Healing Questions

Discussion in 'Renaissance Discussion' started by Supra, Jul 9, 2015.

  1. Supra

    Supra Active Member

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    - Does the healing success rate is directly proportional to the skill value? E.g. 88.8 skill equals 88.8% success chance?

    - Does being hit while healing decrease your healing success chance? The healed damage is decreased for sure, that I know.

    Thanks in advance.
  2. wylwrk

    wylwrk Well-Known Member

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    Here's what I know.

    These are from my archived notes from around 99-00... so, I have faith until someone with more credibility comes along.
    Which, is pretty much everyone :/

    Healing skill value (real or stat modified) is in relation to the amount healed.
    I wouldn't so much call it "success rate" but rather, at low skill... you have a low healing value range and on your variance roll, you rolled "low" hence the "barely helped" message.

    HOWEVER, you can fail too if interrupted alot. (reduced amount healed by several interruptions)

    So healing is a minimum and maximum heal.

    Minimum amount healed = Anatomy/6 + Healing/6 + 3
    Maximum amount healed = Anatomy/6 + Healing/3 + 10

    So if I was interrupted the amount of my eventual heal roll will be reduced by 30-35% per interruption.

    NOTE: I also noted on test an interruption was logged if I got critically hit by a monster (25+ damage).

    You'll notice in the formula both anatomy and healing skill is calculated.

    So,

    30/30 skill is 13-25ish healed (no interrupts)
    and
    100/100 skill is 36-60ish healed (no interrupts)

    Dexterity has to do with how quickly you heal

    100 dex is 6 seconds (I have not tested this on this server!)
    80-99 is 7 seconds

    So, balancing your stats against mind blast really doesn't impact heal time all that much.
    I highly recommend it

    Hope this helps and I hope I'm not found to be completely wrong!
  3. Supra

    Supra Active Member

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    Thanks for the answer. However, it generated more questions on my part.

    What you wrote means, that there is no success/failure rate, only the amount of dmg healed. And you wrote that "barely" helps means, my 'roll' was too low.

    I don't understand how that is supposed to work with the formulas. According to them, I should always get some HPs healed, the value is always positive.

    How is there a RNG involved and at which point?
    And if there is a roll involved and the number of HPs healed is determined, under which value is it not allowed to fall in order to get HPs healed and not a 'barely heal'. Would that be the minimum heal value?

    And do you know, at which healing value (assuming GM anatomy) there will be 100% success (meaning HPs will always be healed) and assuming that I don't get hit.
    Last edited: Jul 9, 2015
  4. Dalavar

    Dalavar Well-Known Member
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    I suspect this may help:
    https://github.com/brodock/runuo/blob/b2b7cef1dcf597266d41be9ab731b35368916f9c/Scripts/Items/Skill Items/Misc/Bandage.cs

    Calculate the first line. Then pick a random number between 0 and 1. If the first line is bigger, you'll successfully heal. If not, you'll "barely help".

    Assuming you sucessfully heal,

    ...and then a random number between those two values is chosen as the amount to be healed.

    From the random number above, subtract 4 HP per "your hands slip" message

    Finally, if this all results in an amount healed of less than 1, it heals 1 HP and you get the "barely helps" message. Otherwise, you heal the amount that the formula would dictate.

    So to answer the questions:
    Yes

    No, in fact the success chance is 10% higher than Heal skill, assuming you have no slips.

    Yes. It first reduces your chance to succeed the bandage by 2 percentage points per slip. And then it also penalizes the damage healed, which can further increase the chance of a "barely help" bandage.

    It looks like this occurs at 90.1 Healing, if I understand the rounding and the comparisons being used. And Anatomy is not factored in at all.
    Last edited: Jul 9, 2015
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  5. Dalavar

    Dalavar Well-Known Member
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    As a general rule, I use the GitHub repository from the link above to learn about RunUO and the game and how it works. No guarantee that this precise code exists on the shard, but as a general rule UOR seems to follow this code unless there's Patch Notes or other documentation indicating some customization by Chris.
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  6. Heretic

    Heretic Well-Known Member
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    This is about healing others, right?

    Healing myself would take 11s. I have a heal-self macro that once I beginning playing (1 year ago) was set to 10500ms and it was ok. Now it's set to 13000ms. If I set to 12000ms sometimes I miss my heal. I don't think I am too lagged. Were there changes? Because I'm feeling it's now too hard to PvM only with healing.
  7. Dalavar

    Dalavar Well-Known Member
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    For self:

    10 sec at 120 Dex
    10.6 sec at 100 Dex
    15.1 sec at 25 Dex


    For others, I am not sure if I'm reading this right, but:

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  8. BlackEye

    BlackEye Well-Known Member
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    I was curious myself. Great explanation, Dalavar.
    Last edited: Jul 9, 2015
  9. wylwrk

    wylwrk Well-Known Member

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    Yeah... sorry, these were old notes / charts of mine from an excel grid and I'm pretty sure I scanned down the wrong column.
    Last edited: Jul 10, 2015
  10. Zim

    Zim Well-Known Member

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    Ive had many characters with 90 healing and 80 anatomy. I never fail my bandages if not hit and heal between 40 and 80 damage.
    Takes about two or three hits at that level before I have a chance to start failing in my experience.

    Its not numbers, but its my practical experience. I would not recommend going lower in either if you plan on using healing, even on a bot.

    :)

    @Dalavar
    You sir are awesome, I started to crunch these numbers on test using a stopwatch and going in incriments of 5 starting at 5 dex. I went incredibly mind numb at around 30ish dex and gave up. TY sir.

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