Can someone explain these in layman’s terms to me?
White is normal health, it takes the normal amount of damage from shooting.
You can heal this hp.
Orange health resists damage, causing your bullets to deal less damage as long as there is armor.
In general, every bullet has their damage reduced by 5 points. If a bullet does less than 10 damage, the amount is halved by 50%.
Beam damage is always reduced by 30%
You can heal this hp.
Blue health regenerates itself if you don’t take damage for 3 seconds. (It was really useful before the self heal passive)
Green health. Granted by abilities only, cannot be healed and decays over time.
You get less ult charge if you shoot a target with green health.
Temporary armor, dark orange, behaves like normal armor but disappears after the ability ends. (Ramattra nemesis and orisa fortify) can be healed whiöe ability is active.
Temporary shields (like on venture) is just temporary hp that behaves like regular hp but can’t be healed.
Nice…I did learn something new. I thought beam damage ignored armor altogether. Did not know armor reduced that too.
So lets use reinhardts swing, ~85 dmg per swing.
Versus armor, it would deal only 80 dmg?
Zarya beam, 95 (at 0%) would deal 66.5?
Is the damage dealt always in reverse order?
ie:
overhealth → shield → armor → health?
and vice versa for healing?
Yes. You have it right there.
The only bit you got wrong was rein’s damage, as he has 100 dmg per swing these days.
So the dealt damage would be 95 versus armor.
And for example, reaper’s damage against armor is halved. As every pellet in his shotgun blast only deals 5.4 damage at max (100 dmg max per shotgun blast of 20 pellets). Which effectively halves all damage he does.
Damage dealt and healing order you’ve understood right.
A few corrections: Green health does not reduce ult charge, temporary armor and shields don’t exist anymore(Ramttra and Venture have temporary permanent armor/shields just so it’s confusing), and Orisa gets overhealth when fortified
Overhealth used to reduce ult charge back when OW2 released, but now it just acts like temporary white health wholesale
Do you have a source for when that was changed? As far as I’m aware, and as far as the wiki is concerned, this is still the case.
- white: HP
- orange: tough HP
- blue: selfheal HP
- green: temporary HP
I’m not seeing anything in the patch notes back from 2022, so maybe I made it up
I have a hard time believing I’d mistake that though. Like believing it does or does not reduce charge would be reasonable, but believing it got changed from one to the other? That had to come from somewhere if I’m mistaken
I distinctly remember being disappointed about it too since Hammond benefited nicely from such a thing being the case.
Something I didn’t see anyone else thoroughly explain is how pellets interact with armor. Characters with shotguns or smg’s like Tracer’s pulse pistols are severely gutted by armor.
For example:
One Reaper pellet does 5.4 damage.
Reaper shoots all 20 of his pellets from one shot into white health. This does 108 damage and heals him for 35% of that which is 37.8.
Reaper shoots all 20 of his pellets from one shot into armored health. This takes each individual pellet and cuts it down to 2.7 damage. He does 54 damage and heals himself for 18.9.
What this means is that even though you output the same amount of damage, it severely cuts down the amount of healing you can get back from each shot. It’s exceptionally good when paired with a Support’s healing, making it very difficult to leach off of armored heroes. In general, armor makes it much easier to survive for tanks until that white health is breached.
I believe Junker Queen’s bleed is also effected by this, but I may be wrong about that.
Actually, Venture’s shield can be healed.
yeah it is confusing.
they removed temporary armor and temporary shields from the game when ow2 came out for “visual clarity” and now any characters that add any of these arent adding the temporary version but instead adding a new hp pool of the specified type, orisa/ram’s added armor can be healed back, and even ventures “overshields” can also be healed back but it decays so fast they you rarely see it happen unless the venture is being pocketed
What about Hamster’s Adaptive shield (technically overhealth)? Can that be healed?
I did say that
I did say this too
This is what the wiki says on the subject.
- In [Overwatch 2], they reintroduced aspects of temporary armor with the release of [Ramattra]. His [Nemesis Form] grants him additional armor health, which disappears once the cooldown ends. As for temporary shields, aspects of this was reintroduced with [Venture]'s kit, with their passive [Explorer’s Resolve], which provided them with temporary shield health which decay after a short while. Unlike [Overwatch], both temporary armor and shields have the same color as regular armor and shields, being treated the same*
I think it behaves like all oyher shield health. In a way that it regens if the rest of his health is full. It only lasts for 7 seconds though, and often the hamster isn’t back with the team until it’s already gone.
Isn’t adaptive shield just overhealth?
Also the overhealth changes I think at the start of ow2 it didn’t give any ult charge, but they changed it to give a reduced amount instead, because shooting people and not getting charge felt like trash.