# Fortify slowly converts itself into Life every tick, creating a passive healing loop that also sustains Fortify-gated bonuses

Fortify heals you for roughly 9%*CurrentFortify% + 1% of Maximum Life per second (per the project's own damage_model.json), meaning a single big Fortify application both shields you AND keeps topping off your Life afterward, which in turn helps keep you 'Fortified' (Fortify > 0) for as long as possible to sustain any Fortify-gated Aspects/passives.

Diablo IV patch 3.2.1. Category: uptime loop. Evidence: Confirmed.

## Detail
This creates a slow-burning uptime loop distinct from the instant, per-hit overflow-DR effect (see snap_fortify_does_not_snapshot): the SIZE of your Fortify pool and the DURATION you keep any Fortify at all both matter, since Fortify-conditional bonuses (Crushing Aspect, Coagulation Aspect, 'Damage while Fortified' affixes) are binary gates that need Fortify > 0 to be active at all.

## Why it works
The regen formula scales with your current Fortify%, so bigger Fortify applications both heal faster in absolute terms and last longer before draining to zero, extending uptime on every Fortify-gated bonus in the build.

## Numbers
Healing per 0.2s tick = 1.8%*CurrentFortify% + 0.2% of Max Life; per second = 9%*Fortify% + 1%.

## How to use it
For a Fortify-gated build, prioritize skills/Aspects that grant large, refreshable Fortify amounts over small frequent ones, since a bigger pool sustains Fortify-conditional bonuses longer even without further input.