Blog · Fact
Three formulas cover every heal, lifesteal and shield in the game. In PvP, healing Techniques and DEF shields shrink to 0.45 of their size while healing Charms keep their full size, and the per-match reduction then cuts damage, healing and shields alike. Below are the formulas, the numbers at rank 24, and what to build.
TL;DR Derived for sustain in PvP, in order:
A heal is sized from the caster’s max HP. \(h\) is the skill’s rate, \(F\) its flat part, \(b\) the caster’s Healing Boost, \(b'\) the target’s healing received, \(a\) and \(a'\) the two Bonus Healing stats over their per-rank bases (\(A\) is 76,646 at level 113), and \(f\) a final multiplier that only statuses set. The bracket \(1+\beta\) is where every boost adds up.
$$ H=\big(M_{\text{caster}}\,h+F\big)\,(1+\beta)\,(1+f) $$ $$ \beta=b_{\text{caster}}+b'_{\text{target}}+\frac{a}{A}+\frac{a'}{A'} $$A few skills size the heal from ATK or from the target’s max HP instead of \(M\). The rest of the line is the same. The game’s tooltip adds two rules: a heal only lands on a target below full HP, and its power comes from the caster’s max HP.
Lifesteal has two paths. Techniques such as Soul Piercer and Shadow Devour carry a per-hit share \(p\) of that hit’s HP damage. Charms and buffs such as Veritas Pact’s Nether Pact carry a share \(s\) of the damage plus a flat part \(s_0 k\), and when the attacker is a player that flat part is divided by the two PvP rank divisors \(\rho_1\rho_2\) that damage itself is divided by. Both paths are then multiplied by the attacker’s own Healing Boost.
$$ L_{\text{hit}}=|D_{\text{HP}}|\;p\;(1+b) $$ $$ L_{\text{status}}=\Big(|D|\;s+\frac{s_0\,k}{\rho_1\,\rho_2}\Big)(1+b) $$A shield is a status. Its size comes from DEF, ATK, the holder’s or the target’s max HP at the status’s rates, plus a flat part \(F_s\); \(g\) is Bonus Shield and \(G\) its flat twin, \(f_s\) a final multiplier.
$$ S=\big(F_s+\mathrm{DEF}\,d+\mathrm{ATK}\,a_s+M\,m+M_{\text{target}}\,t\big)(1+g)+G $$ $$ S_{\text{final}}=S\,(1+f_s) $$One more kind converts a share of the holder’s current HP into a shield and hands back whatever is left when it ends, in proportion: converted HP times remaining over initial.
The stages are Duel, Arena, 2v2 and 4v4 team challenges, Guild Clash. In them the engine scales every prop of every skill and status by that entry’s PvP scale. The list of exceptions has one entry, cooldown.
$$ x_{\text{PvP}}=x\cdot\frac{\text{PvpPropScale}}{10000} $$The scales in the tables are per skill. All the healing Techniques carry 0.45. All the healing Charms carry 1.00. The DEF shield statuses carry 0.45, the Nether Pact lifesteal buff carries 0.45. The per-hit lifesteal share sits on the hit itself as a setting, outside the prop table, so nothing scales it. It rides on damage that PvP has already reduced. The separate PvP governor, the battlefield’s Beauty of Balance II, can cut damage between players to a tenth, and it does not stop at damage. The game describes it as reducing “all units’ skill DMG, Healing, and Shield effects”. The client’s copy of the governor touches only damage, and until 10 October this post said it scaled nothing else; the server runs it, and the site now follows the game’s description. Phoenix Rise’s Immolation text adds that in PvP its healing is increased by a further 100%.
Rate and flat part at level 113, Champion II, before any boost. The last column is what the same cast does in a PvP stage.
| Technique | Rate of max HP | Flat | PvP scale | In PvP |
|---|---|---|---|---|
| Healing Touch Mage, tier 1 | 3.5% | 51,662 | 0.45 | 1.6% + 23,248 |
| Radiant Restoration Sage, tier 2 | 5.3% | 129,928 | 0.45 | 2.4% + 58,468 |
| Rejuvenating Rain Dominator, tier 4 | 1.6% | 84,113 | 0.45 | 0.7% + 37,851 |
| Radiant Rhythm Prophet, tier 5 | 1.2% | 95,349 | 0.45 | 0.5% + 42,907 |
| Healing Radiance Hierarch, tier 6 | 2.1% | 840,487 | 0.45 | 1.0% + 378,219 |
| Hellfire Requiem Conqueror, tier 4 | 1.6% | 45,398 | 1.00 | 1.6% + 45,398 |
Radiant Rhythm chains to up to five allies and shrinks 35% per repeat on one target. Rejuvenating Rain adds 20% under half HP. Void Blessing raises max HP by a share of the caster’s and heals 5% only below 30%.
Each Charm heals once per trigger: on a death save, on a revive, at the start or end of a turn, on a crit, at a stack count. The trigger is in the card text. The size is here.
| Charm | Rate of max HP | Flat | PvP scale | In PvP |
|---|---|---|---|---|
| Indomitable Will Duelist, tier 2 | 10.3% | 254,207 | 1.00 | 10.3% + 254,207 |
| Potential Rebirth Paladin, tier 3 | 12.7% | 369,912 | 1.00 | 12.7% + 369,912 |
| Resurrection Sage, tier 2 | 4.6% | 134,514 | 1.00 | 4.6% + 134,514 |
| Source of Vitality Paladin, tier 3 | 1.1% | 33,628 | 1.00 | 1.1% + 33,628 |
| Blade Siphon Berserker, tier 3 | 0.5% | 13,451 | 1.00 | 0.5% + 13,451 |
| Frost Guard Archmage, tier 3 | 3.1% | 90,797 | 1.00 | 3.1% + 90,797 |
| Overhealing Arcanist, tier 3 | 4.9% | 142,921 | 1.00 | 4.9% + 142,921 |
| Fiery Rejuvenation Destroyer, tier 4 | 1.6% | 81,109 | 1.00 | 1.6% + 81,109 |
| Soulbond Restoration Dominator, tier 4 | 1.7% | 112,951 | 1.00 | 1.7% + 112,951 |
| Holy Restoration Templar, tier 5 | 4.0% | 128,067 | 1.00 | 4.0% + 128,067 |
| Holy Recuperation Templar, tier 5 | 3.2% | 72,914 | 1.00 | 3.2% + 72,914 |
| Vital Rhythm Magister, tier 5 | 1.7% | 135,546 | 1.00 | 1.7% + 135,546 |
| Rejuvenating Elixir Prophet, tier 5 | 1.7% | 140,220 | 1.00 | 1.7% + 140,220 |
| Shadow Stealth Doomreaver, tier 7 | 2.0% | 2,069,733 | 1.00 | 2.0% + 2,069,733 |
The flat parts grow with the skill curve, not with the wearer, so a low-HP class gets the same flat heal as a tank. Blade of Lament is a lifesteal Charm. Every damaging Technique feeds it, up to half of max HP. Veritas Pact’s Nether Pact gives all Technique damage 14% lifesteal for two turns at rank 24, 6.3% in PvP.
| Technique | Size | Lasts | PvP scale | In PvP |
|---|---|---|---|---|
| Guardian Ring Knight, tier 2 | 28% of DEF | 2 turns | 0.45 | 13% of DEF |
| Desperate Protection Paladin, tier 3 | 48% of DEF | 3 turns | 0.45 | 21% of DEF |
| Frost Protection Vindicator, tier 7 | 31% of DEF | 2 turns | 0.45 | 14% of DEF |
| Twin Radiance Shield Justicar, tier 6 | 49% of DEF | 2 turns | 0.45 | 22% of DEF |
The Shield tooltip gives the order. A shield is depleted before HP. Shields with a turn limit go first, then shields without one, and shields of the same kind in the order they were applied. Doom DMG deals double to shields. Lifesteal takes nothing from damage a shield absorbs, and Blood Source, the Night Curse debuff that hands attackers 3% of Technique damage up to half their max HP, ignores shield damage too.
The game’s server runs these formulas, and no fight has been recorded here to check a heal against. HP Regen exists as a hidden stat with no formula behind it. Which relics carry a healing effect is not worked out yet, only that relics can carry the stat.
Comments
Anonymous, no account needed. Say what you would build and why. The site owner can remove posts.