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Though it might be a simpler catch all to limit the healing to a second cap (the 3 second heal prevention timer is useful, there are mods out there that will make some enemies temporarily immune).
This would prevent rare high health monster from regenerating faster than a player at that level can damage them.
I would however, recommend putting a fixed rate cap on healing
(e.g. maybe 2HP x ([Tier]+1)/per second or some other check on change on hp over time)
as some mods may add minibosses or rare special enemies with a lot of health.
If I were to make the healing change based on entity, it'd probably be a little more messier in the code, as well as having several different status effects in the file in order to give them a different rate. So as such they all have a singular healing rate.
As an extra bit of info, bosses have the stat "healingStatusImmunity":1.0 this basically means they can't be healed. If a modded boss forgets to include that in the stat, it'll be affected by the healing.
Does it apply healing at a constant rate or a percentage? Does the healing rate change between entities?