DISPLAY function() return ("%.0fk / %.0fk"):format(UnitHealth("player") / 1000, UnitHealthMax("player") / 1000); end TRIGGER function() return true end DURATION function() curHealth = floor((UnitHealth("player")/UnitHealthMax("player"))*100); return curHealth,100,true; end NAME function() local p = math.max(0, UnitHealth("player")) / math.max(1, UnitHealthMax("player")) * 100; local missing_health = UnitHealthMax("player") - UnitHealth("player") local b = UnitBuff("player", "Consecration") local b2 = UnitBuff("player", "Avenging Wrath") local b3 = UnitBuff("player", "Chain of Thrayn") local b4 = UnitBuff("player", "Ilterendi, Crown Jewel of Silvermoon") local versa = GetCombatRatingBonus(CR_VERSATILITY_DAMAGE_DONE) local hotp_base_heal = 0.3 + (0.36 * 0.3) local healing_multiplier = 1 + (versa / 100) if b == "Consecration" then hotp_base_heal = hotp_base_heal + (0.3 * 0.3) end if b3 == "Chain of Thrayn" then healing_multiplier = healing_multiplier + 0.5 end if b2 == "Avenging Wrath" then healing_multiplier = healing_multiplier + 0.35 end if b4 == "Ilterendi, Crown Jewel of Silvermoon" then healing_multiplier = healing_multiplier + 0.2 end local absolute_healing_only_hotp = missing_health * hotp_base_heal if healing_multiplier > 2 then healing_multiplier = 2 end local final_heal_absolute = absolute_healing_only_hotp * healing_multiplier local final_heal_relative = math.floor((final_heal_absolute / UnitHealthMax("player"))*100) local heal_percentage = math.floor((final_heal_absolute / missing_health) * 100) --print(heal_percentage) local new = p + final_heal_relative return string.format("%.f", p) .. " " .. string.format("%.f", new) .. " " .. string.format("+%.f", final_heal_relative) end