Difference between revisions of "Health"

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Health, or better known as HP, is a value that dictates the amount of “life” within a player’s character, whether in the case of zombies or humans. If Health reaches zero, the character dies. Health can be increased, decreased, preserved, or hindered by multiple different status effects, which can either negatively or positively impact the health bar.
==Overview==
Health, or better known as HP, is a value that dictates the amount of “life” within a player’s character, whether in the case of zombies or humans. If Health reaches zero, the character dies. Health can be increased, decreased, preserved, or hindered by multiple different status effects, which can either negatively or positively impact the health bar. Each player starts with a base 100 HP, while zombies can range anywhere from below 100 towards the thousands.


The amount of health is dictated by the player’s perks, if human, and the zombie type, if zombie. While there are alternative ways to increase the robustness and strength of a human and zombie, they are largely a result of one’s own choice and selection of perks and zombie type.  
The amount of health is dictated by the player’s [[traits|Traits]], if human, and the zombie type, if zombie. While there are alternative ways to increase the robustness and strength of a human and zombie, they are largely a result of one’s own choice and selection of perks and zombie type.  


Health can be increased in multiple ways, primarily by getting better perks within the Health section of the Skill Tree. However, better health can be acquired by trinkets, such as Health Pack. Health Pack can provide up to twenty-eight additional health, which can compensate for any other perks which may reduce it. Perks like Armor can reduce incoming damage up to 26%, which, when combined with high health, can make you a walking tank. The allegory also includes the -30 movement speed penalty that accompanies a perfected Armor trinket, so do with that as you will.
==Health Values==


Health can be decreased in a similar manner. By taking certain perks, your health is lowered by a specific amount. Some of these perks simply reduce a tiny bit of HP, but others can remove quite a portion. Trinkets can have a similar effect, but do not outright reduce HP. Instead, certain trinkets, like Antibleeder and Cleanser, when perfected, add a +8% extra damage taken modifier, and Evasion Cloak gives a 15% damage taken when perfected. This consequently reduces how survivable your character can be in certain situations but can enhance your survivability in others.
===Base Health Increase===
Health is often necessary when attempting to build a strong, melee-oriented, and/or tanky build. Whilst there are many ways to achieve this, they can be summed up to:
*Perks like Tanker and Stoic (Making you slower in the process)
*Trinkets like Health Bank (Which makes zombie debuffs 15% more effective on you)


Health can be regained in multiple ways; however, they can be summed up into two categories:
===Base Health Decrease===
    Direct Healing: Instant injection of health. Can be received from Medkits, Rejuvenators, and healing tools in general. Food items, which may give single and sometimes multiple bonus effects, such as Agility, Defense, and Regeneration.
Health can be decreased in a similar manner. There are many reasons why you would want to decrease your health, but the ways you can decrease your health remain similar to increasing them:
*Perks like Speed and Ultra Nimble (Which increase your speed)


    Indirect Healing: A form of healing that occurs after a set amount of time, for a certain quantity. Can be received from Regeneration or On Painkiller effects. (Core difference is that, while Regeneration is a slow increase in health, On Painkiller instantly gifts the player with a shot of health that slowly decays over time.) Phantom health can be considered a form of Indirect healing, which is acquired from the perk found in the Melee skill tree, which provides a “phantom” health, which is only gained after a period, and decreases if injured.
===Different Effects on Health===
A lot of different trinkets and perks either decrease or increase the amount of incoming damage. There are also perks that focus on giving off defensive buffs, like Defense or Perseverance. [[Blood Armor| Blood Armor]] also plays a major role in lowering the amount of damage taken.
*Perks like Egocentric and Blast Proof lower the amount of self-inflicted damage.
*Trinkets like Armor stop up to 26% of incoming damage.
*Status Effects such as Shield, Defense, and Perseverance.
There are other things that do a similar but opposite effect on your player character, such as:
*Perks like Last Stand and Berserk which increase incoming damage.
*Trinkets like Antibleeder, Cleanser, and Evasion Cloak decrease bleed, poison, and increase dodge time but also increase damage taken.
*Status Effects like Enfeeble and Winter's Curse, which increase damage taken and decrease maximum health.


Health can also be lost in multiple ways, and these are much more numerous than health gain. They can be summed up into similar categories:
===Healing and Damage===
    Direct Damage: Intake of damage that instantly influences a character. Can be self-inflicted, ranging anywhere from using explosives near oneself to fall damage, or caused by zombie scratches, lacerations, cuts, stabs, disembowelment, or castration. Damage caused by zombies is sometimes followed by different status effects, such as Wound, which hinders healing, or Tremor, which disorients and causes a brain aneurysm, for added immersion.
Healing is received from multiple sources, both from oneself and others. Healing is always crucial, as you will take damage throughout the game regardless of how methodical you are.
    Indirect Damage: Intake of damage that occurs after a certain duration or occurs gradually. Bleeding and Poison are both examples of a form of damage that occurs gradually over time. While poison and bleed are quite dangerous, they can be healed before the loss of health.
*Regeneration status can heal you over time. Useful when you are already full on HP.
*Food items give a wide variety of health and status effects.
*Bloodlust can heal you if you intend to play a melee playstyle.
*Fencebar and Vitality Charger give healing orbs on kills.
*Healing can be provided by dedicated healers, who will assist you.
As the game progresses, and the zombies become stronger, the ability to heal should become more powerful. If the rate of healing does not align with the rate of damage, humans will slowly but progressively begin to die.
Damage can be taken in a variety of ways, none of which are pleasant. They can be either self-inflicted or taken from external sources, such as zombies or level traps.
*Bleed and Poison essentially damage the player over time, which can be negated by using a bandage and antidote respectively. They can also be out-healed by normal medkits.
*Perks like Avatar of Death inflict damage upon a player after a reaper stack dissipates.
*Zombie claws directly cause damage, ranging from mild all the way to lethal.
*Physics can play a role in your death. Shades and other zombies can hurl objects towards you, causing huge amounts of damage.
Avoiding damage is much better than trying to heal it, so it is recommended you at least attempt to avoid it whenever possible. This can be done by estimating if zombies can reach you within a cade, if it is safe outside, or if your build is sufficient enough, or if it needs supplementing.

Revision as of 22:35, 4 July 2021

Overview

Health, or better known as HP, is a value that dictates the amount of “life” within a player’s character, whether in the case of zombies or humans. If Health reaches zero, the character dies. Health can be increased, decreased, preserved, or hindered by multiple different status effects, which can either negatively or positively impact the health bar. Each player starts with a base 100 HP, while zombies can range anywhere from below 100 towards the thousands.

The amount of health is dictated by the player’s Traits, if human, and the zombie type, if zombie. While there are alternative ways to increase the robustness and strength of a human and zombie, they are largely a result of one’s own choice and selection of perks and zombie type.

Health Values

Base Health Increase

Health is often necessary when attempting to build a strong, melee-oriented, and/or tanky build. Whilst there are many ways to achieve this, they can be summed up to:

  • Perks like Tanker and Stoic (Making you slower in the process)
  • Trinkets like Health Bank (Which makes zombie debuffs 15% more effective on you)

Base Health Decrease

Health can be decreased in a similar manner. There are many reasons why you would want to decrease your health, but the ways you can decrease your health remain similar to increasing them:

  • Perks like Speed and Ultra Nimble (Which increase your speed)

Different Effects on Health

A lot of different trinkets and perks either decrease or increase the amount of incoming damage. There are also perks that focus on giving off defensive buffs, like Defense or Perseverance. Blood Armor also plays a major role in lowering the amount of damage taken.

  • Perks like Egocentric and Blast Proof lower the amount of self-inflicted damage.
  • Trinkets like Armor stop up to 26% of incoming damage.
  • Status Effects such as Shield, Defense, and Perseverance.

There are other things that do a similar but opposite effect on your player character, such as:

  • Perks like Last Stand and Berserk which increase incoming damage.
  • Trinkets like Antibleeder, Cleanser, and Evasion Cloak decrease bleed, poison, and increase dodge time but also increase damage taken.
  • Status Effects like Enfeeble and Winter's Curse, which increase damage taken and decrease maximum health.

Healing and Damage

Healing is received from multiple sources, both from oneself and others. Healing is always crucial, as you will take damage throughout the game regardless of how methodical you are.

  • Regeneration status can heal you over time. Useful when you are already full on HP.
  • Food items give a wide variety of health and status effects.
  • Bloodlust can heal you if you intend to play a melee playstyle.
  • Fencebar and Vitality Charger give healing orbs on kills.
  • Healing can be provided by dedicated healers, who will assist you.

As the game progresses, and the zombies become stronger, the ability to heal should become more powerful. If the rate of healing does not align with the rate of damage, humans will slowly but progressively begin to die. Damage can be taken in a variety of ways, none of which are pleasant. They can be either self-inflicted or taken from external sources, such as zombies or level traps.

  • Bleed and Poison essentially damage the player over time, which can be negated by using a bandage and antidote respectively. They can also be out-healed by normal medkits.
  • Perks like Avatar of Death inflict damage upon a player after a reaper stack dissipates.
  • Zombie claws directly cause damage, ranging from mild all the way to lethal.
  • Physics can play a role in your death. Shades and other zombies can hurl objects towards you, causing huge amounts of damage.

Avoiding damage is much better than trying to heal it, so it is recommended you at least attempt to avoid it whenever possible. This can be done by estimating if zombies can reach you within a cade, if it is safe outside, or if your build is sufficient enough, or if it needs supplementing.