What It Is

A multi-type healing calculation system that processes multiple healing types in a single execution. It's the foundation for hybrid healing abilities that combine different healing mechanics (direct heal + HoT + shields) without requiring separate Gameplay Effects.

What It Does

When a multi-type healing ability activates, this execution calculation processes all healing types atomically:

  1. Discovers healing types by scanning all SetByCaller magnitudes matching the Data.Healing.* pattern
  2. Extracts type tags from each discovered SetByCaller (e.g., Data.Healing.HoT → Healing.Type.HoT)
  3. Calculates critical heals per-type or per-ability (configurable via SetByCaller)
  4. Applies world context modifiers based on elemental healing types
  5. Applies HealingReceived modifiers (global + type-specific) from target attributes
  6. Sums all modified healing into a single total
  7. Applies stack scaling (optional multiplier based on GE stack count)
  8. Applies total healing to Health attribute atomically

Its Purpose

Standard WCGASExecCalc_BaseHealing processes ONE healing value per execution. Multi-healing abilities (e.g., direct + HoT + shield) would require multiple Gameplay Effects applied simultaneously. This execution consolidates all healing types into ONE effect, reducing GE overhead and ensuring atomic application.

How It's Used


Key Features