Quick Recovery
Every second, restores health equal to 25% of the missing Head Health plus 25% of the missing Torso Health.
How the math works
On each beat the method reads four stats off the unit and heals a quarter of what is missing from each half of the body: 0.25 x (Max Health (Head) - Head Health) and 0.25 x (Max Health (Torso) - Torso Health). The beat is the game's own logical refresh, which the tables put at 60 ticks of 0.0167 seconds, so 1.002 seconds. Each beat recomputes from what is STILL missing, so the heals get smaller as the unit fills up.
Where it lands: Both amounts are published as fixed-value health status executions. They are heals, not damage-model output, so no attack power, magic power or difficulty multiplier touches them.
When it runs: Every logical refresh, for as long as the effect sits on the unit. The passive subscribes its heal to the game's refresh beat when it is applied and unsubscribes when it drops.
What it applies to: Only the unit carrying the effect. One skill in the whole build applies it, the Sentinel Warning monster skill, at one stack for four seconds.
Rule of thumb: One second returns a quarter of the missing health; a full four second application returns about two thirds of it.
Things the tooltip does not tell you
- The quarter is a share of the MISSING health, not of maximum health. On a unit at full health it heals nothing at all.
- The beat is the game's global one second refresh, not a timer the effect starts, so a four second application covers three or four heals depending on where it lands in the beat. Three beats give back 1 - 0.75^3 = 57.8% of what was missing, four give back 1 - 0.75^4 = 68.4%.
- Head and torso are measured separately, so a unit whose head is untouched still gets the full quarter of its missing torso health, and the other way round.
- Nothing in the tables carries this. The affecter row ships the [-1.0] runtime sentinel, has no SKILL_ twin and no BindingValue, so the 0.25 can only be read out of the method itself.
How it interacts with other effects
- It is worth most on a badly hurt unit and worth nothing on a healthy one, the opposite of a flat heal: the first beat on a unit at 20% health returns four times what the same beat returns at 80%.
Read out of the game binary of build 24389032. AFFECTER_QuickRecovery.Passive_QuickRecovery$$ApplyHealth@0x947344, AFFECTER_QuickRecovery.Passive_QuickRecovery$$OnEnable@0x947184, AFFECTER_QuickRecovery.Passive_QuickRecovery.<AddStatusRoutine>d__3$$MoveNext@0x947540, SKILL_SentinelWarning.<SkillRoutine>d__0$$MoveNext@0x8ADF0C, Refactor.SystemVar.Campaign$$Init@0x812518
Effects
Properties
| Max stack | Does not stack |
| Polarity | Positive |
| Has duration | yes |
| Absolute (can't be removed) | yes |
| Exposed to player | no |
| Building attachable | no |
Obtained from
Monster skills:
Sentinel Warning