(October 2021) Support healing numbers analysis

Link to the spreadsheet

I've been playing some Pip recently and got curious about how his healing numbers stacked up against the other thing lead to another and I ended up tabulating the data into a spreadsheet. I figured I might as well share with the community, hopefully it is of some use/interest.

Now I know that supports are worth much more than just their raw healing, this obviously doesn't take any cc utility into account. I just wanted to be able to look at the raw healing power on a single target, think if you were focusing all your healing on one target trying to keep them alive, what would be the sustained healing per second over time? That is the question I hoped to answer.

I few things to note, as mentioned above these numbers are calculated specifically with a single target in mind. This means that the data can be misleading, depending on AOE effects and such. In general this isn't too much of an issue, such as Seris vs Pip heals, both are missing out on a similar sized area effect heal (pips Q heal is 1000 and Seris' 60% of 1800 is 1080). However, Grover for example relies heavily on area healing, and is most often healing the entire at the same time (except perhaps 1 member such as the flank). This can be seen where his healing output is about 1/4 that of other supports, which makes sense. Corvus also suffers from this, his mark constantly heals other teammates which isn't factored in, so take the numbers with a grain of salt.

It should also be mentioned that not all healing is made equal, there is useful healing, and there is healing bloat. What I mean by this is take Jenos for example, he can have good numbers by the end of the match by having his astral mark up nearly constantly for that 479 Hp/s but how often is that saving someone when they're being focused? Hardly ever, because the burst heal is only 300 on the initial heal. Hence, burst heals are worth much more in past paced fights, whereas sustained Hp/s is useful in longer drawn out team fights.

The reason that Pip has two values for his calculation is because the wording for deft hands is quite ambiguous and I can't find exactly how it is applied to reload speed. Hence, I just calculated it both possible ways for completion sake. The orange boxes indicate both deft hands + Chronos for Pip. Chronos is a bit silly in this case, because it only benefits the Q, but I added it just in case you really want to max out his sustained heals :P.

Lastly, some heals are quite dependent on cards or other things for sustained output, such as Grohks overheat mechanic for his staff (which changes depending on cards/deft hands) or Io getting moonlight regen on succesfull attacks. So these aren't going to be perfect. For these cases, Grohks actual healing will be slightly lower with proper ammo management and Io would be slightly higher.

My key takeaway from this are I'm still surprised by how much Grohk can heal, it will easily stay above 1000hp/s! I never thought he was much good except for damage.



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