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(Solved) Need help understanding the calculation of a healing effect

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I got an equipment whose spellbind (Exalted Hands) provides a healing effect. The original healing amount is +53.3 Endurance.

But after I let one of my level 10 wizards equip it and check the information of the healing effect through his quick bar, I'm seeing the healing amount is surprisingly high. As the attached image shows, the healing amount has become +142.2 Endurance.

He has 20 Might, which grants +30% Damage and Healing, and he currently has no other healing boosting effects.

Isn't the healing amount supposed to be just (53.3 + 7 × 3) × 1.3 = +96.59 Endurance?

Could it be that a bug is causing the healing amount to become so high?

Patchwork-Boots-healing.jpg

Edited by IanTheWizard

What's your Intellect?

Deadfire Community Patch: Nexus Mods

  • Author
7 hours ago, Boeroer said:

What's your Intellect?

Not sure what the issue has to do with Intellect, but it is 10.

Edited by IanTheWizard

Thanks for raising this! It's definitely a confusing tooltip display rather than a bug, and it comes down to how the game handles tick rates, duration scaling, and Intelligence behind the scenes.

Here is the full breakdown of how the calculation works and how Intelligence (INT) pushes the healing output even higher:

1. Ticks and Base Healing

• Duration & Ticks: The base spell lasts 5 seconds, with healing applied in ticks every 3 seconds—including an immediate initial tick at 0 seconds. The game determines the number of ticks for duration D using:

Ticks = (D / 3) + 1 = (5 / 3) + 1 = 2.667 ticks

• Base Per Tick: Dividing the base total (53.3) by 2.667 gives a clean base of 20 Endurance per tick.

2. Level Scaling (Per Tick)

• The "+7 Endurance" listed in the tooltip actually scales the heal per tick rather than the flat total (which makes the tooltip text misleading).

• At Level 10 (3 level-ups past level 7), your bonus per tick is 7 x 3 = +21.

• Your scaled base rate becomes 20 + 21 = 41 Endurance per tick.

3. The Base Result with 10 INT & 20 Might

• Total Base: 41 per tick x 2.667 ticks = 109.35 Endurance.

• Might Modifier: Applying 20 Might (+30% / 1.3x):

109.35 x 1.3 = 142.15 Endurance (displays as +142.2)

---

How Intelligence (INT) Changes Everything

Intelligence extends the duration of Damage/Healing over Time effects (+6% duration per point of INT above 10). Because healing ticks occur at fixed 3-second intervals and include the initial tick, extending the duration adds more ticks, directly increasing the total healing output.

If your Wizard had, for example, 18 INT (+48% Duration):

• New Duration: 5 seconds x 1.48 = 7.4 seconds.

• New Tick Count: (7.4 / 3) + 1 = 3.467 ticks.

• Base Healing: 41 per tick x 3.467 ticks = 142.14 Endurance.

• Final Total with 20 Might (+30%):

142.14 x 1.3 = 184.78 Endurance

Higher Intelligence effectively lets the spell tick longer at that higher per-tick level rate, double-dipping with Might to boost the total healing display significantly!

  • IanTheWizard changed the title to (Solved) Need help understanding the calculation of a healing effect

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