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=True Healing=
=Healing=
<span id="Real Healing">After losing [[Health]], it can be healed back in various ways!</span>


==True Magical Healing==
==Healing Formula==
Magical Healing is utilized by [[Cleric]]'s heal spells and [[Warlock]]'s Torture Mastery, but not Warlock's Life Drain.  
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.<br><br>


All Magical Healings benefit from both +Magical Healing and Magical Power Bonus [[Enchantments|enchantments]], but at varying [[Damage Calculation#Attribute Bonus Ratio|Scaling]]. [[Cleric]]’s Advanced Healer perk is counted as +Magical Healing and is affected by scaling. [[Warlock]]’s Vampirism perk grants 1.2x Healing which factors after all other bonuses and is not affected by scaling. The +Magical Healing enchantment specifically affects your own healing, not heals received from others. Stacking +Magical Healing on the healing recipient will not cause them to receive more healing. The caster must be the one wearing +Magical Healing in order to benefit.
Instant Base Heals:<br>
<code> Total Healing = (Base Heal + Physical/Magical Healing Add * Scaling) * (1 + Physical/Magic Power Bonus * Scaling) * (1 + Physical/Magical Healing Mod) </code>
<br><br>
[[Damage Calculation#Damage/Healing over Time|Heal over Times]] (see link for specifics):<br>
<code> 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 </code>
<br>


<code>Total Heal = (Base Heal Amount + (Magical Healing * Scaling of Spell)) * (1 + Magic Power Bonus * Scaling of Spell)</code>
==Healing Add==
Adds to the base heal. Examples include, but are not limited to:
* [[Cleric]]'s Advanced Healer perk
* [[Enchantments]]


Note that Sanctuary is not a Heal over time but rather a Channel, therefore it scales per second channeled.
Affects both [[Healing#Physical_Base_Healing|Magical]]/[[Healing#Physical_Base_Healing|Physical Base Healing]], but not any other healing types.


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.
Affected by [[Scaling]].  


[[Damage_Calculation#Attribute_Bonus_Ratio|Scaling]] info:
==Power Bonus==
*Lesser Heal = 100% per cast
Multiplies the healing dealt. Affects only [[Healing#Physical_Base_Healing|Magical]] healing, and not [[Healing#Physical_Base_Healing|Physical]] Healing nor any other healing types.
*Holy Light = 100% per cast
*Sanctuary = 50% per second channeled (250% total)
*Torture Mastery = 25% per second


===Examples===
Torture Mastery with +5 Magical Healing, 30% Magical Power, and the Vampirism perk will heal for


<code>Heal per second = (1 + 5*.25)(1 + .3*.25) * 1.2 = 2.9025 HP per second</code>
Affected by [[Scaling]]


==True Physical Healing==
==Healing Mod==
True Physical Healing is utilized by [[Healing_Potion|Healing Potions]], [[Troll's Blood]], [[Campfire Kit|Campfire Kits]], [[Bard]]'s Jolly Time, and [[Ranger]]'s Field Ration.
Multiplies the healing after Power Bonus.  


All True Physical Healing scales with the +Physical Healing [[Enchantments|enchantment]] but not with Physical Power Bonus.
Affects all sources of Healing, without any known exceptions.


Since [[Campfire Kit|Campfire Kits]] are not a Buff, they receive 100% scaling on +Physical Healing per second.  
Examples include:
* [[Warlock]]'s Vampirism perk.  
* [[Wizard]]'s Fire Mastery perk


[[Barbarian]]'s Potion Chugger perk alters Healing Potions to heal for 20% more health in a 20% shorter duration.
''Not affected by [[Scaling]].''


Scaling info:
==Potion Chugger==
*Healing Potions = 50% per drink
[[Barbarian]]'s Potion Chugger perk does not apply Healing Mod, but instead applies a final multiplier applied at the end of the calculation. This is left out of the formula for simplicity.
*Troll's Blood = 50% per drink
As such, Potion Chugger stacks multiplicatively with Healing Mod.
*Campfire Kits = 100% per second
For example, if Vampirism and Potion chugger were combined (requires [[Training|Multi-classing]]), it would be a total of 1.2*1.2 = 1.44x Healing - so, effectively the same as .44 Healing Mod.
*Bard's Jolly Time = 100% per ale
*Ranger's Field Ration = 100% per ration


===Formulas===
''Not affected by [[Scaling]].''
For instant heals (Campfire Kits, Jolly Time, and Field Ration):


<code>Heal per instance = (Base Heal + Physical Healing*Scaling)</code>
==Magical Base Healing==
For Campfire Kits, multiply by the duration which is unaffected by Buff Duration to get the total healing.
Magical Healing is utilized by [[Cleric]]'s heal spells, [[Warlock]]'s Torture Mastery, [[Potion of Healing|healing potions]], [[Troll's Blood]], healing [[Shrines|shrines]], and more.


For [[Damage Calculation#Damage/Healing over Time|Heal over Times]] (Healing Potions / Troll's Blood):
All Magical Healing benefits from both Magical Healing Add and Magical Power Bonus but with varying [[Damage Calculation#Attribute Bonus Ratio|Scaling]], and is affected by Healing Mod at the end of the calculation.


<code>Total Healing = (Base Heal + Physical Healing*Scaling)/(Duration Base) * floor(Duration Base * (1 + Buff Duration))</code>
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 HoT but a new instance of healing every second that the target receives damage from Curse of Pain / Power of Sacrifice.


For Potion Chugger
[[Barbarian]]'s Potion Chugger perk alters healing potions to heal for 20% more health.


<code>Total Healing = (Base Heal + Physical Healing*Scaling) * 1.2/(Duration Base * .8) * floor(Duration Base * .8 * (1 + Buff Duration))</code>
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 = 15% per second
*[[Potion of Healing]] = 50% per drink
*[[Troll's Blood]] = 50% per drink
*[[Shrines|Shrine of Health]] = 100% once
*[[Warlock]]'s Shadow Touch = 0%


===Examples===
===Examples===
====Campfire====
====Torture Mastery====
Using a Common Campfire with +1 Physical Healing will heal (3+1) HP per second for 21 seconds, unaffected by the Buff Duration stat, totaling to 84 health.
Torture Mastery (2 base) with 5 Magical Healing Add, 30% Magical Power Bonus, and the Vampirism perk will heal for
 
<code>Heal per second = (2 + 5 * 0.1)(1 + 0.1 * 0.3) * 1.2 = 3.09 HP per second</code>


====Healing Potion====
====Healing Potion====
For example with a Common Healing Potion, +4 Physical Healing, +6% Buff Duration, at a base of 15 health over 30 seconds will heal:
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:


<code>Total Healing = (15 + 4/2)/(30) * floor(30 * (1 + .06))</code>
<code>Total Healing = (15 + 4 * 0.5) * floor(30 * 1.06) / 30 * 1.2</code>


<code>= 17/30 * 31</code>
<code>= 17 * 31 / 30 * 1.2</code>


<code>= 17.56 health over 31s</code>
<code>= 21.08 health over 31s</code>


Note that this does in fact heal 17.56 health and not 17 nor 18 as there is decimal HP, although the health display in game always [[Damage Calculation#Rounding|rounds]] up. See [[Damage Calculation#Damage/Healing over Time|Damage/Healing over Time]]  for more.
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 [[Damage Calculation#Rounding|rounds]] up. See [[Damage Calculation#Damage/Healing over Time|Damage Calculation]]  for more. Also note that the duration actually lasts 31.8s, but effectively only 31s of healing occurs.


====Potion Chugger====
====Potion Chugger====
[[Barbarian]]'s Potion Chugger perk gives 1.2x Healing as a Final Multiplier.
Using the same example but now with Potion Chugger:
Using the same example but now with Potion Chugger:
<code>Total Healing = (15 + 4/2) * 1.2/(30 * .8) * floor(30 * .8 * (1 + .06))</code>


<code>= 17*1.2 / 24 * 25</code>
<code>Total Healing = (15 + 4 * 0.5) * floor(30 * 0.5 * 1.06) / (30 * 0.5) * 1.2</code>
 
<code>= 17 * 15 / 15 * 1.2</code>
 
<code>= 20.4 health over 15s</code>
 
Note that the duration actually lasts 15.9s, but only 15s of healing occurs.
 
==Physical Base Healing==
Physical Healing is utilized by [[Campfire Kit|Campfire Kits]], [[Bard]]'s Jolly Time, [[Ranger]]'s Field Ration, [[Surgical Kit]]s, and more.
 
Physical Healing scales with the Physical Healing Add [[Enchantments|enchantment]] but NOT with Physical Power Bonus.


<code>= 21.25 health over 25s</code>
Since [[Campfire Kit|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


==Other Healing==
===Examples===
===Healing Shrines===
====Campfire====
Healing [[Shrines]] are interactable objects in the Dungeons that, when interacted with, will heal the player for 100 HP with 0% [[Attribute Bonus Ratio|Scaling]].
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.


=== Life Drain ===
=True Base Healing=
[[Warlock]]'s Life Drain ability heals the player equal to the damage dealt in a lifesteal fashion. Magical Healing does not affect this, it is only affected by the damage, which has 50% [[Damage Calculation#Attribute Bonus Ratio|Scaling]], as well as the Vampirism perk.
True Base Healing is not affected by Healing Add nor Power Bonus, but is by [[Healing#Healing_Mod|Healing Mod]].


=Recoverable HP=
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=
<span id="Recoverable HP"><span>


[[File:Recoverable_Health.png]]
[[File:Recoverable_Health.png]]


'''Recoverable Health''' is left behind when the player takes damage, and is represented by a transparent portion of the player's health bar. Most sources of damage will leave behind 65% of their damage as Recoverable Health. As the name suggests, this health can be recovered by various means. All sources of Recoverable healing have 0% [[Attribute Bonus Ratio|Scaling]]
[[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.
Line 100: Line 144:
*Resting -100%
*Resting -100%
*[[Bard]]'s Tranquility -100%
*[[Bard]]'s Tranquility -100%
<br>


Recoverable Health cannot prevent death on its own, but it can be converted to True Health using Bandages, Resting, and Tranquility.
Note that some are negative because they convert it into actual health rather than damaging you.<br>
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.


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 at 0% [[Damage Calculation#Attribute Bonus Ratio|Scaling]]. ''(This is not 0.5/s, it is specifically 1 every 2 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.)''


Upon standing up from Resting, '''any remaining Recoverable Health will be lost'''. This makes Resting riskier than other Recoverable Health options.
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==
==Tips==
Line 126: Line 172:
<code>min(15 + .65*40, (100-60)) = 40</code>
<code>min(15 + .65*40, (100-60)) = 40</code>


3. Starting at 80/100 with 15 Recoverable, then being true healed to 100/100 with 15 recoverable, and finally being damaged for 60 by a monster. Your new HP is 30/100, with new recoverable HP pool of
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


<code>min(15 + .65*60, (100-40)) = 54</code>
<code>min(15 + .65*70, (100-30)) = 60.5</code>


4. Starting at 100/100 with 50 Recoverable, then bandaging for 10 will set your recoverable HP to
4. Starting at 100/100 with 50 Recoverable, then bandaging for 10 will set your recoverable HP to
Line 134: Line 180:
<code>min(50 + -1*10, (100-100)) = 0</code>
<code>min(50 + -1*10, (100-100)) = 0</code>


=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.<br>


= 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.<br><br>
Percent Max Health Healing will heal a percentage of your current maximum health, and never scales with Physical/Magical Healing nor Magical Power Bonus. The current sources of this are Surgical Kits, Morale Boost, Victory Strike, and Blood Exchange. Second Wind also functions this way, however, it is 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 [[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, [[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==
Using Second Wind's 50% Percent Max Health [[Damage Calculation#Damage/Healing over Time|Damage/Healing Over a Time]] of 12s with 10% Buff Duration on a Fighter with 100 Max Health:
Using Second Wind's 40% Percent Max Health [[Damage Calculation#Damage/Healing over Time|Damage/Healing Over a Time]] of 12s with 10% Buff Duration on a Fighter with 100 Max Health:


<code>Total Duration = 12 * (1 + .1) = 13.2 seconds</code>
<code>Total Duration = 12 * (1 + .1) = 13.2 seconds</code>


<code>Total Heal = .5*100 / 12 * floor(13.2) = 54.16 health</code>
<code>Total Heal = .4*100 / 12 * floor(13.2) = 43.33 health</code>
 
=Other Healing=
==Life Steal==
<span id="Life Drain"> </span>
[[Warlock]]'s Life Drain ability heals the player equal to the damage dealt in a lifesteal fashion. No modifiers affect this except [[Healing#Healing_Mod|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#Healing_Mod|Healing Mod]] for specifics. <br>
 
Examples of negative Healing Mod include, but are not limited to:
* [[Warlock]]'s Blow of Corruption
* [[Wizard]]'s Fire Mastery


= Temporary Max Health =
Unknown on how negative Healing mod interacts with negative Heals.
Certain abilities, like Cleric’s Bless or Warlock’s Power of Sacrifice, can boost your strength, raising your maximum HP temporarily. This doesn't mean your current HP increases by the same amount, though. Your proportion of remaining HP remains unchanged, even if the maximum changes. This means your health adjusts to reflect the same percentage as before the strength buff was active.


For instance, if you're at 90% of your max HP and you receive an increase in max HP without taking damage, your health stays at 90%, despite the changing max HP value.  
<br>(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.


==Examples==
Goblin Mage's homing orbs and Famine, the [[Uniques#Axes-0|Unique axe]], seem to work separately to Healing Mod as they reduce all types of Healing, including Recoverable healing, by 100%.
Starting with 100/100 HP. If you receive a temporary 30 max HP and then sustain 30 damage during this period, your HP would initially be 130/130. After the damage, you will drop to 100/130, which is 77%. When the temporary boost ends, your HP reverts to 77 out of 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. <br>
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 +[[Enchantments#Magical Healing|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.  


On the other hand, starting at 80/100 HP with an additional 10 Recoverable HP, and then gaining 30 max HP would leave you with 80% of 130, or 104/130. Receiving 30 damage brings you to 74/130 or 57%, and gaining 19.5 Recoverable HP. Once the effect concludes, you will have 57 out of 100 HP, plus your 29.5 total Recoverable HP.
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% [[Damage_Calculation#Attribute Bonus Ratio|Scaling]] in which case it does not matter regardless.


=Heal Reduction=
=History=
[[Warlock]]'s Blow of Corruption and [[Wizard]]'s Fire Mastery reduces outgoing Physical/Magical healing by 70% and 50% respectively, but not Percentage Healing nor Recoverable healing. This requires the debuff to be on the caster and not the target. This includes self-heals, as targeting yourself means you are both the outgoing and incoming target.
* Patch #2 Hotfix 27
** Surgical Kit is now True Physical Healing instead of Percent Max Healing, and is therefore affected by Heal Reduction


Goblin Mage and Famine, the [[Uniques#Axes-0|Unique axe]] reduces all types of Healing, even Percentage and Recoverable healing, by 100%.
* 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.


Heal Reduction applies after all bonuses are applied to Healing. (Needs further testing)


=Summary=
=Summary=
[[File:Healing.png|700px]]
[[File:healing.png|700px]]


=Video Guide=
=Video Guide=


{{#evu:https://www.youtube.com/watch?v=XuSD_Pje3cY|alignment=left}}
{{#evu:https://www.youtube.com/watch?v=XuSD_Pje3cY|alignment=left}}

Latest revision as of 23:13, 11 November 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:

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.

Examples include:

Not affected by Scaling.

Potion Chugger

Barbarian's Potion Chugger perk does not apply Healing Mod, but instead applies a final multiplier applied at the end of the calculation. This is left out of the formula for simplicity. As such, Potion Chugger stacks multiplicatively with Healing Mod. For example, if Vampirism and Potion chugger were combined (requires Multi-classing), it would be a total of 1.2*1.2 = 1.44x Healing - so, effectively the same as .44 Healing Mod.

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 Healing benefits from both Magical Healing Add and Magical Power Bonus but with varying Scaling, and is affected by Healing Mod at the end of the calculation.

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 HoT but a new instance of healing every 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:

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 Calculation for more. Also note that the duration actually lasts 31.8s, but effectively 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:

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.png

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.


Summary

Healing.png

Video Guide