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Does not apply on innate Regen or innate Bullet/Spirit Lifesteal.
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---
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.
---

So you're right, which made me take a look again.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
["EHealingOutput","ELevelUpBoons",]["ELevelUpBoons","EHealingOutput",]
Replying just in case valve missed thisSo 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
View attachment 65789
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![]()