A trick to heal more as weaver

Had to chatgpt the calculations but here you go me not so big brain.

Healing Stats

Max Charge Healing: 80 HP over 0.3 seconds

Min Charge Healing: 10 HP (instantaneous for a quick tap)

Rate of Fire

Max Charge Rate: 0.69 shots per second

Min Charge Rate: 3.33 shots per second

Ammo and Reload

Ammo Capacity: 16 shots

Reload Time: 1.5 seconds

Time to Charge

Max Charge (active firing): 1.15 seconds to reach full charge

Max Charge (not firing): 6 seconds to reach full charge

Calculations for Healing Rates

  1. Max Charge Healing:

Time to heal: 0.3 seconds for 80 HP.

Effective healing per second while charging:

\text{Healing Rate (Max Charge)} = \frac{80 \text{ HP}}{0.3 \text{ seconds}} \approx 266.67 \text{ HP/second}.

  1. Min Charge Healing:

Time to heal (instantaneous): 10 HP.

Effective healing per second for quick tap:

\text{Healing Rate (Min Charge)} = 10 \text{ HP} \times 3.33 \text{ shots/second} = 33.3 \text{ HP/second}.

Example Scenario: Using 1 Full Charge and 1 Quick Tap

Total Time for 1 Full Charge (0.3 seconds) + 1 Quick Tap (instantaneous):

Total Time: 0.3 seconds (full charge) + negligible time for quick tap (let’s consider it as 0.25 seconds for calculation) = 0.55 seconds.

Total Healing:

Total Healing from 1 Full Charge + Quick Tap: 80 HP + 10 HP = 90 HP.

Healing Rate Calculation:

\text{Total Healing Rate} = \frac{90 \text{ HP}}{0.55 \text{ seconds}} \approx 163.64 \text{ HP/second}.

Example Scenario: Using 2 Full Charges

If we instead used 2 Full Charges:

Time for Two Full Charges: 0.3 seconds (first shot) + 1.15 seconds (for the second shot to charge while firing).

Total Time: 1.15 seconds for the second shot after the first is fired.

Total Healing: 80 HP + 80 HP = 160 HP.

Healing Rate Calculation:

\text{Total Healing Rate for Two Full Charges} = \frac{160 \text{ HP}}{1.15 \text{ seconds}} \approx 139.13 \text{ HP/second}.

Summary

Using 1 Full Charge and 1 Quick Tap: Approximately 163.64 HP/second healing rate.

Using 2 Full Charges: Approximately 139.13 HP/second healing rate.

Conclusion: The combination of one full charge and one quick tap provides a higher effective healing rate in a shorter time frame.

This will drain your ammo sooo be careful.

Problem with your calculation of scenario 1 is that you can’t do it again without charging.

Yes it will heal 90hp in 0.4s yet there’s no way to keep that up ; its a burst.

LW best HPS is around 50 when the charge gets around 50. From then, he gains like 1HPS by 10 points of charge so going full charge ain’t worth it if you need to heal fast.

It’s usually “enough” with the combo to start an uphill trend.

I don’t think so.

Either you need a burst and then the “free” 80 heal is enough. I doubt the +10 coming after 0.3s would change a lot of thing.
If you need to heal on the duration (more than0.3s), then, charging around 50-60 is better.

Because if you cast a quick one, you take a 0.3s delay before charging again, meaning your 50-60 will come 0.3s later, reducing your hps drastically.

80+10+60 = 150 in 1.3s (free + delay + 0.8s charge, 0.2s healing)
80+60 = 140 in 1s (free + 0.8s charge, 0.2s healing, delay is “ignored” as the first blossom heals for 0.3s).

What I’m not sure about is the healing time. I’ve assumed its proporotional. (60/80*0.3 = 0.225s)

The numbers get weird tho I have tested it in game and my theory does seem to be working pretty fine my healing is actually lower now because usually when I get someone to max I just straight up stop healing and go back to shooting.

I need more Dvas to test it on I’ve had 2 so far those test went fine but more would help.

Keep in mind, that my maths ignore the time to travel.
I don’t know if the speed of the projectile varies with the charge. I assume it doesn’t.

But in a real game condition, the further away you become from your target, the lower your HPS will go, no matter what you do.