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Revision as of 21:39, 23 June 2024 by Sur (talk | contribs) (→‎Life Drain: rephrased)

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

Real Healing

Real healing, as opposed to Recoverable healing, heals your real missing health, regardless of if its recoverable or not.

Healing Formula

Instant Heals:
Total Healing = (Base Heal + Physical/Magical Healing Add * Scaling) * (1 + Physical/Magic Power Bonus * Scaling) * (1 + Physical/Magical Healing Bonus)

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 Bonus) * floor(Duration Base * (1 + Buff Duration)) / Duration Base

Real Magical Healing

Magical Healing Add

The +Magical Healing adds to the base heal, but is affected by Damage#Scaling. This includes the Enchantment and other sources, including, but not limited to:

Magical Healing Bonus

Completely separate to Power/Damage Bonus. This can be thought of as a final multiplier since as of writing, there is currently only one other source of this; Warlock's Vampirism perk.
Barbarian's Potion Chugger perk is instead a final multiplier.

True Magical Healing

Healing which is unaffected by Magical Healing Add and Magical Healing Bonus. Note that it is still affected by Magical Healing Bonus and Barbarian's Potion Chugger. Examples include but are not limited to:

Description

Magical Healing is utilized by Cleric's heal spells and Warlock's Torture Mastery as well as Healing Potions and Troll's Blood, Healing Shrines, but not Warlock's Life Drain.

All Magical Healings benefit from both Magical Healing Add and Magical Power Bonus enchantments, but at varying Scaling. Cleric’s Advanced Healer perk is counted as Magical Healing Add 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 Add enchantment specifically affects your own healing, not heals received from others. Stacking Magical Healing Add on the healing recipient will not cause them to receive more healing. The caster must be the one wearing Magical Healing Add in order to benefit.

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.

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

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/Healing over Time for more. Also note that the duration actually lasts 31.8s, but only 31s of healing occurs.

Potion Chugger

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.

Real Physical Healing

Physical Healing Add

The +Physical Healing adds to the base heal, but is affected by Damage#Scaling. This includes the Enchantment and other sources, though no others exist as of writing.

Physical Healing Bonus

Completely separate to Power/Damage Bonus. As of writing, there are no sources of this in Dark and Darker.

True Physical Healing

True Healing which is exempt from all other multipliers. As of writing, there are no sources of this in Dark and Darker.

Description

Physical Healing is utilized by Campfire Kits, Bard's Jolly Time, Ranger's Field Ration, and Surgical Kits

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:

Formulas

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

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.


Other Healing

Life Drain

Warlock's Life Drain ability heals the player equal to the damage dealt in a lifesteal fashion. Magical Healing Add and Magical Power Bonus does not affect this, it is only affected by the damage, which has 50% Scaling, However, it is affected by Magical Healing Bonus (Vampirism perk.

Recoverable Healing

Recoverable Health.png

Recoverable Health can be healed by converting it into real health.

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.)

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

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. The current sources of this are Barbarian's Morale Boost & Blood Exchange, Fighter's Victory Strike & Second Wind. Second Wind, however, is in the form of a heal over time, therefore you can receive more healing with longer buff durations. Sources with negative values, like Warlock's Blood Pact's passive aura, act the same but simply deal damage instead of healing.

Being neither Physical nor Magical, it cannot scale from Physical/Magical sources. However, is affected by Heal Reduction.

The Heal amount can also be negative, representing Percent Damage, such as Lich's Curse of Gathering/Isolation. Similarly, these are not scaled by Physical/Magical modifiers nor affected by Cleric's Perseverence perk.

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

Heal Reduction

Warlock's Blow of Corruption and Wizard's Fire Mastery reduces incoming Physical/Magical healing by 70% and 50% respectively, and Percentage Healing, but not Recoverable healing. 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, also 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

Heal Reduction applies after all bonuses are applied to Healing, including +Magical Healing or +Physical Healing Enchantments

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. Each heal bonus or heal reduction 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