Healing Amplification

Healing amplification from items increases the hit points cured by healing spells.

Similar to dodge bonuses, these effects only stack if they are not identical.

For example;

10% Healing Amplification on item #1 + 20% Healing Amplification on item #2 + 30% Healing Amplification on item #3 -- effects stack

but,

10% Healing Amplification on item #1 + 10% Healing Amplification on item #2 -- still 10% Healing Amplification (effects don't stack)

However, healing amplification is calculated this way;

10% + 20% does not equal 30%

You actually multiply, not add.

10% = 1.1 20% = 1.2

Therefor, a dwarf, with a 10% and a 20% healing amp item would calculate their healing amp with the following formula;

1 x 1.1 x 1.2 = 1.32

This works in favor for most characters, where their total healing amp actually exceeds the added sum. The exception is Warforged, where their base number is < 1... therefor reducing the product of all their healing amp.

Sources of Healing Amplification

 * 10%
 * Dragontouched Armor, Eldritch
 * Greensteel Weapon - Tier 1


 * 20%
 * Dragontouched Armor, Tempest
 * Greensteel Weapon - Tier 2
 * Levik's Bracers (From Hound of Xoriat raid)
 * Can be crafted on Tower of Despair Rings (Incredible Potential)


 * 30%
 * Greensteel Weapon - Tier 3
 * Epic Gloves/Bracers of the Claw? (not released yet)

Additional Sources of Healing Amp

 * Human Enhancements
 * Monk Enhancements
 * Warforged Healer's Friend Enhancements
 * Fleshmaker's Necklace - +10% (Type: fleshmaker, so stacks with everything)
 * Docent of Blood - +10% for WF (Mechanics on this docent are unique and stack differently)
 * Jidz-Tet'ka - +25% (Type: insight) for Monks in fire stance.