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* [[Warlock]]'s Vampirism perk. | * [[Warlock]]'s Vampirism perk. | ||
* [[Wizard]]'s Fire Mastery perk that applies heal reduction | * [[Wizard]]'s Fire Mastery perk that applies heal reduction | ||
* [[Barbarian]]'s Potion Chugger perk is not Healing Mod, but instead a final multiplier that is left out of the formula for simplicity. As such, if Vampirism and Potion chugger would be combined (requires [[Training|Multiclassing]], it would be a total of 1.2*1.2 = 1.44x Healing. <br> | |||
''Not affected by [[Scaling]].'' | |||
==Magical Base Healing== | ==Magical Base Healing== | ||
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*[[Troll's Blood]] = 50% per drink | *[[Troll's Blood]] = 50% per drink | ||
*[[Healing Shrine]] = 100% once | *[[Healing Shrine]] = 100% once | ||
*[[Warlock]]'s Shadow Touch = 0% | *[[Warlock]]'s Shadow Touch = 0% | ||
===Examples=== | ===Examples=== | ||
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Examples of this include, but are not limited to: | Examples of this include, but are not limited to: | ||
* [[Warlock]]'s Shadow Touch | * looking for examples | ||
Contrary to common belief, [[Warlock]]'s Shadow Touch is not True Base Healing. It is in fact just Base Healing with 0% [[Scaling]]. | |||
=Recoverable Healing= | =Recoverable Healing= | ||
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[[File:Recoverable_Health.png]] | [[File:Recoverable_Health.png]] | ||
[[Health#Recoverable Health|Recoverable Health]] can be healed by converting it into | [[Health#Recoverable Health|Recoverable Health]] can be healed by converting it into actual health. | ||
When receiving damage/healing (most notably damage), a portion of it will become recoverable, denoted as the darker red part of the health bar.<br> | |||
Recoverable Health cannot prevent death on its own, but it can be converted to actual health using Bandages, Resting, and Tranquility. | |||
Recoverable Health is tracked separately from normal HP, and can "overflow" above the player's maximum HP. This means that if the player only heals with conventional healing methods, they can "store" some amount of Recoverable Health over the course of a single life. | |||
Damage/Heal sources have different Conversion Rates that will add a percentage of the incoming amount as recoverable health. | Damage/Heal sources have different Conversion Rates that will add a percentage of the incoming amount as recoverable health. | ||
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*Resting -100% | *Resting -100% | ||
*[[Bard]]'s Tranquility -100% | *[[Bard]]'s Tranquility -100% | ||
<br> | |||
Note that some are negative because they convert it into actual health rather than damaging you.<br> | |||
The Recoverable health pool is increased by a portion of the health change. However, if your recoverable health pool exceeds your missing health afterwards, it instead sets your recoverable health pool equal to your missing health. Note that the recoverable health pool is only updated when you receive damage or use a Bandage/Rest/Tranquility, and not when you are True Healed, Percent Max Health Healed, nor given Temporary Max Health. This can be expressed as: | The Recoverable health pool is increased by a portion of the health change. However, if your recoverable health pool exceeds your missing health afterwards, it instead sets your recoverable health pool equal to your missing health. Note that the recoverable health pool is only updated when you receive damage or use a Bandage/Rest/Tranquility, and not when you are True Healed, Percent Max Health Healed, nor given Temporary Max Health. This can be expressed as: | ||
<code>New Recoverable HP Pool = min(Old Recoverable Pool + Conversion Rate * Damage or Heal Amount, New Missing Health)</code> | <code>New Recoverable HP Pool = min(Old Recoverable Pool + Conversion Rate * Damage or Heal Amount, New Missing Health)</code> | ||
Recoverable Health never has any [[Scaling]] | |||
==Resting== | ==Resting== | ||
When Resting, the player will heal 1 Recoverable Health every two seconds | When Resting, the player will heal 1 Recoverable Health every two seconds which cannot scale. ''(This is not 0.5/s, it is specifically 1 every 2 seconds.)'' | ||
As of Hotfix 25, standing up from resting no longer removes your remaining recoverable health, so you can stand up without a worry and continue your resting at a more opportune time. | As of Hotfix 25, standing up from resting no longer removes your remaining recoverable health, so you can stand up without a worry and continue your resting at a more opportune time. | ||
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=Percent Max Health Healing= | =Percent Max Health Healing= | ||
Percent Max Health Healing will heal a percentage of your current maximum health, and never scales with Physical/Magical Healing Add nor Magical Power Bonus, but does with Physical/Magical [[Healing#Healing_Mod|Healing Mod]]. The current sources of this are [[Barbarian]]'s Morale Boost & Blood Exchange, [[Fighter]]'s Victory Strike & Second Wind. Second Wind, however, is also in the form of a heal over time, therefore you can receive more healing with longer buff durations. | Following other trends, this can be considered a Base Heal, as it creates a new Heal instance. This does not mean the Heal is based on your Base health.<br> | ||
Percent Max Health Healing will heal a percentage of your current maximum health, and never scales with Physical/Magical Healing Add nor Magical Power Bonus, but does with Physical/Magical [[Healing#Healing_Mod|Healing Mod]]. The current sources of this are [[Barbarian]]'s Morale Boost & Blood Exchange, [[Fighter]]'s Victory Strike & Second Wind. Second Wind, however, is also in the form of a heal over time, therefore you can receive more healing with longer buff durations.<br><br> | |||
Being neither Physical nor Magical, it cannot scale from Physical/Magical specific sources. However, is affected by Healing Mod, even when negative, like [[Healing#Heal_Reduction|Heal Reduction]]. | Being neither Physical nor Magical, it cannot scale from Physical/Magical specific sources. However, is affected by Healing Mod, even when negative, like [[Healing#Heal_Reduction|Heal Reduction]].<br><br> | ||
The Heal amount can also be negative, representing Percent Damage, such as [[Lich]]'s Curse of Gathering/Isolation | The Heal amount can also be negative, representing Percent Damage, such as [[Lich]]'s Curse of Gathering/Isolation, [[Warlock]]'s Blood Pact's passive aura Abyssal Flame, or even [[Barbarian]]'s War Sacrifice. Similarly, these are not scaled by Physical/Magical modifiers nor affected by [[Cleric]]'s Perseverance perk. <br> When this is negative, negative Healing Mod does not affect it. When this is negative, it is unknown if positive Healing Mod will affect it. <br> | ||
==Examples== | ==Examples== |
Latest revision as of 01:15, 10 August 2024
Stats | Damage | Spell Restoration | Luck |
Enchantments | Health | Impact Power | Footstep Sound |
Healing | Action/Interaction/Cast Speed | Silence | |
Shield | Looted Handled Supplied | Experience | |
Spells |
Healing
After losing Health, it can be healed back in various ways!
Healing Formula
The following fully expanded formula can be applied to all types of Heals, though not all types will be affected by every part of the formula. See each healing subsection for specifics.
Instant Base Heals:
Total Healing = (Base Heal + Physical/Magical Healing Add * Scaling) * (1 + Physical/Magic Power Bonus * Scaling) * (1 + Physical/Magical Healing Mod)
Heal over Times (see link for specifics):
Total Healing = (Base Heal + Physical/Magical Healing Add * Scaling) * (1 + Physical/Magic Power Bonus * Scaling) * (1 + Physical/Magical Healing Mod) * floor(Duration Base * (1 + Buff Duration)) / Duration Base
Healing Add
Adds to the base heal. Examples include, but are not limited to:
- Cleric's Advanced Healer perk
- Enchantments
Affects both Magical/Physical Base Healing, but not any other healing types.
Affected by Scaling.
Power Bonus
Multiplies the healing dealt. Affects only Magical healing, and not Physical Healing nor any other healing types.
Affected by Scaling
Healing Mod
Multiplies the healing after Power Bonus.
Affects all sources of Healing, without any known exceptions.
- Warlock's Vampirism perk.
- Wizard's Fire Mastery perk that applies heal reduction
- Barbarian's Potion Chugger perk is not Healing Mod, but instead a final multiplier that is left out of the formula for simplicity. As such, if Vampirism and Potion chugger would be combined (requires Multiclassing, it would be a total of 1.2*1.2 = 1.44x Healing.
Not affected by Scaling.
Magical Base Healing
Magical Healing is utilized by Cleric's heal spells, Warlock's Torture Mastery, Healing Potions, Troll's Blood, Healing Shrines, and more.
All Magical Healings benefit from both Magical Healing Add and Magical Power Bonus but at varying Scaling, and lastly by Healing Mod.
Note that Sanctuary is not a Heal over time but rather a Channel, therefore it scales per tick (1s base) channeled. Torture Mastery is also not a Heal over time, and simply heals and scales per second that the target receives damage from Curse of Pain / Power of Sacrifice.
Barbarian's Potion Chugger perk alters Healing Potions to heal for 20% more health.
Following list is not meant to be exhaustive, scaling on each can be found on their respective pages Scaling info:
- Cleric's Lesser Heal = 100% per cast
- Cleric's Holy Light = 100% per cast
- Cleric's Sanctuary = 50% per second channeled (250% total)
- Warlock's Torture Mastery = 10% per second
- Potion of Healing = 50% per drink
- Troll's Blood = 50% per drink
- Healing Shrine = 100% once
- Warlock's Shadow Touch = 0%
Examples
Torture Mastery
Torture Mastery (2 base) with 5 Magical Healing Add, 30% Magical Power Bonus, and the Vampirism perk will heal for
Heal per second = (2 + 5 * 0.1)(1 + 0.1 * 0.3) * 1.2 = 3.09 HP per second
Healing Potion
For example with a Common Healing Potion, 4 Magical Healing Add, +6% Buff Duration, 0% Magical Power Bonus, at a base of 15 health over 30 seconds with Vampirism:
Total Healing = (15 + 4 * 0.5) * floor(30 * 1.06) / 30 * 1.2
= 17 * 31 / 30 * 1.2
= 21.08 health over 31s
Note that this does in fact heal 21.08 health and not 21 nor 22 as there is decimal HP, although the health display in game always rounds up. See Damage/Healing over Time for more. Also note that the duration actually lasts 31.8s, but only 31s of healing occurs.
Potion Chugger
Barbarian's Potion Chugger perk gives 1.2x Healing as a Final Multiplier.
Using the same example but now with Potion Chugger:
Total Healing = (15 + 4 * 0.5) * floor(30 * 0.5 * 1.06) / (30 * 0.5) * 1.2
= 17 * 15 / 15 * 1.2
= 20.4 health over 15s
Note that the duration actually lasts 15.9s, but only 15s of healing occurs.
Physical Base Healing
Physical Healing is utilized by Campfire Kits, Bard's Jolly Time, Ranger's Field Ration, Surgical Kits, and more.
Physical Healing scales with the Physical Healing Add enchantment but NOT with Physical Power Bonus.
Since Campfire Kits are not a Buff, they receive 100% scaling on Physical Healing Add per second, rather than to the total amount.
Following list is not meant to be exhaustive, scaling on each can be found on their respective pages Scaling info:
- Campfire Kit = 100% per second
- Bard's Jolly Time = 100% per ale
- Ranger's Field Ration = 100% per ration
- Surgical Kit = 0% scaling
Examples
Campfire
Using a Common Campfire with 1 Physical Healing Add will heal (3+1) HP per second for 21 seconds, unaffected by the Buff Duration stat, totaling to 84 health.
True Base Healing
True Base Healing is not affected by Healing Add nor Power Bonus, but is by Healing Mod.
Examples of this include, but are not limited to:
- looking for examples
Contrary to common belief, Warlock's Shadow Touch is not True Base Healing. It is in fact just Base Healing with 0% Scaling.
Recoverable Healing
Recoverable Health can be healed by converting it into actual health.
When receiving damage/healing (most notably damage), a portion of it will become recoverable, denoted as the darker red part of the health bar.
Recoverable Health cannot prevent death on its own, but it can be converted to actual health using Bandages, Resting, and Tranquility. Recoverable Health is tracked separately from normal HP, and can "overflow" above the player's maximum HP. This means that if the player only heals with conventional healing methods, they can "store" some amount of Recoverable Health over the course of a single life.
Damage/Heal sources have different Conversion Rates that will add a percentage of the incoming amount as recoverable health.
- Player/Monster Damage: 65%
- Damage over Times: 65%
- Death Swarm: 100%
- Warlock's Spell's Health cost: 100%
- Bandages -100%
- Resting -100%
- Bard's Tranquility -100%
Note that some are negative because they convert it into actual health rather than damaging you.
The Recoverable health pool is increased by a portion of the health change. However, if your recoverable health pool exceeds your missing health afterwards, it instead sets your recoverable health pool equal to your missing health. Note that the recoverable health pool is only updated when you receive damage or use a Bandage/Rest/Tranquility, and not when you are True Healed, Percent Max Health Healed, nor given Temporary Max Health. This can be expressed as:
New Recoverable HP Pool = min(Old Recoverable Pool + Conversion Rate * Damage or Heal Amount, New Missing Health)
Recoverable Health never has any Scaling
Resting
When Resting, the player will heal 1 Recoverable Health every two seconds which cannot scale. (This is not 0.5/s, it is specifically 1 every 2 seconds.)
As of Hotfix 25, standing up from resting no longer removes your remaining recoverable health, so you can stand up without a worry and continue your resting at a more opportune time.
Tips
- Entering Inferno will set Recoverable HP to 50% (needs further testing) of missing health.
- Dying will remove all Recoverable HP if later revived.
Examples
1. Starting at 80/100 HP with 15 Recoverable HP, Bandaging for 10 will heal you to 90/100 HP, and your recoverable HP will be set to
min(15 + -1*10, (100-90)) = 5
2. Starting at 80/100 with 15 Recoverable, then being true healed to 100/100, you will retain the same 15 recoverable HP. Later, you are damaged for 40 by a monster, down to 60/100 health with a recoverable HP pool of
min(15 + .65*40, (100-60)) = 40
3. Starting at 80/100 with 15 Recoverable, then being true healed to 100/100 with 15 recoverable, and finally being damaged for 70 by a monster. Your new HP is 30/100, with new recoverable HP pool of
min(15 + .65*70, (100-30)) = 60.5
4. Starting at 100/100 with 50 Recoverable, then bandaging for 10 will set your recoverable HP to
min(50 + -1*10, (100-100)) = 0
Percent Max Health Healing
Following other trends, this can be considered a Base Heal, as it creates a new Heal instance. This does not mean the Heal is based on your Base health.
Percent Max Health Healing will heal a percentage of your current maximum health, and never scales with Physical/Magical Healing Add nor Magical Power Bonus, but does with Physical/Magical Healing Mod. The current sources of this are Barbarian's Morale Boost & Blood Exchange, Fighter's Victory Strike & Second Wind. Second Wind, however, is also in the form of a heal over time, therefore you can receive more healing with longer buff durations.
Being neither Physical nor Magical, it cannot scale from Physical/Magical specific sources. However, is affected by Healing Mod, even when negative, like Heal Reduction.
The Heal amount can also be negative, representing Percent Damage, such as Lich's Curse of Gathering/Isolation, Warlock's Blood Pact's passive aura Abyssal Flame, or even Barbarian's War Sacrifice. Similarly, these are not scaled by Physical/Magical modifiers nor affected by Cleric's Perseverance perk.
When this is negative, negative Healing Mod does not affect it. When this is negative, it is unknown if positive Healing Mod will affect it.
Examples
Using Second Wind's 40% Percent Max Health Damage/Healing Over a Time of 12s with 10% Buff Duration on a Fighter with 100 Max Health:
Total Duration = 12 * (1 + .1) = 13.2 seconds
Total Heal = .4*100 / 12 * floor(13.2) = 43.33 health
Other Healing
Life Steal
Warlock's Life Drain ability heals the player equal to the damage dealt in a lifesteal fashion. No modifiers affect this except Healing Mod as it is based on outgoing damage dealt (meaning before reductions like Magical Damage Reduction).
Heal Reduction
Heal Reduction is in the form of negative Healing Mod, see Healing Mod for specifics.
Examples of negative Healing Mod include, but are not limited to:
Unknown on how negative Healing mod interacts with negative Heals.
(Needs more testing). Interestingly, these cannot be applied at the same time. If both debuffs are applied, the Heal Reduction value will not be overwritten, but the duration will be overwritten, even if the duration of the second status is shorter.
Goblin Mage's homing orbs and Famine, the Unique axe, seem to work separately to Healing Mod as they reduce all types of Healing, including Recoverable healing, by 100%.
Heal reduction seems to currently be bugged and is not reducing by the amount listed, sometimes more, sometimes less - more testing in progress
Outgoing vs Incoming
All healing sources are applied from an outgoing source, and when the target receives them, they are the incoming target. For example, if a Cleric heals a Warlock, the Cleric is the outgoing source, and the Warlock is the incoming target.
If a Warlock heals themselves, they are both the outgoing source and the incoming target. The base heal and all modifiers may be applied to either Outgoing or Incoming. For example, Cleric's Advanced Healer and +Magical Healing enchantment buff specifically outgoing healing.
If that Cleric heals another player or themselves it will be buffed by both, since the Cleric is the outgoing source. If the incoming target has the +Magical Healing enchantment, however, they will not receive bonus healing.
Note that since all heals will be either Outgoing or Incoming, all bonuses/reductions will affect a player that is healing themselves as they are both the Outgoing and Incoming target. However, this is before Scaling is taken into account, some heals have 0% Scaling in which case it does not matter regardless.
History
- Patch #2 Hotfix 27
- Surgical Kit is now True Physical Healing instead of Percent Max Healing, and is therefore affected by Heal Reduction
- Patch #2
- Healing potions and Troll's blood are Magical now instead of Physical
- Blow of Corruption and Fire mastery now affect incoming healing instead of outgoing, and also affect Percentage healing.