Max HP Steal Per Hit
Maximum healing possible per attack, per target. Both HP Absorb AND Max HP Steal Per Hit are required:
Healing Calculation:
- Calculate Potential: Damage × HP Absorb%
- Apply Cap: min(Potential Healing, Max HP Steal Per Hit)
- If Max HP Steal = 0: No healing occurs, even with HP Absorb
Practical Examples
Example 1: No Max HP Steal = No Healing
Stats: 10% HP Absorb, 0 Max HP Steal Per Hit
- Hit for 1,000 damage: Potential = 100 HP, Actual = 0 HP
- Result: No healing occurs despite having HP Absorb
Example 2: Cap Applied
Stats: 5% HP Absorb, 20 Max HP Steal Per Hit
- Hit for 1,000 damage: Potential = 50 HP, Actual = 20 HP
- Result: Healing limited by Max HP Steal Per Hit
Example 3: Cap Not Reached
Stats: 3% HP Absorb, 100 Max HP Steal Per Hit
- Hit for 1,000 damage: Potential = 30 HP, Actual = 30 HP
- Result: HP Absorb is the limiting factor
Example 4: AoE Scenario
Stats: 5% HP Absorb, 40 Max HP Steal Per Hit
- Hit 3 enemies for 800 damage each:
- Per enemy: Potential = 40 HP, Actual = 40 HP
- Total healing: 120 HP (40 × 3 targets)
Sources
- Primary Source: Accessories (Earrings) and their Chaos Upgrades
- Secondary Sources: Master Craft Shoes, Option Slots, Pet, a few progression systems
- Temporary Boosts: GM Buffs
Notes and Tips
- Works per target (AoE skills multiply healing potential)
- Higher values allow better scaling with high damage builds
- Balance with HP Absorb percentage for optimal sustain
