Schaden
Diese Seite wird zurzeit auf Deutsch übersetzt. Wenn du Deutsch sprichst, poste bitte auf die Diskussionsseite oder sprich mit denen, die zu dieser Seite beigetragen haben (zu finden in der Versionsgeschichte). |
“ | Pain is weakness leaving the body!
Anhören
— The Soldier
|
” |
Schaden ist ein Ereignis, dass die Gesundheit des Spielers um einen bestimmten Wert verringert. Schaden kann durchWaffen, Feuer, Explosionen, Herunterfallen aus großer Höhe, Bluteffekt, Züge, zu langes Verweilen unter Wasser, Sägeblätter und den Pferdlosen Kopflosen Reiter verursacht werden.
Inhaltsverzeichnis
Waffenschaden
Schaden von Waffen Waffen wird wie folgt berechnet:
Kritische Treffer werden so berechnet:
Basisschaden
Der Basisschaden einer Waffe ist eine konstante Zahl, die der Waffe zugeordnet ist. Wo die Waffe den Gegner trifft hat keinen Einfluss auf den Schaden, außer bei Waffen, bei denen Treffer gegen eine bestimmte Körperregion automatisch Kritische Treffer sind.
Abstands- und Zufallsmodifikator
Der Abstandsmodifikator ist eine Zahl zwischen 1,5 und 0,5 die mit zunehmendem Abstand zwischen Angreifer und Ziel sinusförmig abnimmt. 1024 Hammer-Einheiten ist hierbei die Obergrenze; größere Abstände werden als Abstand von 1024 Einheiten betrachtet. Hinzu kommt eine zufällige Abweichung von ±102,4 Einheiten, d.h. das Ziel wird als bis zu 102,4 Einheiten näher oder weiter entfernt betrachtet als es tatsächlich ist. Dies ist die Abweichung von 10%, von denen viele Spieler gehört haben. Es handelt sich dabei nicht um einen bloßen Multiplikator von 90% bis 110% auf den Schaden.
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.
Melee 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.
Splash Modifier
The splash modifier is a number used for explosive weapons that do not connect directly with the target. Valve has not released the official stats for the splash damage falloff yet.
Self-Damage Reduction
Explosive weapons may deal less damage to the user than to enemies, depending on the situation. See the individual weapon pages for more information.
Critical Modifier
Critical hits and Mini-Krits 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-Krit 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.
While active, the Battalion's Backup protects nearby team members from Critical hits.
Damage Vulnerability, Resistance and Blocking
A player may take a modified amount of damage due to certain items. These effects stack multiplicatively
Some weapons or item sets imbue an "on wearer" effect which increases or decreases the damage received from certain types of weapons.
Weapon/Item Set | Effect |
---|---|
Chargin' Targe | 50% fire damage resistance on wearer
40% explosive damage resistance on wearer |
Pain Train | 10% bullet damage vulnerability |
The Gas Jockey's Gear | 10% bullet vulnerability |
The Tank Buster Set | 20% Sentry Gun damage resistance |
Southern Hospitality | 20% fire damage vulnerability |
Bushwacka | 20% fire damage vulnerability |
While active, the Battalion's Backup provides a defensive buff to nearby team members that blocks 35% of incoming damage.