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Revision as of 11:16, 10 August 2020

Wehhhhhh!
痛苦是软弱离开身体的过程!
士兵

伤害军团要塞 2中可削减“玩家或实体”血量的一种方式 。伤害可由武器射击火焰灼烧爆炸摔落流血嘲讽杀 事件和例如 火车水面钢锯脱缰的无头骑士魔眼马拉莫斯以及地下世界环境因素造成。

武器伤害

标准伤害 将由以下公式计算:

(基础伤害) × (伤害衰减随机 修正) × (抗性/增伤 修正) × (溅射修正)

爆击伤害将由以下公式计算:

(基础伤害) × (溅射修正) × [(基础 抗性/增伤 修正) + (正面 伤害衰减 修正补偿 + 2) × (爆击 抗性/增伤 修正)]

迷你爆击伤害将由以下公式计算:

(基础伤害) × (溅射修正) × [(基础 抗性/增伤 修正) + (正面 伤害衰减 修正补偿 + 0.35) × (爆击 抗性/增伤 修正)]

基础伤害

基础伤害 基于每件武器固定的伤害数值。除部分可以因击中目标特殊部位而产生爆击伤害的武器外,伤害并不会因击中目标的不同位置而改变。

伤害衰减随机修正

距离对伤害的影响

伤害衰减随机修正 是伤害倍数处于1.5 - 0.5 之间的一条正弦曲线公式,(伤害)受攻击者和目标之间的距离影响。曲线中距离的最大上限为 1024 单位,任何超出 1024 单位的距离均会被作为 1024 单位计算。在该条公式中,判定的距离会随机±102.4 单位 (图像中以距离为512 单位 为例) 这意味着,距离的判定将比实际距离 远/近 出 102.4 单位,光公式而言可得出许多玩家耳熟能详的 15%伤害差异 ;当然这不表示最终伤害只能乘 85–115%。

The distance modifier is altered for Rocket Launchers, Stickybomb Launchers (when detonated within 5 seconds), Syringe Guns, Righteous Bison, and Pomson 6000. When the distance used in the formula is less than 512 units, the damage ramp is flattened. As a result, the maximum damage you can have is 125% for Rocket Launchers, and 120% for Stickybomb Launchers, Syringe Guns, Righteous Bison, and Pomson 6000 (shown by the maroon offshoot in the graph). In short, these 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.

Conversely, the distance modifier for the Scout's primary weapons (excluding the Shortstop) have an increased damage ramp at close range, maximising at 175% normal damage at point blank, but keep the same default damage ramp at ranges of 512 or greater.

Sticky bombs launched more than 5 seconds ago, Melee weapons, Flare Guns, Grenade Launchers (excluding the Loose Cannon, which is subject to falloff), Sniper Rifles, bows, and Flying Guillotine are all treated as being at 512 units for this formula. Flamethrowers, however, are affected by their own separately calculated modifier based on projectile lifetime.

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 is irrelevant when considering damage dealt by that projectile; only the final position of the attacker and the target matter.

Notes
  1. The final distance used in the formula cannot go above 1024 or below 0.
  2. 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.
  3. The distance modifier is always 1.0 if the target is a building.
  4. A level 3 Sentry Gun's rockets are affected by the distance modifier based on the distance from the target to the Sentry Gun's owner.

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

主条目: Critical hit

Critical hits and mini-crits have two effects each.

A critical hit adds damage equal to 2 times the base damage, while a mini-crit adds 0.35 times the damage following falloff compensation.

Both critical hits and mini-crits check to see if the final distance is greater than 512: if it is, then any damage lost is offset by an equal increase in damage. The end result is that the weapon does not lose damage due to the distance modifier when the player is more than 512 units away; if the attack were not a crit or mini-crit, damage would continue to decrease out to 1024 units.

The extra damage added on by critical hits and mini-crits - including that from rampup or offsetting falloff - is of the "critical" type instead of the weapon's standard type (e.g. bullet or explosive). This affects the calculation of damage resistances.

Note: A backstab deals 2 times the victim's current health, but, under normal conditions, it also always crits, increasing the damage to 6 times the victim's current health.

While active, the Battalion's Backup protects team members from critical hits and mini-crits, treating them as normal damage instead. The Vaccinator's protective shield blocks 100% of critical damage from attacks of the selected type.

Damage types

Each weapon has an associated type of damage that it deals. Some weapons can deal more than one damage type at once; for instance, the Cow Mangler 5000's charged shot deals explosive damage as well as fire afterburn damage.

  • Bullet damage is typically associated with hitscan weapons, though the damage caused by most projectile impacts is treated as such as well (such as syringes, arrows, and energy beams, excluding the Cow Mangler 5000's beam).
  • Explosive damage is usually caused by explosive projectiles. Players killed via explosive damage will often gib.
  • Fire damage is caused by both flaming weaponry and the afterburn they induce.
  • Bleed damage is applied to players that are bleeding.
  • Melee damage is dealt by melee weapons. Melee damage can destroy stickybombs and causes players to scream loudly on kill.
  • Critical damage is caused by critical hits and mini-crits, playing distinctive sound effects and producing louder kill screams.
  • Fall damage is applied to players that hit the ground after too high and/or too fast a drop, as well as damage dealt by the Mantreads and Thermal Thruster.
  • Crush damage results when a player has been sandwiched between two objects (such as between a closing door and the ground). Being killed by crush damage causes the screen to flash red.
  • Drowning damage results when a player has been underwater for too long resulting in the screen flashing blue at the same time damaging the player.

Damage vulnerability, resistance, and blocking

A player may take a modified amount of damage due to certain items. These effects stack multiplicatively. "X% damage vulnerability" multiplies that kind of damage by 100% then adding X%, and "Y% damage resistance" multiplies that kind of damage by 100% then subtracting Y%; for example, the Chargin' Targe grants 30% explosive damage resistance, which means all incoming explosive damage is multiplied by 70%.

Because effects are stacked multiplicatively, combinations of effects result in a slightly different value than may be expected; for example, a Soldier with the Pain Train (10% bullet weakness) and an active Battalion's Backup (50% sentry resistance) has a combined resistance of 45% against Sentry bullets - as opposed to the 40% that would result from the effects being simply added together.

Some weapons imbue an effect which increases or decreases the damage received from certain types of weapons. These effects may either be applied as "on wearer" (having the item equipped in the loadout) or "while active" (actively wielding the item).

具有伤害抗性或易伤的武器列表
副武器 Bonk! Atomic Punch Pictogram info.png  在效果作用下,免疫所有伤害。
原子能饮料
近战武器 Candy Cane Pictogram minus.png  穿戴时受到的爆炸伤害 +25%
糖果手杖
Sun-on-a-Stick Pictogram plus.png  手持时火焰伤害抗性 +25%
太阳之杖
副武器 Battalion's Backup Pictogram info.png  效果增益启用时,为你和范围内队友提供减伤保护。
降低 50% 步哨伤害,免疫爆击的额外伤害,降低 35% 其它所有伤害。
军队的支援
近战武器 Pain Train Pictogram minus.png  穿戴时受到的子弹伤害 +10%
钉棍
主武器 Phlogistinator Pictogram info.png  正在“呜唔”嘲讽时无敌。
燃素喷射器
副武器 Detonator Pictogram minus.png  对穿戴者自身造成的爆炸伤害 +50%。
起爆者
近战武器 Powerjack Pictogram minus.png  手持时,受到的所有伤害 +20%。
强力千斤顶
副武器 Chargin' Targe Pictogram plus.png  穿戴时火焰伤害抗性 +50%。
Pictogram plus.png  穿戴时爆炸伤害抗性 +30%。
冲锋盾
Splendid Screen Pictogram plus.png  穿戴时火焰伤害抗性 +20%。
Pictogram plus.png  穿戴时爆炸伤害抗性 +20%。
辉煌护盾
Tide Turner Pictogram plus.png  穿戴时火焰伤害抗性 +15%。
Pictogram plus.png  穿戴时爆炸伤害抗性 +15%。
力挽狂澜
近战武器 Pain Train Pictogram minus.png  穿戴时受到的子弹伤害 +10%。
钉棍
Claidheamh Mòr Pictogram minus.png  手持时受到的伤害 +10%。
摩尔巨剑
主武器 Natascha Pictogram plus.png  生命值低于 50% 时,枪管高速旋转时 +20% 伤害抗性。
娜塔莎转轮机枪
Brass Beast Pictogram plus.png  生命值低于 50% 时,枪管高速旋转时 +20% 伤害抗性。
黄铜猛兽
副武器 Buffalo Steak Sandvich Pictogram minus.png  在效果作用下,受到的伤害 +20%。
水牛排三明治
近战武器 Warrior's Spirit Pictogram minus.png  手持时受到的伤害 +30%。
勇士之魂
Fists of Steel Pictogram plus.png  手持时远距离伤害抗性 +40%。
Pictogram minus.png  手持时受到的近战伤害 +100%。
钢铁手套
近战武器 Southern Hospitality Pictogram minus.png  穿戴时受到的火焰伤害 +20%。
南部的款待
副武器 Vaccinator Pictogram info.png  治疗时,为治疗者和治疗目标提供对所选伤害类型持续为 10% 的伤害抗性。
Pictogram info.png  Übercharge 生成一个护盾,可提供所选伤害类型的 75% 的基础伤害抗性和爆击伤害抗性。
疫苗注射枪
副武器 Darwin's Danger Shield Pictogram plus.png  穿戴时火焰伤害抗性 +50%。
Pictogram plus.png  完全免疫后续燃烧。
达尔文的危险之盾
近战武器 Bushwacka Pictogram minus.png  手持时受到的伤害 +20%
灌木丛
近战武器 Spy-cicle Pictogram plus.png  被火焰击中时:在 1 秒内免疫一切火焰伤害,10 秒内免疫后续燃烧。
神奇的冰柱
PDA2 Invis Watch Enthusiast's Timepiece Pictogram info.png  隐形时 +20% 伤害抗性。
隐形手表 热衷者的计时器
Quäckenbirdt Cloak and Dagger
德国鸭表 隐形刺客
Dead Ringer Pictogram info.png  在手持并首次受到伤害后,受到的伤害 -75%,并免疫后续燃烧 3 秒。
Pictogram info.png  被激活后,使用者的获得 65% 伤害抗性,并在 3 秒内持续流失到 20%。
死亡之铃

Update history

2007年9月28日补丁

2010年12月17日补丁 (Australian Christmas)

  • [未记载] Melee weapons no longer deal bullet damage.

2011年2月14日补丁

  • [未记载] Melee weapons no longer count as bullet weapons when accounting for damage vulnerabilities.

See also