Max HP Steal Per Hit
Maximum healing possible per attack, per target.
Overview
Max HP Steal Per Hit is essential for the HP steal mechanic. 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