This tool calculates healing output for video game healers across different scenarios. It helps gamers, game designers, and competitive players optimize healing builds and rotations. Use it to model healing per second, total throughput, and resource efficiency for your favorite games.
Input Parameters
Healing Output Results
How to Use This Tool
Start by selecting your game type from the dropdown to align calculations with common healing mechanics for that genre. Enter the fight duration in seconds, your max player HP, and base healing per cast with the appropriate unit (HP or % of max HP).
Input your casts per minute (CPM), which measures how often you can cast heals in a minute. Add any healing modifiers from gear, talents, or buffs as a percentage, and your critical heal chance if applicable.
Fill in resource cost per cast and resource regen per second to calculate sustainability. Click Calculate Output to see detailed results, or Reset to clear all fields. Use the Copy Results button to save your output to clipboard.
Formula and Logic
Healing output is calculated using these core formulas:
- Base Heal in HP = (Base Healing Per Cast) * (Max HP / 100) if using % Max HP unit, otherwise raw HP value.
- Effective Heal Per Cast = Base Heal in HP * (Healing Modifier / 100) * [ (1 - Crit Chance/100) + (Crit Chance/100 * 1.5) ]
- Casts Per Second = Casts Per Minute / 60
- Healing Per Second (HPS) = Effective Heal Per Cast * Casts Per Second
- Total Healing = HPS * Fight Duration
- Resource Cost Per Second = Resource Cost Per Cast * Casts Per Second
- Net Resource Per Second = Resource Regen Per Second - Resource Cost Per Second
- Crit Healing Contribution = (Crit Chance/100 * 0.5) * 100 (since crits add 50% extra healing)
All values assume a standard 1.5x critical heal multiplier, which is consistent across most modern MMORPGs and MOBAs. Adjust your crit chance input to reflect game-specific multipliers if needed.
Practical Notes
Healing output varies heavily based on game meta and patch changes: always use the latest in-game values for healing per cast, CPM, and modifiers. RNG factors like critical heal chance mean real-world results will fluctuate around the calculated average.
- MMORPGs: CPM is often limited by global cooldowns (GCD) and resource constraints. Use your class's maximum sustainable CPM for accurate results.
- Tabletop RPGs: Healing per cast is often fixed, so use % Max HP units for spells like Cure Wounds that scale with character level.
- MOBAs: Healing output is often burst-based, so adjust fight duration to match teamfight length (typically 10-30 seconds).
- Streamers and competitive players: Track your actual CPM and crit rates in-game to refine inputs over time for more accurate modeling.
Why This Tool Is Useful
Gamers can use this tool to optimize healing builds, test how talent or gear changes affect throughput, and prepare for raid or match scenarios. Game designers can model baseline healing output for different classes to balance encounters.
Streamers and content creators can use calculated HPS values to explain healing performance to viewers, while competitive players can identify resource bottlenecks that cause healing downtime during intense encounters.
Frequently Asked Questions
Does this calculator account for overhealing?
No, this tool calculates raw healing output before overhealing. Overhealing depends on encounter mechanics and party HP, which vary too widely to model generically. Subtract estimated overhealing (typically 10-30% for raid content) from total healing for a more realistic value.
How do I find my casts per minute (CPM)?
Most games track CPM in combat logs, or you can count casts over a 1-minute dummy test and divide by 1. For GCD-limited classes, CPM is roughly (60 / GCD length in seconds) * (1 - downtime from movement/casting other abilities).
Why is my resource sustainability showing as unsustainable?
Unsustainable resource use means your resource cost per second exceeds your regen. Reduce CPM, use talents that lower resource cost per cast, or increase resource regen via gear or buffs to fix this. For short fights, unsustainable resource use is often acceptable if the fight ends before you run out.
Additional Guidance
Always test calculated values against in-game combat logs to validate accuracy, as patch changes or hidden modifiers may not be reflected here. For games with dynamic healing modifiers (e.g., buffs that stack or fade), run multiple calculations with different modifier values to model range of possible output.
When comparing healer performance, use HPS normalized by fight duration and resource use to account for differences in encounter length and class resource mechanics. This tool's sustainability metric helps identify which healers can maintain output over long encounters versus burst-heavy short fights.