Talk:Health

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Looking at the videos, it appears that the charr characters (at level 47) have something like 7,000 HP... I'mwonder if, by level 80, you'll have OVER 9000 Zolann The IrreverentUser Zolann The Irreverent Mysterious Summoning Stone.png 18:27, 19 August 2010 (UTC)

Vitality[edit]

Shouldn't there be a mention of how Vitality relates to health? Obviously we don't have specifics like "each point of Vitality gives X extra hitpoints," but ought we not get a head start on adding it in? --Admos 03:09, 19 August 2010 (UTC)

Professions affecting health levels?[edit]

A guy on GW2G is saying that elementalists and necromancers end up with a different health pool, even if they don't spec in vitality and have exactly the same armour. Anyone know anything about this? --Naoroji User Naoroji Golem - Green.jpg 00:52, 28 January 2011 (UTC)

It has been mentioned that the necromancer has 'very high health', don't know if anyone knows more about this though? Perhaps numbers? Kaloce 10:04, 27 May 2011 (UTC)
I am sure they mentioned "very high durability," rather than "very high health." Both are irrelevant at this point, though; the necromancer is being reworked/rebalanced. - Infinite - talk 11:04, 27 May 2011 (UTC)

Someone on guru calculates necro health at 25.992 with 1.671 vitality (755 over 916) => 18.442, unconfirmed though. Not changing it yet until confirmed. Ee 13:39, 7 March 2012 (UTC)

What I don't get is why the Guardian has such low base health when compared with the Necromancer. Since the nec is essentially a squishy, why does it have the same base health as a Warrior, and the guardian have the same base health as other squshies? It doesn't seem logical to me, and I noticed while playing wish some of my friends who were guardians during the BWE that they kept dying ALLL the time. Is this a bug, or is it supposed to be that way? Runge 17:31, 24 June 2012 (UTC)

Base Health= incorect?[edit]

I have seen videos of the press beta and in Structured PvP all the proffesion had abouth 20k-22k health. Why aren't we following the Structured PvP health(because everibody gets mas armor and health), but instead just rigthe that for example the guarding got 10k health. I have seen videos with the guardian and he got like 20k health(Structured PvP)! In the Structure PvP it's after all the ultimat max. I think that you guys should update the chart with the latest information not like 1 year old information.213.114.115.233 17:43, 23 April 2012 (UTC)

I think during the beta weekend event, it should be a good opportunity to update it since a lot of people will play it, and a lot of videos will be uploaded. That way we'll have the latest data. The event starts in about 4 days. --Lania User Lania Elderfire pinkribbon.jpg18:00, 23 April 2012 (UTC)
For something like this it would be a lot easier to test it ourselves, since we could miss things like extra vitality on a piece of armor, or traits, or upgrades that we just don't see in one of the videos. This weekend we can be able to look and say without a doubt what the true values should be. User Mattsta Sig1.jpgUser Mattsta Sig2.jpg 18:05, 23 April 2012 (UTC)

Base Health values[edit]

So I was doing some information gathering for myself, hunting around for videos of BWE3 for each class at level 1. The values listed here for level 80 are indeed very interesting. What I found however was that the numbers for level 1 were far more interesting. The suggested health classifications - high, medium, low - are indeed correct, but more importantly, vitality seems to be a bigger deal than I had thought. Sharing out of boredom (can't login to stress test) and just in case it's of any use to the article.

Warrior/Necromancer stats at level 1

  • Health: 268
  • Vitality: 24 (see Attributes)
  • Health from vitality: 24 * 10 = 240 (see Attributes)
  • Base health: 268 - 240 = 28

Engineer/Ranger/Mesmer

  • Health: 258
  • Health from vitality: 240
  • Base health: 18

Guardian/Thief/Elementalist

  • Health: 245
  • Health from vitality: 240
  • Base health: 5

Additionally, a quick look at one of the videos ([1]) tells me the low health group starts out gaining a measly +5 base health per level. Early +vitality items can thus go a long way of improving your health pool. Based on quick math, it's obvious the per-level gain increases later on, but all of this actually makes me think the trait-bonuses and armor-bonuses will allow for some fantastic customization. And now I feel like I'm rambling so I'll stop. Hope someone finds it useful. :) --81.170.176.168 21:30, 21 August 2012 (UTC)

Downed/Death - on zero or below zero health?[edit]

So it happened to me twice, and once for my friend - we got down to 0 hp from falling and didn't died. Does it means you need to go BELOW 0 hp to die, or was that just a (graphical) glitch showing zero hp?
Faalagorn/ 13:24, 17 September 2012 (UTC).

Your health is not an integer number (due to things like WvW bonus %, and health bonuses on level ups which can be fractions). The displayed health is rounded. When you see 0 health on the red globe you could still have a fraction of health remaining (between 0.01 and 0.50), so that question is difficult to answer. --88.166.4.182 17:55, 13 February 2013 (UTC)

Chart Headings?[edit]

Should they be changed? It doesn't really make sense as it is. 75.119.242.195 23:09, 2 December 2012 (UTC)

Health Increase on Level up[edit]

I got this data with a thief, observed over levels 46-62. If I'm not mistaken, health bonuses on level-up change every 20 levels, as follows:

For a Thief (and I suppose the same applies to Guardian and Elementalist):

Level--------Health bonus

  • 1 - 19: +5
  • 20 - 39: +12.5
  • 40 - 59: +25
  • 60 - 79: +37.5
  • 80: +50

Total: 1645 (5x19 + 12.5x20 + 25x20 + 37.5x20 + 50)

Now that I know the bonus increases every 20 levels, I can figure out the increments for a Ranger and a Warrior:

For a Ranger (and I suppose an Engineer and a Mesmer as well):

Level--------Health bonus

  • 1 - 19: +18
  • 20 - 39: +45
  • 40 - 59: +90
  • 60 - 79: +135
  • 80: +180

Total: 5922 (18x19 + 45x20 + 90x20 + 135x20 + 180)

For a Warrior (and I suppose a Necromancer as well):

Level--------Health bonus

  • 1 - 19: +28
  • 20 - 39: +70
  • 40 - 59: +140
  • 60 - 79: +210
  • 80: +280

Total: 9212 (28x19 + 70x20 + 140x20 + 210x20 + 280)

Notes:

  • Health should be read from the white number on the tooltip of the Health icon in the Hero Panel, not from the red globe (the globe includes modifications from level adjustment and WvW bonus).
  • Health displayed there seems to be rounded following a "Round half to Even" rounding rule.

Perhaps someone can confirm these numbers on characters of different levels, and add them to the nice looking table on the main page. :)

--88.166.4.182 01:01, 12 February 2013 (UTC) --Alad 22:25, 23 February 2013 (UTC)

It turns out there's a relationship to all those levelup health bonuses:
  • Given a profession, call the health levelup bonus at level 20: B
  • Every 20 levels thereafter, add another B to the levelup bonus
  • For levels 1-19, the bonus is 0.4*B
  • B = 70, 45 or 12.5 depending on the health tier
--88.166.4.182 17:04, 12 February 2013 (UTC) --Alad 22:25, 23 February 2013 (UTC)

Health Relationships Graphic[edit]

Health Relationships

I'm not much of a graphic artist, but I believe a picture is worth a thousand words. Would a graphic better then one to the right more clearly deliniate the mechanics of health in the game? If so, please create a better one. ~ 1Maven (talk) 14:29, 15 September 2015 (UTC)

Damage decreasing health and healing increasing health is an extremely basic mechanic to video games. Why/how would that image be necessary or helpful?
And that image explains nothing that text can explain far more effectively. Mora 20:02, 15 September 2015 (UTC)
You seem to be overly concerned about making sure dynamic level adjustment gets mentioned everywhere, which is entirely unnecessary. It's a basic game mechanic whose only direct effect is to modify your attributes. It doesn't need to be mentioned everywhere that it has an indirect effect. —Dr Ishmael User Dr ishmael Diablo the chicken.png 20:20, 15 September 2015 (UTC)

How Max Health Changes Current Health[edit]

When an effect changes your max health in the middle of a combat (e.g. because of weapon-swapping), how is your current health affected? For instance:

  • Do you keep the same current health, but clamped to max health? (Meaning that if you have 10/10 health, then switch to 5 max health you'll have 5/5, and then when you switch back you'll have 5/10)
  • Do you keep the same percentage of current health? (Meaning that if you have 8/10, and then your max health becomes 20, you'll have 16/20)
  • Does it add and remove "on the bottom"? (Meaning that if you have 8/10, and then your max health becomes 20, you'll have 18/20; whereas if you have 10/20, and your max health becomes 10, you'll die.)

--Felbryn (talk) 23:59, 3 July 2016 (UTC)

Confusing health tables[edit]

I find the base health by profession tables super confusing. Can't figure out which column should I look at if I want to see which class has how much HP on lvl 80 (including whatever hitpoints all classes get, but discounting equipment). Is it the 'Level 80 + Vitality' column? -- Kazerniel (talk) 13:02, 13 January 2018 (UTC)

Heya, boy that was confusing. I've now cleared up the two tables and spawned a third one. The third table is the one you're looking for, and indeed it has the same values that used to be labelled 'Level 80 + Vitality'. -Chieftain AlexUser Chieftain Alex sig.png 18:30, 13 January 2018 (UTC)