Healing Formula

Formula
The current estimated healing formula for most healing skills is:


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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.

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

Icon Ability 1010011.png 10 Hits = HP Regen
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.

$$(0.16\ *\ HP\ +\ 0.06\ *\ STR)\ *\ Potency\ %$$ $$(0.16\ *\ {\color{PineGreen}HP}\ +\ 0.06\ *\ {\color{BrickRed}STR})\ *\ {\color{Emerald}Potency\ %}$$
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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
The various iterations of Healing Doublebuff instead use a simplified formula:

$$(Receiver's\ Max\ HP\ *\ Effect's\ \%\ of\ Receiver's\ Max\ HP) * (Potency\ %\ on\ Caster\ * Potency\ Buffs\ %\ on\ Caster)$$ $$({\color{PineGreen}Receiver's\ Max\ HP}\ *\ Effect's\ \%\ of\ Receiver's\ Max\ HP) * ({\color{Emerald}Potency\ %\ on\ Caster}\ * {\color{MidnightBlue}Potency\ Buffs\ %\ on\ Caster})$$
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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
Life Steal effects, such as those on or from buffs such as '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:

$$(Receiver's\ Damage\ Inflicted\ * Effect's\ Restoration\ %) * (Potency\ %\ on\ Caster\ * Potency\ Buffs\ %\ on\ Caster)$$ $$({\color{BrickRed}Receiver's\ Damage\ Inflicted}\ * Effect's\ Restoration\ %) * ({\color{Emerald}Potency\ %\ on\ Caster}\ * {\color{MidnightBlue}Potency\ Buffs\ %\ on\ Caster})$$
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 * Healing Cap:

$$(Receiver's\ Max\ HP) * (Effect's\ Restoration\ %\ Cap)$$ $$({\color{PineGreen}Receiver's\ Max\ HP}) * (Effect's\ Restoration\ %\ Cap)$$
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 * Actual Healing (finds the lower of the above two values, essentially enforcing the Healing Cap):

$$FLOOR[(Potential\ Healing), (Healing\ Cap)]$$
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 * "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 ), the "Caster" is the unit that uses the skill.

Max_HP_Up.png HP Up buffs
Max HP buffs, such as 's skill, 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.

$$(Receiver's\ Max\ HP\ *\ Effect's\ \%\ of\ Receiver's\ Max\ HP)$$ $$({\color{PineGreen}Receiver's\ Max\ HP}\ *\ Effect's\ \%\ of\ Receiver's\ Max\ HP)$$
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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
Various other healing effects do not fall into any of the above categories, instead using an identical formula to Max HP Buff effects.

$$(Receiver's\ Max\ HP\ *\ Effect's\ \%\ of\ Receiver's\ Max\ HP)$$ $$({\color{PineGreen}Receiver's\ Max\ HP}\ *\ Effect's\ \%\ of\ Receiver's\ Max\ HP)$$
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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:
 * Last Recovery
 * HP Below 60 = HP Regen (see Chain Co-abilities)
 * Shapeshift = HP Regen (see Chain Co-abilities)

HP Recovery.png HP Regen Scheduling
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 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 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 (HP Regen 2.9 sec tick, and defense up buff) is cast on someone that has  (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.