# Healing Formula

## Formula

The current estimated healing formula for most healing skills is:

${\displaystyle {\frac {(0.16*HP+0.06*STR)*Potency\ \%*Caster'sPotency\ Buffs\ \%}{Raid\ Adjustment}}*Element\ Heal\ Adjustment*Healing\ Spread\ \%}$

${\displaystyle {\frac {(0.16*{\color {PineGreen}HP}+0.06*{\color {BrickRed}STR})*{\color {Emerald}Potency\ \%}*{\color {MidnightBlue}Caster's\ Potency\ Buffs\ \%}}{\color {Purple}Raid\ Adjustment}}*{\color {Rhodamine}Element\ Heal\ Adjustment}*Healing\ Spread\ \%}$

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

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 [ ].

${\displaystyle CEILING\{\ (CEILING[\ 9999*(1+AltarBoost+DojoBoost+EventFacilityBoost)\ ]+CEILING[\ DragonBaseHP*1.5\ ]+CEILING[\ DragonBaseHP*1.5*FafnirFacilityBoost)*(1+DragonHPAura)\ \}}$

• 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. 's Lv. 1 has 72% Recovery Potency.)

Potency Buffs %

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

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

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

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

## Healing Calculator

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

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

### 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.

${\displaystyle (0.16\ *\ HP\ +\ 0.06\ *\ STR)\ *\ Potency\ \%}$

${\displaystyle (0.16\ *\ {\color {PineGreen}HP}\ +\ 0.06\ *\ {\color {BrickRed}STR})\ *\ {\color {Emerald}Potency\ \%}}$

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

### Healing Doublebuff

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

${\displaystyle (Receiver's\ Max\ HP\ *\ Effect's\ \%\ of\ Receiver's\ Max\ HP)*(Potency\ \%\ on\ Caster\ *Potency\ Buffs\ \%\ on\ Caster)}$

${\displaystyle ({\color {PineGreen}Receiver's\ Max\ HP}\ *\ Effect's\ \%\ of\ Receiver's\ Max\ HP)*({\color {Emerald}Potency\ \%\ on\ Caster}\ *{\color {MidnightBlue}Potency\ Buffs\ \%\ on\ Caster})}$

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.

### 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:

${\displaystyle (Receiver's\ Damage\ Inflicted\ *Effect's\ Restoration\ \%)*(Potency\ \%\ on\ Caster\ *Potency\ Buffs\ \%\ on\ Caster)}$

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

• Healing Cap:

${\displaystyle (Receiver's\ Max\ HP)*(Effect's\ Restoration\ \%\ Cap)}$

${\displaystyle ({\color {PineGreen}Receiver's\ Max\ HP})*(Effect's\ Restoration\ \%\ Cap)}$

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

${\displaystyle MIN[(Potential\ Healing),(Healing\ Cap)]}$

• "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 ), the "Caster" is the unit that uses the skill.

### 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.

${\displaystyle (Receiver's\ Max\ HP\ *\ Effect's\ \%\ of\ Receiver's\ Max\ HP)}$

${\displaystyle ({\color {PineGreen}Receiver's\ Max\ HP}\ *\ Effect's\ \%\ of\ Receiver's\ Max\ HP)}$

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.

### 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.

${\displaystyle (Receiver's\ Max\ HP\ *\ Effect's\ \%\ of\ Receiver's\ Max\ HP)}$

${\displaystyle ({\color {PineGreen}Receiver's\ Max\ HP}\ *\ Effect's\ \%\ of\ Receiver's\ Max\ HP)}$

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:

## 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 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.