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→Sources of direct healing: add healing reduction |
Added healing amp. |
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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 0.85 when {{ItemIcon|Healing Booster}} is owned and 1 otherwise, and <math>\text{healing}_{amp}</math> is healing amp. | 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 0.85 when {{ItemIcon|Healing Booster}} is owned and 1 otherwise, and <math>\text{healing}_{amp}</math> is healing amp. | ||
== Healing Amp and Reduction == | == Healing Amp == | ||
Health | |||
Healing Amp, 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 does not affect [[Health Regen]], but does affect healing-over-time buffs, such as [[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. | |||
== Healing Reduction == | |||
Health 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. For example, two different sources of 40% healing reduction would result in a total reduction of 64% to incoming heals. | |||
== Sources of direct healing == | == Sources of direct healing == | ||
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* [[Health Regen]] | * [[Health Regen]] | ||
{{Stats}} | |||
{{Navbox gameplay}} | {{Navbox gameplay}} |