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Overwatch Wiki
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Hit points
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==Trivia== *If armor is hit, a metallic sound effect is played. *If a hero's shields are destroyed, the screen becomes cracked. *The bleed effect originally occurred when a hero's HP became 75 or lower. Since this was highly inefficient for Tanks, it was replaced with a more relativistic system. *Hit points received an overhaul in Overwatch 2: **There used to be three types of non-recoverable HP: health, armor, and shields, which always goes on top of their respective recoverable counterparts. **Armor was changed to reduce all damage by 30%. This was reverted in Season 10. *** Effectively, this meant that any attack that dealt more than ~16.67 damage were reduced more than before. **Prior to being reworked in Overwatch 2, Sombra's {{al|EMP}} used to do massive bonus damage to shields, effectively destroying them upon hit. * Armor originally treated the "ticks" of beams and damage-over-time effects as instances of damage. In general, beams and DoT tick once every 0.192 seconds (e.g. 50 DPS = 9.6 damage per 0.192 seconds). This means that most beams and DoT effects were reduced by ~26 DPS, and beams/DoT effects that did less than ~52 DPS were halved by armor. This was changed so that beams would always receive a 20% reduction against armor (later increased to 30%) and damage over time effects became unaffected by armor.<ref>[[March 19, 2019 Patch]]</ref> ** With the change to 30% reduction for beams, beams that did less than ~87 DPS were buffed against armor while beams that did more were nerfed. ** Ana's [[Biotic Rifle]] inflicts a short DoT effect for its 70 damage, but the damage is unevenly split (2.24 + 6.72 + 26.88 + 26.88 + 7.28). As a result, it used to do {{tt|51.88|1.12 + 3.36 + 21.88 + 21.88 + 3.64}} damage against armor (~30% reduction) before the changes. *The priority order for damage was originally shields (non-recoverable, then recoverable), then armor (non-recoverable, then recoverable), and then health. This meant that the armor provided by [[Rally]] would go underneath the shields of heroes such as [[Zenyatta]]. **The Patch Notes for Patch 1.33.0.1, which issued this change, mentions "non-recoverable health" when listing the new priority order.<ref>[https://playoverwatch.com/en-us/news/patch-notes/pc/#patch-54983 Overwatch Patch Notes – FEBRUARY 19, 2019]</ref> Currently, non-recoverable health is only accessible through Workshop scripts, and is therefore inaccessible in standard play. *[[Symmetra]] originally had an ability called Photon Shield which allowed her to create 25 recoverable shields for her teammates. When Symmetra got her first rework, Photon Shield was removed and Shield Generator was added, which gave all surrounding teammates 75 recoverable shields. This too was removed upon Symmetra's second rework. Photon Shield and Shield Generator were the only ways heroes could have recoverable HP that were not found on their base HP. *[[Ashe#B.O.B.|B.O.B.]] is treated as an additional teammate, so he is affected by abilities that grant non-recoverable HP to allies, such as [[Sound Barrier]] and [[Rally]]. B.O.B. is the only non-hero that can have additional HP. *The term "shields" is often informally used to refer to [[barrier]]s. Since barriers have shields for their HP, anything that exclusively damages shields also damages barriers. Currently, the only ability that does that is [[EMP]]; however, in the beta, Pharah's [[Concussive Blast]] used to be able to do 700 damage to shields and barriers. *[[Vendetta]]'s Sundering Blade will remove overhealth and ignore armor reduction.
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