Damage/es
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El daño en Team Fortress 2 es lo que reduce la salud al jugador. el daño puede ser causado por armas, fuego, daño por caçida, hemorragia, trenes y sierras giratorias
Índice
Daño por arma
El daño causado por armas es calculado por la siguiente fórmula:
Los Golpes críticos se calculan así:
Daño base
El daño base es el daño que tiene prefijado un arma. No depende donde impacte en el enemigo, con la excepción de los golpes críticos o ciertas zonas del objetivo.
Distancia y otras condiciones
El modificador de distancia es un número entre 1.5 y 0.5 que crece o decrece según la distancia entre el atacante y el objetivo. The base distance given to the formula is modified for Rocket Launchers, Stickybomb Launchers (when detonated within 5 seconds), and Syringe Guns. When the distance between attacker and target is less than 512 units, it is instead treated as being ~74% closer to 512 units; that is, you are considered to be farther away than you actually are. The result of this is that the maximum damage you can have before random variation is 120% (shown by the maroon offshoot in the graph). In short, these three weapons gain less extra damage from the distance modifier at close range, but still suffer from the same long-range damage penalty as the other weapons.
Cuerpo a cuerpo weapons, Flamethrowers, Flare Guns, Grenade Launchers, Sniper Rifles, and Bows are all treated as being at 512 units for this formula. Flamethrowers, however, are affected by their own separately calculated distance modifier.
Weapons that fire projectiles, like the Rocket Launcher and Direct Hit, apply the distance modifier to damage based on the distance between the attacker and the target at the moment the projectile hits a target. This means that the point from which the projectile was fired from is irrelevant when considering damage dealt by that projectile, only the final position of the attacker and the target matter.
- Notes
- The ±102.4-unit variation takes place after scaling for rocket launchers and other distance-modifying weapons.
- The final distance used in the formula (after random variation) cannot go above 1024 or below 0.
- On servers where random variation is disabled (with use of the server cvar "
tf_damage_disablespread
"), the effective distance used is 102.4 units less than the farthest possible random distance (that is, after being capped at 1024 units). This means that being farther than 921.6 units away is treated as being 921.6 units away; the normal cap is 1024, and 102.4 less than that is 921.6 units.
Modificador por radio de explosión
El Modificador por radio de explosión se usa cuando se hace daño con un arma explosiva y no se da de lleno al objetivo. Valve no ha publicado como se calcula esta variable.
Reducción por autolesión
Las armas explosivas pueden dañarte, dependiendo de la situación. Ve las páginas de cada arma para más información.
Critical modifier
Critical hits and Mini-Crits have two effects each. A Critical hit sets the distance and randomness modifier to 1 (effectively removing it). It then multiplies the final damage by 3.
A Mini-Crit checks to see if the base distance is greater than 512: if it is, then it is treated as 512 for the purposes of the formula (shown as a blue dashed line in the image above) and then the ±102.4 modifier is applied. Whether it capped the distance or not, it then multiplies the final damage by 1.35. The end result is that the weapon does not lose damage when the player is more than 512 units away; if the attack were not critted or Mini-critted, damage would continue to decrease out to 1024 units.
Note: A Backstab deals 6 times the victim's current health rather than using a critical modifier.