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Revision as of 16:50, 12 November 2023 by Sur (talk | contribs) (heal reduction phrasing)

Stats Damage Spell Restoration Luck
Enchantments Health Impact Power Footstep Sound
Healing Action/Interaction/Cast Speed Silence
Shield Looted Handled Supplied Experience
Spells

True Healing

True Magical Healing

Magical Healing is utilized by Cleric's heal spells and Warlock's Torture Mastery, but not Warlock's Life Drain.

All Magical Healings benefit from both +Magical Healing and Magical Power Bonus enchantments, but at varying 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.

Total Heal = (Base Heal Amount + (Magical Healing * Scaling of Spell)) * (1 + Magic Power Bonus * Scaling of Spell)

Note that Sanctuary is not a Heal over time but rather a Channel, therefore it scales per second 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.

Scaling info:

  • Lesser Heal = 100% per cast
  • 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

Heal per second = (1 + 5*.25)(1 + .3*.25) * 1.2 = 2.9025 HP per second

True Physical Healing

True Physical Healing is utilized by Healing Potions, Troll's Blood, Campfire Kits, Bard's Jolly Time, and Ranger's Field Ration.

All True Physical Healing scales with the +Physical Healing enchantment but not with Physical Power Bonus.

Since Campfire Kits are not a Buff, they receive 100% scaling on +Physical Healing per second.

Barbarian's Potion Chugger perk alters Healing Potions to heal for 20% more health in a 20% shorter duration.

Scaling info:

  • Healing Potions = 50% per drink
  • Troll's Blood = 50% per drink
  • Campfire Kits = 100% per second
  • Bard's Jolly Time = 100% per ale
  • Ranger's Field Ration = 100% per ration

Formulas

For instant heals (Campfire Kits, Jolly Time, and Field Ration):

Heal per instance = (Base Heal + Physical Healing*Scaling) For Campfire Kits, multiply by the duration which is unaffected by Buff Duration to get the total healing.

For Heal over Times (Healing Potions / Troll's Blood):

Total Healing = (Base Heal + Physical Healing*Scaling)/(Duration Base) * floor(Duration Base * (1 + Buff Duration))

For Potion Chugger

Total Healing = (Base Heal + Physical Healing*Scaling) * 1.2/(Duration Base * .8) * floor(Duration Base * .8 * (1 + Buff Duration))

Examples

Campfire

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.

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:

Total Healing = (15 + 4/2)/(30) * floor(30 * (1 + .06))

= 17/30 * 31

= 17.56 health over 31s

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 rounds up. See Damage/Healing over Time for more.

Potion Chugger

Using the same example but now with Potion Chugger: Total Healing = (15 + 4/2) * 1.2/(30 * .8) * floor(30 * .8 * (1 + .06))

= 17*1.2 / 24 * 25

= 21.25 health over 25s


Other Healing

Healing Shrines

Healing Shrines are interactable objects in the Dungeons that, when interacted with, will heal the player for 100 HP with 0% Scaling.

Life Drain

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% Scaling, as well as the Vampirism perk.

Recoverable HP

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% Scaling

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%

Recoverable Health cannot prevent death on its own, but it can be converted to True 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.

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)

Resting

When Resting, the player will heal 1 Recoverable Health every two seconds at 0% Scaling. (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.

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 60 by a monster. Your new HP is 30/100, with new recoverable HP pool of

min(15 + .65*60, (100-40)) = 54

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

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.

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

Temporary Max Health

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.

Examples

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.

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.

Heal Reduction

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. 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 reduces all types of Healing, even Percentage and Recoverable healing, by 100%.


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

Summary

Healing.png

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