Healing Formula

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Formula[edit | edit source]

The current estimated healing formula for most healing skills is:

Notes:

  • Modifiers within the same variable are additive.
  • The final healing amount is subject to 5% variance higher or lower than the expected value, similar to damage calculation.
  • Recovery Potency buffs on the Casting unit (the "healer") are considered, but Recovery Potency buffs on the Receiving unit (the person being healed) are ignored.

Variable Descriptions[edit | edit source]

HP

The healer's Max HP. Normally the HP of the Adventurer

  • This value is different in dragonform, and does not use the Adventurer's HP. Instead it uses the Dragon Transformation HP, which is calculated according to the following formula, where CEILING[ ] indicates you round the final value within the [ ] up before using it in calculations outside the [ ].

  • Remove the factor of 1.5x from the 2nd and 3rd terms if Dragon and Adventurer do not match elements
  • Dragon Base HP is the HP shown on the Dragon's details screen (not including the fafnir bonus)
  • Dragon HP Aura is the same element HP boost present on some dragons such as Phoenix or High Mercury, if no HP aura then this is equal to 1
  • The Altar, Dojo and Event Facility boosts used are based on the element of the ADVENTURER and NOT the Dragon, whereas the Fafnir bonus used is based on the element of the Dragon

STR

The healer's total Strength. This value is always the value of the adventurer, it does not change when you transform. However, it is still calculated in the same way as for the Damage Formula and therefore still receives boosts from buffs and co-abilities.

Potency

The base recovery potency modifier on a skill. (e.g. 110006 01 r03.png Aurien's Icon Skill 029.png Healer's Luck Lv. 1 has 72% Recovery Potency.)

Potency Buffs %

Any Boost to your healing potency, such as Co-Ability, Abilities, Active Buffs, or Energize

Element Heal Adjustment

Increases heals to adventurers of the same element by 20% (to 120% total). Has no effect otherwise.

Healing Spread %

This is the inherent RNG Variance of the healing formula. This ranges from 95% to 105%, but for simple calculations, assuming 100% is sufficient.

Raid Adjustment

Value that varies depending on the content. For normal content, this value is 1. For raids, this value is 4.

Healing Calculator[edit | edit source]

HP
STR
Potency %
Potency Buff %
Active Strength Buff %
Healing CoAbility %
Strength CoAbility %
Same Element?
Check for yes.
Raid?
Check for yes.
Include Healing Over Time?
Check for yes.
Total Heal

Variant Formulas[edit | edit source]

Several healing sources, usually those associated with buff effects, use variants of the healing formula:

Icon Ability 1010011.png 10 Hits = HP Regen[edit | edit source]

This chain co-ability uses a unique formula similar to the original healing formula, as it uses a potency % as a base instead of Max HP % as a base.

Notable differences from the Healing Formula:

  • Unaffected by external Recovery Potency buffs
  • Unaffected by Element matching bonuses between Caster and Receiver (as this effect only allows you to heal yourself)
  • Unaffected by the 75% Raid penalty

Icon Ability 1010011.png Healing Doublebuff[edit | edit source]

The various iterations of Healing Doublebuff instead use a simplified formula:

Notable differences from the Healing Formula:

  • The Caster's Max HP and Strength are ignored - only the Receiver's Max HP is considered.
  • Unaffected by Element matching bonuses between Caster and Receiver
  • Unaffected by the 75% Raid penalty
  • The "Caster" in this case is the unit who cast the initial defense buff that triggered the doublebuff effect. The "Receiver" is the unit who received the defense buff and the resulting doublebuff.

Icon Buff 2010002.png Life Steal[edit | edit source]

Life Steal effects, such as those on Icon Skill 720.png Call of Chaos or from buffs such as Icon Skill 058.png Moment of Passion's buff, will use a formula based on damage dealt, with an enforced healing cap. This is in two parts that are then compared:

  • Potential Healing:

  • Healing Cap:

  • Actual Healing (finds the lower of the above two values, essentially enforcing the Healing Cap):

  • "Damage Inflicted" is the amount of damage received by the enemy within a single attack from the Receiver, with Life Steal active. For example, if the player deals 3,000 damage to an enemy, but the enemy only has 1,000 HP remaining, the formula will use 1,000, as the enemy did not receive the full 3,000 damage before death.
  • "Effect's Restoration %" is the amount of Damage that will be translated into Potential Healing. This varies depending on the skill.
  • "Effect's Restoration % Cap" is the maximum amount of HP that Life Steal can heal per activation. This varies depending on the skill.

Notable differences from the Healing Formula:

  • The Caster's Max HP and Strength are ignored - only the Receiver's Max HP is considered.
  • Unaffected by Element matching bonuses between Caster and Receiver.
    • However, element between Receiver and Enemy is relevant, as that would influence the damage dealt per the Damage Formula.
  • Unaffected by the 75% Raid penalty
  • The "Caster" in this case is the unit who cast the Life Steal buff effect. If Life Steal is instead baked into a skill's effect (such as in Icon Skill 043.png Sol), the "Caster" is the unit that uses the skill.

Icon Buff 1020001.png HP Up buffs[edit | edit source]

Max HP buffs, such as 110257 01 r04.png Lowen's skill Icon Skill 031.png Winds, Protect Us!, are purely dependent on your Maximum HP. They heal the amount of HP that would be gained from their Max HP buff - for example, a buff that grants +10% Max HP will heal 10% of Max HP at the same time. When the max of +30% Max HP buffs is reached, Max HP will not increase further, but (continuing the example) the 10% Max HP heal will still apply.

Notable differences from the Healing Formula:

  • Unaffected by external Recovery Potency buffs
  • The Caster's Max HP and Strength are ignored - only the Receiver's Max HP is considered.
  • Unaffected by Element matching bonuses between Caster and Receiver.
  • Unaffected by the 75% Raid penalty
  • Not subject to the 5% healing variance - you will be healed for the exact same amount every time.

Icon Ability 1010011.png Misc HP-Based Passive Healing Effects[edit | edit source]

Various other healing effects do not fall into any of the above categories, instead using an identical formula to Max HP Buff effects.

Notable differences from the Healing Formula:

  • Unaffected by external Recovery Potency buffs
  • The Caster's Max HP and Strength are ignored - only the Receiver's Max HP is considered.
  • Unaffected by Element matching bonuses between Caster and Receiver.
  • Unaffected by the 75% Raid penalty
  • Not subject to the 5% healing variance - you will be healed for the exact same amount every time.

Applicable effects are as follows:

Icon Buff 2060001.png HP Regen Scheduling[edit | edit source]

Each HP Regen effect lists how often its heals are - for example, healing every 3.9 seconds. The length of time for a heal to occur is often called a "tick". The length of a tick can vary for each healing effect.

However, HP Regen effects do not manage their heals independently - instead, they all heal together in a batch. These batches are managed by a "healing schedule" as follows:

  • The first HP Regen buff in a stack will establish the healing schedule, according to its listed tick time.
    • For example, if the first HP Regen buff says it heals every 3.9 seconds, then all heals stacked on top of it will occur in a batch every 3.9 seconds.
  • Once established, the healing schedule will persist, even if the first HP Regen buff expires.
    • The schedule cannot be revised until all HP Regen buffs expire. This means a schedule can be "kept alive" as long as at least one HP Regen buff is always present.
    • Even if a buff with a shorter duration is applied (for example, 2.9 seconds), the schedule will still not be revised until all HP Regen buffs expire.
  • If all HP Regen buffs expire, then the first HP Regen buff to start the next stack will establish the next healing schedule.

In essence, this means that casting an effect with a 2.9 second tick, and "keeping the stack alive" with 3.9 second tick effects, will cause all buffs in the stack to use 2.9 second ticks instead of 3.9 seconds. This will therefore increase overall healing output.

  • Conversely, starting a stack with a 3.9 second tick, and then following up with effects that have 2.9 second ticks, will decrease overall healing output.

Additional Notes:

  • If two HP Regen effects with different tick times are cast at the same time, the longer tick time is used.
    • For example, if Icon Skill 029.png You won't trick me!Lv. 1: Restores HP to all allies with 31% Recovery Potency and continues healing over the next 15 seconds with 25% Recovery Potency every 2.9 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]

      Lv. 2: Restores HP to all allies with 36% Recovery Potency, continues healing over the next 15 seconds with 29% Recovery Potency every 2.9 seconds, and increases the entire team's defense by 10% for 5 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]

      Lv. 3: Restores HP to all allies with 44% Recovery Potency, continues healing over the next 15 seconds with 35% Recovery Potency every 2.9 seconds, and increases the entire team's defense by 10% for 5 seconds. It will also increase the entire team's strength by 8% for 60 seconds. This strength increase will not stack. [5916 SP]
      (HP Regen 2.9 sec tick, and defense up buff) is cast on someone that has Icon Ability 1010011.png Healing DoublebuffLv. 1: Grants an HP regen buff healing you for 1% Max HP every 3.9 seconds for 20 seconds each time a defense up buff is received.

      Lv. 2: Grants an HP regen buff healing you for 2% Max HP every 3.9 seconds for 20 seconds each time a defense up buff is received.

      Lv. 3: Grants an HP regen buff healing you for 3% Max HP every 3.9 seconds for 20 seconds each time a defense up buff is received.
      (HP Regen 3.9 sec tick, activated by defense up buff), the longer tick time of 3.9 seconds is used for the healing schedule.