What is Healing Amplification?
Also known as Healing Amp, Healing Amplification is a state applied to your character that increases the number of hit points gained by healing spells.
You can get healing amp from the following ways. I’ve also listed some examples (I’m NOT going to list all of the healing amp sources. If you want a more comprehensive list of Healing Amp Items, visit Search for DDO Items Website and do a keyword search on “Healing Amplification”, also visit ddowiki.com for additional healing amp feats and enhancements.)
- Dragontouch Armor with healing amp percent boosts can be crafted with the right runes: 10% from Eldritch runes and 20% from Tempest runes
- Greensteel weapons can give 10% at Tier 1, 20% at Tier 2, and 30% at Tier 3.
- Levik’s Bracers has a 20% bonus increase to healing amp
- Search for DDO Items Website for more healing amp items
- Race Enhancements
- Humans can get a 30% increase from Human Improved Recovery
- Half-elves can get 20% increase if they take the Monk Dilettante Feat
- Half-elves can get 20% increase from Human Improved Recovery
- Search ddowiki.com for more healing amp enhancements
- Class Enhancements
- Monks can get up to 30% from Improved Recovery Line
- Paladin Prestige Enhancement, Hunter of the Dead, I think can give as much as 30% Healing Amp. I believe It has a 10% increase per rank, but doesn’t list it in the description, so it’s not confirmed.
- Search ddowiki.com for more healing amp enhancements, if any
- Paladin Past life feat gives a +5% to healing amp and can be stacked up to three times itself.
- Search ddowiki.com for more healing amp feats, if any
- Other Sources
- Jidz-Tet’ka Bracers give healing amp to monks when in fire stance. This bonus is a +25% Insight bonus to incoming positive energy healing.
- Though the Finger Necklace is an item, it gives a 10% insight bonus to healing amplification
How is Healing Amp Calculated?
Before we create a formula for how healing amp is applied, let’s go over the rules:
- Healing Amp from Items that are of the same percentage value do not stack with other healing amp bonuses from other items. Put in another way, healing amp percentage increases from items that are of different percentages will stack. Probably because this is typed as an item enchantment bonus.
- For example you will get a stacking bonus from your 10% on your Dragontouch armor and your 20% Tier 2 Greensteel weapon
- You will NOT get stacking bonus from your 20% from your Levik’s Bracers and 20% from your Tier 2 Greensteel weapon
- Healing Amp from race and class enhancements and feats will always stack, even if they are the same percent value
- For example, Your Monk Improved Recover III of 30% will stack with Human Improved Recovery III of 30%
- All Healing Amp increases are multiplied when applied. You could say that each percentage is compounded per percent source (so long as it does not break rule number 1)
- There are only three exceptions that I know of:
- When wearing the Jidz-Tet’ka bracers in a monk fire stance you gain a spell-like buff called Riik-zik, which gives you a +25% Insight bonus to incoming positive energy healing. Since this is an insight bonus it may stack differently. Because it’s the only 25% bonus in the game, it would be hard to confirm its true workings
- Though Finger Necklace is an item, it gives a 10% insight bonus to healing amplification, but instead of compounding, it seems to tack on an additional 10% to ONLY THE BASE VALUE of hit points cured then added. My best guess is because it was one of the first healing amp items in the game and therefore has math that was written differently than other items.
- I have never taken the Paladin past life feat, so I cannot say for sure on how this stacks. Does it stack like an enhancement (+15% by the third TR) or does it stack multiplicatively (1.05 to the third power)?
So What’s the Basic Formula for Finding Your Total Amount Healed with Healing Amp?
x = Base Value of the Amount Healed
nz = The Value of Each Percent
Healing Amp % Markup = (1 + nz )
Total Amount Healed = x(1+n1 )(1+n2 ) … (1+nz )
In laymen’s term:
Total Amount Healed = Base Heal Amount* Healing Amp % Markup 1* Healing Amp % Markup 2* (and so on)
Huh? Wha? Can you do that again?
Sure, let’s walk through an example of how healing amp is applied. Say you are a human monk/paladin. Say you’ve equipped the following Items:
- Dragontouch Armor with the 10% healing amp
- Greensteel T3 weapon with 30% healing amp
- A Tower of Despair ring with 20% healing amp unlocked on its Incredible Potential attribute.
- You have the Jidz-Tet’ka bracers and you are in fire stance for 25% bonus
- Epic Gloves of the Claw for 30% healing amp
Then you also have that one funky item
- You also have the Finger Necklace for an additional 10% oddity bonus to healing amp
You’ve also taken the following Enhancements:
- Human Improved Recovery III - 30%
- Monk Improved Recovery I - 10%
- Paladin Prestige Hunter of the Dead II - 20%
Let’s say you get healed by an Unyielding Sovereignty from a cleric, which does 1000 hit point cure. But first, let’s first apply the percent markup per bonus value:
- Dragontouch armor 10% -> 1 + 0.1 = 1.1 (or 110%)
- Greensteel T3 weapon 30% -> 1 + 0.3 = 1.3 (130%)
- Tower of Despair ring 20% -> 1 + 0.2 = 1.2 (120%)
- Jidz-Tet’ka Bracer w/ Fire Stance 25% -> 1 + 0.25 = 1.25 (125%)
- Epic Gloves of the Claw 30% -> you already have 30% from your Greensteel Weapon, this will be excluded
- Finger Necklace, 10% -> 1 + 0.1 = 1.1 (110% — remember this is the odd one)
- Human Improved Recovery III, 30% -> 1 + 0.3 = 1.3 (130%)
- Monk Improved Recovery I, 10% -> 1 + 0.1 = 1.1 (110%)
- Paladin Prestige Hunter of the Dead II, 20% -> 1 + 0.2 = 1.2 (120%)
Now, let’s multiply the percentages to find the total percent markup. We’ll leave out the Finger Necklace, because it’s weird:
(1.1) * (1.3) * (1.2) * (1.25) * (1.3) * (1.1) * (1.2) = 3.68082 = 368.082% Healing Amp
For the Finger Necklace, remember that its percent bonus is only applied to the base value, which is 1000, then added after the percent markup from all the other items and enhancements:
1000 * 0.1 = 100
Now we apply the total percent bonus to the base value, and round down:
1000(3.68082) + 100 = 3780
The total amount healed will be 3780 hit points.
What about Warforged?
Warforged are different than other races because their base healing number is always LESS THAN 100 percent and therefore reducing the product of their total healing amp. As a Warforged you get healed half as much other races if you don’t have any enhancements to modify that value.
WF Base Healing Amount = Base Heal Amount *(0.5 + Warforged Healers Friend % Amount)
WF Total Healing Amount =WF Base Healing * Healing Amp % Markup 1 * Healing Amp % Markup 2 * (and so on)
In math speak:
z = WF Healer’s Friend Bonus
W =WF Healing Base = x(0.5+z)
Total Amount Healed =W(1+n1 )(1+n2 ) … (1+nz )
With Warforged Healer’s Friend III, you can get an additional 25% increase. So for example, if you were healed for 1000 hit points as a Warforged without any items or other enhancements towards healing amp, you would get:
1000[0.5 + 0.25] = 750
So if you were a Warforged monk/paladin with all the items, class enhancements, and the WF enhancements instead of the human like in the example above:
(1.1) * (1.3) * (1.2) * (1.25) * (1.1) * (1.2) = 2.8314 = 283.14% Healing Amp
The Finger Necklace:
750 * 0.1 = 75
With the total percent bonus to the WF base value, and round down:
750(2.8314) + 75 = 2198
The total amount healed on this Warforged will be 2198 hit points.
What’s the Highest Healing Amp Possible?
My best guess is a Half-Elf Monk Dilettante Defender of Siberys, because at Defender of Siberys III, you can get a +100% Healing Amp active power called Glorious Stand in addition to racial enhancements and items that’s a lot of healing amp
- +100% Glorious Stand power
- +20% Human Improved Recovery
- +20% Half-Elf Improved Recovery
With the following gear:
- +30% Triple Positive Greensteel Weapon or Epic Gloves of the Claw
- +25% Jidz-tetka Bracers with in fire stance
- +20% Dragontouch Tempest Rune
- +10% Dragontouch Eldrich Rune
- +10% Finger Necklace
(2.0) *(1.2) * (1.2) * (1.3) * (1.25) * (1.2) * (1.1) = 6.1776 = 617.76% Healing Amp for everything except the Finger Necklace
Say your healing value was 1000 again:
(1000 * 6.1776) + (1000 * 0.1) = 6277 Total Hit Points Healed
Summary on Healing Amp in DDO
Healing amp (spell amplification for that matter) is pretty specific to DDO, and I can’t think any D&D table top variant game that has it. Really, I think applying percentages to numbers isn’t a D&D tradition - usually you roll more dice, and occasionally double a number. Making players use a calculator is definitely not a D&D thing. The only reason why its fairly easy to figure out how it works, is that there is evidence through numbers displayed in the combat logs and through descriptions of items, feats, and enhancements. Even then, the descriptions in the DDO Compendium on exactly how this mechanic is sparse and often players mistakenly add their percent bonuses rather than multiply. So I hope you find this little tutorial helpful, and if you find any mistakes let me know!