic Dash}}
<math>\text{Max HP} = (600 + 50) \times (1 + 0.10 + 0.10) + 100 = 880</math>
{{ItemBox|item_name = Melee Charge}}
 
{{ItemBox|item_name = Fleetfoot}}
== Regaining Health ==
{{ItemBox|item_name = Burst Fire}}
{{Main|Healing|Health Regen}}
{{ItemBox|item_name = Hunter's Aura}}
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 {{ItemIcon|Extra Regen}} and {{ItemIcon|Fortitude}}. Health can be regained quickly by returning to the spawn room of the team's base. Various hero abilities can heal, such as {{HeroIcon|Dynamo}}'s {{AbilityIcon|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.
{{ItemBox|item_name = Toxic Bullets}}
 
{{ItemBox|item_name = Heroic Aura}}
== Health Bars ==
{{ItemBox|item_name = Frenzy}}
[[File:600 vs 1300.png|thumb|A 600 HP Kelvin right next to a 1300 HP Kelvin]]
{{ItemBox|item_name = Ricochet}}
<!--[[File:New healthbar.png|thumb|Examples of how health and shields are displayed in the alternate health bar]]-->
{{ItemBox|item_name = Vampiric Burst}}|list2={{ItemBox|item_name = Enduring Spirit}}
'''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. Enemy heroes are displayed with orange rectangles, while allied heroes use an off-white color. As the hero loses health, the rectangles deplete horizontally. Each full rectangle represents 100 health, and each full row represents 1000 health.
{{ItemBox|item_name = Extra Health}}
 
{{ItemBox|item_name = Extra Regen}}
The small yellow and blue bars above the health bar represent bullet [[Damage Shield|shields]] and spirit shields, respectively.
{{ItemBox|item_name = Melee Lifesteal}}
 
{{ItemBox|item_name = Healing Rite}}
When the player goes below 50% health, their health bar will enlarge, begin pulsating, and the text will turn sickly green until their health is restored above 50%.
{{ItemBox|item_name = Bullet Lifesteal}}
 
{{ItemBox|item_name = Debuff Reducer}}
=== Command Line Alternate health bar ===
{{ItemBox|item_name = Enduring Speed}}
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).
{{ItemBox|item_name = Healbane}}
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.
{{ItemBox|item_name = Reactive Barrier}}
 
{{ItemBox|item_name = Spirit Lifesteal}}
=== Gameinfo.gi Alternate health Bar ===
{{ItemBox|item_name = Divine Barrier}}
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.
{{ItemBox|item_name = Health Nova}}
 
{{ItemBox|item_name = Return Fire}}
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.
{{ItemBox|item_name = Fortitude}}
 
{{ItemBox|item_name = Lifestrike}}
If this health bar is enabled, the health bar given by <code>citadel_unit_status_use_new true will</code> be overridden.
{{ItemBox|item_name = Debuff Remover}}
 
{{ItemBox|item_name = Majestic Leap}}
== Sources ==
{{ItemBox|item_name = Metal Skin}}
All [[Vitality|vitality items]] provide bonus health based on the player's total investment in the category.
{{ItemBox|item_name = Rescue Beam}}
 
{{ItemBox|item_name = Inhibitor}}
{{#invoke:ItemInvestmentTable|write_vitality}}
{{ItemBox|item_name = Leech}}
 
{{ItemBox|item_name = Colossus}}
The following items explicitly grant increased bonus health:
{{ItemBox|item_name = Unstoppable}}|list3={{ItemBox|item_name = Ammo Scavenger}}
{{Item stat table|Bonus Health}}
{{ItemBox|item_name = Extra Spirit}}
* {{ItemIcon|Golden Goose Egg}} grants random [[Permanent Buffs]], including Max Health.
{{ItemBox|item_name = Infuser}}
 
{{ItemBox|item_name = Bullet Resist Shredder}}
The following items increase or decrease base health based on percentage:
{{ItemBox|item_name = Duration Extender}}
{{Item stat table|Bonus Base Health}}
{{ItemBox|item_name = Suppressor}}
=== Map spawns ===
{{ItemBox|item_name = Withering Whip}}
* [[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.
{{ItemBox|item_name = Improved Spirit}}
* [[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).
{{ItemBox|item_name = Mystic Slow}}
 
{{ItemBox|item_name = Superior Duration}}
{{Stat navbox}}
{{ItemBox|item_name = Surge of Power}}
{{Navbox gameplay}}
{{ItemBox|item_name = Torment Pulse}}
{{ItemBox|item_name = Boundless Spirit}}
{{ItemBox|item_name = Escalating Exposure}}
{{ItemBox|item_name = Magic Carpet}}}}{{Stats}}