Health

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SquareHealStatusEffect.pngHealth, or HP, is a hero stat that keeps track of how much damage a hero can take before dying. It is displayed as a green bar in the bottom middle of the screen.

Recovering Health

  • Passively regenerate health while out of combat - gradually regenerate up to 250 HP/s.
  • Receive healing from an allied hero
  • Stand next to any allied creature - grants Heal+35 HP/s healing.
  • Let an allied bloomer creature heal you with its beam - grants Heal+75 / +85 HP/s healing from young / adult bloomers.
  • Pick up a healing bloom from a bloomer creature - instantly heals Heal+175 HP..
  • Pick up a healing bloom from a hero kill - instantly heals Heal+300 HP.
  • Certain hero skills and upgrades grant self healing (ex. Vadasi, Xenobia)

Health Regeneration

Once out of combat, health regenerates, starting at +32.4 HP/s and gradually growing to +250.0 HP/s. This regeneration is paused when attacking or dodging, but does not end after reaching full health.

If a hero is hit while regenerating health (including at full health), regeneration will continue until the end of the next 0.1s chunk, which could randomly be for 0-5 frames after being hit. The result is that a hero can regenerate up to 25 extra health after the hit.

Healing

HealHealing is an effect that restores health to the target. The two main sources of healing are creatures and support heroes.

There are two main types of healing:

  • Instant - restores a chunk of health in an instant (ex. Heal+100 HP).
  • Over time - restores health once every second for a duration (ex. Heal+25 HP/s for 3s).

Healing numbers are not modified by stats that affect damage such as armor and damage reduction, and most status effects do not affect healing.

  • Increased healing - a buff that increases the amount of healing done by a hero by a percentage (ex. Heal+15% increased healing).
    • There is a soft cap of +50% increased healing - multiple sources of increased healing added together cannot exceed +50% effect.
      • This can be tested with Vadasi by taking all increased healing upgrades and using her focus.
  • SquarePoisonStatusEffect.pngpoison - prevents 50% or 75% of healing received by the poisoned target.

When a target is affected by multiple sources of healing over time, the highest source retains full effect, and all other sources have 10% effect. For example, when being healed by a young bloomer's Heal+75 HP/s beam and standing in its Heal+35 HP/s healing aura at the same time, the total amount of healing received is 75 + 0.1*(35)=78.5 HP/s.

Effective HP

SquareEHPStatusEffect.pngEffective HP, or EHP, is a calculation useful to look at when comparing heroes or doing combat math - it calculates how much base damage a target can take before dying. Effective HP takes health, armor, shield, and damage reduction into account, but does not factor in offensive conditions such as backstab, crit chance, or falloff.

Health Bar

Health bars above enemies and allies are sectioned into 600 HP cells, with inner ticks every 150 HP. Your hero's health bar on the bottom HUD only shows 600 HP cells, and not the inner ticks.

While you may think a low health bar hero to be at a disadvantage, this may not always be the case.

  • Health bars for heroes and creatures DO NOT change width based on max HP
    • A high health hero like Lord Knossos at 30% of max HP (2500) will show a smaller health bar than a low health hero like Mozu at 50% of max HP (1500), despite both having 750 HP.
  • Health bars DO NOT account for armor or damage reduction
    • A full health Mozu has less effective HP than a half health Margrave
  • Stamina provides access to dodges which grant immunity frames
    • A full stamina Ramsay on low HP will survive much longer than a zero stamina Tripp on full HP.