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Healing in PvP: what the engine cuts and what it leaves alone

26 September 2026 · 6 min read

Three formulas run every heal, lifesteal and shield in the game. In a PvP stage the engine multiplies every healing Technique by 0.45 and every DEF shield with it, leaves every healing Charm at full size, and cuts damage on top. The formulas, the numbers at rank 24, and what to build.

Factread from the client's code or tablesDerivedarithmetic on those factsOpinionwhat we would do with themReportedwhat players report on the Chinese forums, cited, not in the client

TL;DR Derived for sustain in PvP, in order:

  1. Healing Charms. Every one of them keeps its full PvE size in PvP, while healing Techniques are multiplied by 0.45 and damage is cut on top. A death-save Charm such as Potential Rebirth restores 12.7% of max HP plus 369,912 at rank 24, in either mode.
  2. Healing Boost and healing received. They add together inside one bracket, so 30% of boost is 30% more from every source, Charms and lifesteal included.
  3. Bonus Shield on DEF shields, from the Holy Aegis Charm. DEF shields are also multiplied by 0.45 in PvP, and this is the only stat that multiplies them back.
  4. Lifesteal. It takes a share of the damage you actually deal, which PvP has already reduced, and it takes nothing from damage that lands on a shield.
  5. Healing Techniques last. Healing Touch heals 3.5% plus 51,662 in PvE and 1.6% plus 23,248 in PvP.

Three formulas Fact

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 own 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.

What a PvP stage changes Fact

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, which can cut damage between players to a tenth, scales damage and nothing else. The designers wrote the consequence into one skill: Phoenix Rise’s Immolation text says that in PvP its healing is increased by a further 100%.

Healing Techniques at rank 24 Fact

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.

TechniqueRate of max HPFlatPvP scaleIn PvP
Healing Touch Mage, tier 13.5%51,6620.451.6% + 23,248
Radiant Restoration Sage, tier 25.3%129,9280.452.4% + 58,468
Rejuvenating Rain Dominator, tier 41.6%84,1130.450.7% + 37,851
Radiant Rhythm Prophet, tier 51.2%95,3490.450.5% + 42,907
Healing Radiance Hierarch, tier 62.1%840,4870.451.0% + 378,219
Hellfire Requiem Conqueror, tier 41.6%45,3981.001.6% + 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%.

Healing Charms at rank 24 Fact

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.

CharmRate of max HPFlatPvP scaleIn PvP
Indomitable Will Duelist, tier 210.3%254,2071.0010.3% + 254,207
Potential Rebirth Paladin, tier 312.7%369,9121.0012.7% + 369,912
Resurrection Sage, tier 24.6%134,5141.004.6% + 134,514
Source of Vitality Paladin, tier 31.1%33,6281.001.1% + 33,628
Blade Siphon Berserker, tier 30.5%13,4511.000.5% + 13,451
Frost Guard Archmage, tier 33.1%90,7971.003.1% + 90,797
Overhealing Arcanist, tier 34.9%142,9211.004.9% + 142,921
Fiery Rejuvenation Destroyer, tier 41.6%81,1091.001.6% + 81,109
Soulbond Restoration Dominator, tier 41.7%112,9511.001.7% + 112,951
Holy Restoration Templar, tier 54.0%128,0671.004.0% + 128,067
Holy Recuperation Templar, tier 53.2%72,9141.003.2% + 72,914
Vital Rhythm Magister, tier 51.7%135,5461.001.7% + 135,546
Rejuvenating Elixir Prophet, tier 51.7%140,2201.001.7% + 140,220
Shadow Stealth Doomreaver, tier 72.0%2,069,7331.002.0% + 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.

Shields at rank 24 Fact

TechniqueSizeLastsPvP scaleIn PvP
Guardian Ring Knight, tier 228% of DEF2 turns0.4513% of DEF
Desperate Protection Paladin, tier 348% of DEF3 turns0.4521% of DEF
Frost Protection Vindicator, tier 731% of DEF2 turns0.4514% of DEF
Twin Radiance Shield Justicar, tier 649% of DEF2 turns0.4522% 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.

Where the boost comes from Fact

Not in the client Fact

The server runs these formulas; the client carries them for previews and playback, and no fight has been recorded here to check a heal against. HP Regen exists as a hidden stat name with no formula in the client. Which relics carry a healing effect was not resolved, only that the stat column exists on them.

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