Healing Booster Does Not Increase Radiant/Veilwalker Healing By 20%, but only the baseline healing

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Most likely the same case as with "Healing Tempo" which (to my experience) only activates "on-demand" by abilities or (healing) active-items.
Referencing to this line:
Does not apply on innate Regen or innate Bullet/Spirit Lifesteal.

Possibly the healing-effect of "Mystic / Radiant Regeneration" and "Veil Walker" are considered as "innate" since they happen passively rather than on-demand like say Victor's "Jumpstart"-ability.

NOTE: This is all simply according to info I've yet to re-test since few weeks ago;
anyone with more up-to-date info feel free to correct me if needed so.

EDIT:
After some re-testing I do have to correct myself at least a little:
It appears both "Veil Walker" and "Mystic / Radiant Regeneration" are considered enough as "on-demand" healing-items to activate the "Healing Tempo"-passive for the Fire Rate and Move Speed buffs.
At least, this is the case in the current version of the game (#5,951).
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Most likely the same case as with "Healing Tempo" which (to my experience) only activates on "on-demand" by abilities or healing-items.
Referencing to this line:


Possibly healing of "Mystic / Radiant Regeneration" and "Veil Walker" are considered as "innate" since they happen passively rather than on-demand like say Victor's "Jumpstart"-ability.

NOTE: This is all simply according to info I've yet to re-test since few weeks ago;
anyone with more up-to-date info feel free to correct me if needed so.
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The bug is that the healing amp is only for the base but not for the increased healing when it scales. So like Healing booster will only always give +14 extra heal on cast for Radiant regen

This is because the way it's setup currently, healing values have a "Can be healing amped" value in the data
The problem is that scaling from boons or spirit or other items, is also added on the same level, giving the base heal "Can be increased by boons/spirit" But the bonus from boons/spirit can't simply also have the tag

1760657815752.png
 
There is the same issue for Viscous cube where the healing amp is only applied on the base cube health regen, and not on the spirit scaling health regen
 
Just tested this on dynamo, and heal amp affects his 3 on both his base heal and the spirit scaling (and also the percent heal on final upgrade). So some abilities do have the "Can be healing amped" value on their scaling
 
Just tested this on dynamo, and heal amp affects his 3 on both his base heal and the spirit scaling (and also the percent heal on final upgrade). So some abilities do have the "Can be healing amped" value on their scaling
So you're right, which made me take a look again.

It seems the problem is not that they were "on the same level" as I thought... but they were simply in the wrong order.

Items that don't work properly have something like
[
"EHealingOutput",
"ELevelUpBoons",
]
Items that do work properly have something like
[
"ELevelUpBoons",
"EHealingOutput",
]
To make sure, I've made a quick mod, where I've edited the order for something like Radiant regen and
1762042330545.png

In this screenshot I have level 10, Radiant gains 1.5 heal per level, and 70 base.

In the live version of the game, you'd get 70 x1.2 +15 => 84 +15 =99

In my modded version I get (70 +15) x1.2 = 85 x1.2 = 102

So the fix for this bug is to just... re order those 2 lines.... yeah :D
 
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