COMBAT / 1.0.6

Recover and sustain

Compare healing offered, missing HP and overheal.

HEALING & SUSTAIN

Healing offered. Health actually restored.

Interactive example
CALCULATED RESULT
Healer
+600
Target
Target health2,400 → 3,000 / 3,000
Current HPRestored HPMissing HP
Healing offered1,560HP
Actually restored600HP

960 HP beyond the missing-health limit

ENTER STATS / SET UP THE EXAMPLE

%Copy Healing Done from the healer’s stats. Enter 20 for 20%.
%Copy Healing Received from the target’s stats.
Maximum HP minus current HP. This target has 3,000 maximum HP.

A skill heal starts at 1,000 HP in this example. Regen and Lifesteal have separate rules.

Skill healing · maximum HP 3,000 · no encounter heal cap
FIELD NOTES

Go deeper when you need to.

Open a note for the formulas, worked cases and exceptions behind this example.

01Skill-heal coefficient

For flat healing skills, start with C = (base + per-rank × rank) × mastery/synergy. The default scale is round(C × rate × sqrt(max(210, damage base))), with rate 0.0097 for party healing and 0.0199 for self healing. Damage base is the five direct channels summed, not attack DPS. A percent-of-max-health skill follows its relative formula instead.

An instant skill then multiplies the normalized amount by its base cooldown in seconds. A HoT divides by its base uptime to obtain the active per-second amount. These normalization steps are part of skill magnitude; changing cooldown does not rewrite the base coefficient.

02Healing Done and Healing Received

Skill heal offered = base skill heal × (1 + Heal Power / 10,000) × (1 + Heal Received / 10,000). Positive runtime caps are applied if configured; shipped defaults have neither positive cap. Actual healing = min(offered heal, missing HP), subject to encounter healing restrictions.

Case: 1,000 base heal, +20% Heal Power, +30% Heal Received. Offered heal = 1,000 × 1.2 × 1.3 = 1,560. A hero missing 400 HP receives only 400. Overhealing does not become extra maximum HP by default. Entering Heal Power in a skill preview and multiplying it again would double-count the same modifier.

03HoT timing

Timed HoT ticks immediately on attachment and once per second before expiry, using the recipient’s Healing Received. A 100-per-second HoT lasting 6 seconds has six potential ticks at 0–5 seconds. At +30% Healing Received it can offer 780 total, but every tick is capped by missing HP at that moment.

04Regeneration

Final Regen heals on the combat engine’s global one-second tick, using the normal actual-heal limiter. The raw character build applies a ×1.5 scale; do not apply it again to an already-final displayed value. Regen does not pass through the skill Healing Done/Received function. The native Priest stat construction also adds floor(Attack × 0.15) to raw Regen before final scaling.

05Lifesteal

Lifesteal = resolved positive damage × rating / 10,000, then actual-heal limits. It uses the damage passed to its event handler, not an expected DPS number. True DoT and Thorns can also invoke this handler. This path does not apply skill Heal Power/Heal Received.

Case: a resolved 800-damage hit with 5% Lifesteal. It offers 40 HP. Adding +20% Heal Power does not turn this particular Lifesteal call into 48. A boss shield/phase or a special encounter heal budget may change the damage or healing actually credited.

06Encounter restrictions

The engine can apply a combat healing multiplier and a boss sustain allowance based on boss damage taken. Those are encounter-specific. A heal formula alone cannot guarantee that a hero survives a particular Colossus hunt.

07Source and assumptions

Reviewed against installed QuestAway 1.0.6, revision 888f97419a53. Examples use shipped defaults and explicit hypothetical combat situations; they are not measurements from a player's account. Unless stated, examples use equal levels, one living target, no special boss phase, no passive/gear proc and no live server override. Source limits.

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