HP Absorb
Percentage of your damage that can potentially become healing. Has no effect without Max HP Steal Per Hit.
Two-Step Process:
- HP Absorb: Calculates potential healing from damage dealt
- Max HP Steal Per Hit: Caps the actual healing received per target
Practical Example
Scenario: 5% HP Absorb, 50 Max HP Steal Per Hit
- Hit for 1,000 damage: Potential healing = 1,000 × 5% = 50 HP
- Actual healing: 50 HP per target
Scenario: 5% HP Absorb, 20 Max HP Steal Per Hit
- Hit for 1,000 damage: Potential healing = 1,000 × 5% = 50 HP
- Actual healing: 20 HP (limited by Max HP Steal Per Hit)
Scenario: 10% HP Absorb, 0 Max HP Steal Per Hit
- Hit for 1,000 damage: Potential healing = 1,000 × 10% = 100 HP
- Actual healing: 0 HP (no healing without Max HP Steal Per Hit)
Sources
- Primary Source: Essence Rune
- Secondary Sources: GM Buffs, Pet
Notes and Tips
- REQUIRES Max HP Steal Per Hit to work at all
- Works per target hit (AoE skills can heal from multiple enemies)
- For 1 on 1 fights with Bosses, fast attacking classes benefit more than slower ones
Related Stats
- Max HP Steal Per Hit - Limits actual healing received
- HP - Your total health pool
