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In-Combat Recovery Empty In-Combat Recovery

Sat Apr 20, 2024 2:53 am

Healing 101

Today in this thread, we will cover how you heal yourself in battle. This addresses the benefits, penalties & variations that are available to you. Healing in combat is split into two separate categories, Regeneration and well. . . Healing. What differentiates the two is the method in which they are applied. But for now, we'll cover the very basics.

Before you start reading, it is worth noting that this covers advanced means to treat wounds, such as items, inherent rejuvenation ability(ies) or a healing affinity.

Damage Repair

Every healing clause is generally described as "Heals X Points of Damage", with 'X' referring to the points treated. This means that if you take 27 Damage for example and you have something that heals you for '6', you now only took 21 Damage. Its primary use is against Damage Stacking, which is wholly reliant on striking or harming the same injured wound/region to push what's there from one Damage Cap to the next. By reducing the Damage that the wound currently has, you decrease the odds of your injury being pushed to the next cap or degree of lethality. This occurs once per 'proc' of the source (generally on Technique Use / per round or in the case of higher-end things, per action).

Severity / Degree / Cap Lowering

Healing can reduce a wound's cap outright. This is achieved by reducing said wound's Damage Taken twice, after it has been brought to its current cap's minimum Damage Amount by 'proc(s)' of healing. This is not necessary for Medium Wounds to be lowered to Minor. For Lethal injuries, however, the source must outright state it is capable of lowering Lethals.
Example: If Joe has a Major Injury, a healer has to first lower it to '31' or his equivalent minimum, then continue to proc their healing to 'reduce' the damage while it's at its minimum, two more times. He started at 46 and was healed for 15 points of Damage. After the healer has procced their healing against the injury two more times now that the injury is at its minimum of 31, the injury is dropped to Medium and lowered to 16 as well.

Cooldown

Unlike most techniques, healing techniques lack a cooldown due to their reliability on being repeatedly used. In exchange, most cannot proc the damage healing more than once a round.

Application

Unless it specifies otherwise, all forms of healing apply to one injury at a time. What it is being applied to is stated by the healer in question, be it the player or a medic treating them. Cases such as 'full body healing' or multiple wounds in general specify such, if that's what they're capable of.

Healing

Function

Tends to apply in smaller numbers and apply once per round like Regeneration. This can be improved to proccing once per action/cost expenditure and has a much easier time getting higher numbers in general due to always having a tangible cost on reserves.

Higher-end techniques, namely B-Rank and up, can force a technique on CD and/or expend more in one go to ignore the multiple-proc rule should the technique permit it. This is limited to the user's Physician Tier, though, in terms of how many times it can be done per Engagement, and usually requires a source to specify it can do it, such as: '(May be used 3X to proc its healing past an injury's minimum. If this clause is activated, the technique enters a CD of 3 rounds.)'

HP Recovery

Healing sources tend to give HP back to someone who has lost it. Simple as. This cannot be done more than once every five rounds.

Regeneration

Regeneration is the autonomous or nigh-autonomous feat of damage repair. It is usually connected to a passive or some sort and has a small pool that it grants per round (with 20~30 being considered very high-end), and tends to last several rounds or proc infinitely. It tends to have no cost and is never a conscious effort unless a source specifies otherwise. This form of healing can also stave off demise if it specifies such.

Pain Neutralization

A regenerator can neutralize some of the pain they feel due to their healing factor. This allows them to apply their healing factor's 'point of damage healing' as they would Pain Tolerance; this still abides by the same limitations, and cannot be used with Pain Tolerance on the same round.

Injury Treatment

Regeneration must specify it can treat an injury of Major or higher for this to be feasible. That said, this is the only application of Regeneration that costs something due to its ability to treat mechanical injury. Rarer than a healing factor in of itself, this method generally expends Stamina as a point value or percent (%) value depending on the reliability of the effect and disables the use of Pain Neutralization for the round. In exchange, though, they do not have to abide by the rule of applying multiple procs to a 'fully' lowered injury to lower its cap (meaning if 35 is reduced by 10 points of regeneration, it is lowered to 25 / Medium outright).

The trade-off with this is that it, like the healing sources it parrots in this, tends to have a CD.
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