💙 Calculating your heals is already an end in itself. It allows you:
to assess the healing potential of your builds in optimal or actual conditions, without relying on the Beta server or needing the full gear on the live server
to determine the best spell combos
to compare several builds
You can predict whether you will manage to keep alive your team of weak Mr. Punchys characters 🐣, how much you will score on the healing e-penis-o-meter with your new SuPaH sTrOnK build 🍆, or determine if a 2 AP heal will be enough to troll your full berserk mastery teammate 💢
In short, this calculator gives you numerical data on which you can rely to take insightful decisions on builds, combos, or strats 📈
⚙️ Besides accurate heal calculation with fully customizable characteristics, this tool offers you, among other things, some cool options:
✏️ Possibility to change your characteristics on a spell-by-spell basis thanks to "Occasional in-fight bonus" (to simulate a +X% Heals Performed bonus for the next spell only, for instance)
💔 Possibility to calculate heals with or without heal resistance
🤍 Results display by default / with accumulated % heal res / with accumulated % HPs healed to your target
⚖️ Finally, this tool also shows you your Effective Masteries.
The calculator is divided in 4 main areas demarcated by black borders: Caster characs, Target characs, Spells, and Heal
📝 In the cells dotted with blue lines, input the caster characteristics: elemental masteries, critical mastery, sum of secondary masteries (crit mastery excluded), % CH and % Heals Performed.
📝 In the cells dotted with blue lines, you can optionally input the characteristics of the target of your heals: % Heals Received, HPs, initial heal resistance value and level of the Incurable state.
💔 Besides, next to "Heal res", you can choose either "Off" - your heals will be calculated as if they would not generate heal res and as if they were unaffected by it - or you can choose to turn the heal res "On" - in that case, your heals will gradually increase heal resistance and their value will be decreased by it. Please note that the target's HPs need to be input if you turn the heal res on, or if you want to use a healing spell whose value is based on the HPs of the target.
📝 This area is used to input spell data. Each row corresponds to a distinct spell.
You need to input:
🩹 In the "Base" column, the base value of the non-crit spell (= its value as displayed in the spell card)
💧 In the "Element" column, the element of the spell healing (Fire, Water, Earth, Air, Light, % target's HP)
💥 If the spell cannot crit, add "No" in the "Can crit?" column. By default, if you leave that empty, or if you write "Yes", the spell can crit.
📈 This area is used to display the calculation results.
💥 The "Non-crit" column shows you the heal you would do with non-critical hits, the "Crit" column, with critical hits, and the "Average" column is the average of the 2, weighted by your % CH. For instance, if you have 0% CH, the Average will be identical to the Non-crit column.
🤍 Above the "Heal" area is the "Results display mode" option. This option allows you to additionnally display either the accumulated % heal res generated by your spells, or the % of HPs of your target that you have healed, with each successive spell. For these 2 options, the HPs of your target need to be input. Besides, heal res needs to be turned "On" for the "with accumulated % heal res" choice.
🟦 If you have input the HPs of your target, you may see some cells colored in light blue: it means that the sum of accumulated heals from this column that you have performed on your target is superior or equal to the HPs of your target. In other words, it shows you when you have healed 100% of your target's max HPs.
For heal calculation, the calc uses the caster characs that you have input. However, your characs may often change over the course of the fight: you may get a +15% heals performed bonus for the next spell only, for instance.
📝 To simulate these occasional characs changes, right of the "Heal" area is an "Occasional in-fight bonus?" cell. Write "Yes" in the cell next to it dotted with blue lines, and a new area should be displayed, with one (or several) "Option" column, and one (or several) "Value" column.
In the "Option" column, you can choose a bonus (or a penalty) from the drop-down list, among 6 possible characs: % heals performed, % heals received, Mastery, Crit Mastery, % CH and +% Base (increase in % of the spell base value). Obviously, a positive value corresponds to a bonus, and a negative value, to a penalty.
Then, in the "Value" column, you can choose the value that you want for this bonus (or penalty).
The heal of the spell on the same row will include these characteristics modifications - but only that spell will be affected, the other spells will not be affected.
To sum it up, characs in the "Caster characs" area are applied to all spells, while characs modifications from "Options" will only impact the spell on the same row as the Option that you input.
You can set up to 4 different Options per spell.
For more details on Effective Masteries, check the appropriate section on the 🪄 Formulas page.
⚠️ Please keep in mind that the calc completely relies on the input you type in. It is up to you to input correct values: base spell values can be decimal numbers, your sum of relevant masteries may change from one spell to the next because of in-fight boosts or because a lot of indirect spells do not take critical mastery, for instance, etc.
If you notice differences (bigger than 3 points due to roundings) between calculated values and in-game values, there are 3 possible reasons:
📈 Check that you have input correct data: characteristics may come from a lot of different sources (base characs, passives, in-fight states, buffs/debuffs, sublimations, etc) and it is important to know and to check the applicability and condition of each characteristic/source.
💥 If the error is on the crit value of a spell, it is likely because the actual spell is a decimal number. The value displayed in game in the spell card is truncated, but if the spell base undergoes modifications (critical multiplier, boosts in % of the spell base value), these modifications happen on the actual, decimal value, and not on the truncated base. At the end of these base calculations, the modified base is rounded down. To conclude, you have to input the actual (decimal) base value of the spell to get the right result.
🧪 There can be, in rare cases, very special exceptions that do not exactly follow the usual, general case calculations rules (special base spell values roundings, irregular independence of the spell regarding some multipliers, incorrect value displayed in game, and occassionally Wakfu spaghetti code, etc)