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Stimulus Heals Vs Heroes Calculator
Calculate and compare effective HP healed by Stimulus items versus Hero abilities using the efficiency-weighted ΔH formula.
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How the Stimulus Heals vs Heroes Calculator Works
The Stimulus Heals vs Heroes Calculator measures and compares effective healing output from two distinct sources — Stimulus items and Hero abilities — within a single encounter or round. The core formula is:
ΔH = (H_s × n_s × e_s) − (H_h × n_h × e_h)
A positive ΔH indicates Stimulus healing delivers more effective HP than Hero healing. A negative ΔH means Hero healing is the stronger option. A result of zero signals a perfect throughput tie between both sources.
Variable Definitions
- H_s — Stimulus Heal Per Use: The raw HP restored each time a Stimulus is activated. A Stimulus that restores 500 HP sets H_s = 500.
- n_s — Stimulus Uses: Total number of Stimulus activations during the encounter. Four uses means n_s = 4.
- e_s — Stimulus Efficiency: The fraction of Stimulus healing that lands as valid HP gain, expressed as a decimal (e.g., 0.80 for 80%). Overheal — healing beyond the maximum HP cap — is wasted output and reduces this figure.
- H_h — Hero Heal Per Use: The HP restored per Hero ability cast, equivalent in role to H_s but for the Hero source.
- n_h — Hero Uses: Total Hero heal casts during the encounter.
- e_h — Hero Efficiency: The fraction of Hero healing that connects with an actual HP deficit, mirroring the Stimulus efficiency concept.
Worked Example
Consider a 60-second encounter with these values:
- Stimulus: H_s = 500 HP, n_s = 4 uses, e_s = 0.80 → 500 × 4 × 0.80 = 1,600 effective HP
- Hero: H_h = 300 HP, n_h = 6 casts, e_h = 0.90 → 300 × 6 × 0.90 = 1,620 effective HP
- ΔH = 1,600 − 1,620 = −20 HP (Hero healing wins by a narrow margin)
Raising Stimulus efficiency from 80% to 90% — achieved by activating the item only when HP is critically low — shifts the result: 500 × 4 × 0.90 = 1,800 effective HP, making ΔH = +180 in favor of Stimulus. A single efficiency adjustment can flip the outcome entirely.
Why Efficiency Is the Critical Variable
Raw heal numbers rarely reflect true combat impact. According to Wikipedia's analysis of healing mechanics in video games, overheal is one of the primary sources of wasted throughput in game design. The efficiency multiplier corrects for that waste, isolating only the HP gain that produces a real defensive advantage. A 1,000 HP Stimulus at 50% efficiency equals a 500 HP heal at 100% efficiency — a critical distinction when comparing sources under pressure.
Game Balance and Strategic Context
Selecting the optimal healing source is a foundational game balance decision. As documented in Wikipedia's overview of game balance principles, competitive players and designers must weigh throughput, resource cost, timing, and situational flexibility simultaneously. This calculator isolates throughput — effective HP healed per encounter — so players can make data-driven choices rather than relying on gut feel or surface-level stat comparisons.
Comparison Modes Explained
- Absolute Difference (ΔH): Shows the raw HP advantage of one source over the other. Best for direct encounter planning.
- Percentage Advantage: Expresses the margin as a percentage of combined total healing — useful for understanding relative scale across encounters of different lengths.
- Per-Use Comparison: Normalizes both sources to a single activation, revealing which delivers more HP per use regardless of total cast count.
Practical Applications
- Team composition planning: Determine whether a Stimulus carrier outperforms a Hero healer for a specific boss encounter before committing to a loadout.
- Resource budgeting: Weigh effective HP gained against the opportunity cost or cooldown of each healing source.
- Patch analysis: Track how balance updates that change H_s or H_h shift the optimal healing strategy across game versions.
- Content scaling: Adjust n_s and n_h to model short skirmishes versus extended battles, or solo versus group healing scenarios with different overheal profiles.
Reference