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BATTLE BROTHERS WIKI

伤害

Damage

中文译文资料快照 2026-09-18 · 翻译与来源说明

中文译文

最终计算公式见生命值伤害一节。
简化公式见战斗机制中的伤害一节。

游戏分两步计算伤害:先计算所用技能造成的伤害,再计算目标实际承受的伤害。为便于理解,本文也按这两个步骤说明。以下是部分公式中所用术语的定义:

rand(x,y) = a random number between x and y
min(x,y) = the minimum between x and y
max(x,y) = the maximum between x and y

每个变量都有默认值,可受一项或多项修正影响。修正方式包括乘法(*)、加法(+)、减法(-)或直接设为新值(=)。本页列出了游戏中可使用的全部技能。

造成伤害

身体伤害倍率

默认数值
身体部位 =
身体 1
头部 1.5
技能 身体部位 +
劈砍 头部 0.5
蛮力 头部 0.15

伤害倍率

默认数值
攻击类型 =
近战 1
远程 1

技能

技能 * × 公式
连环抽击 0.33
雹击 0.33
击晕 0.5
突刺 min(2, 2 * max(0, 先攻 / 175))
破甲刺击 + 双手握持 0.8
重击击晕 0.5

出身

出身 条件 *
拳斗者 拳头 2

效果

效果 *
蘑菇 1.25
恍惚 0.65
杀戮狂热 1.25
矛墙 0.5
蛛网 0.5

伤势

伤势 *
手臂骨折 0.5
臂腱割伤 0.6
肩部受伤 0.75
肩部劈裂 0.5

特长

特长 条件 *
刽子手 受伤 1.2
毁灭打击 1.2
投掷精通 距离 < 3 1.4
投掷精通 距离 = 3 1.2

特殊

技能 条件 *
双手握持 近战,副手空置 1.25
远程 射击偏离目标 0.75

特性

特性 条件 *
高大 近战 1.1
矮小 近战 0.85
酒鬼 1.1

势力

敌人 =
兽人青年 1.15
兽人狂战士 1.2
兽人战士 1.15
兽人军阀 1.35
征服者 1.35
陨落叛徒 1.25
狂暴恐狼 1.2
敌人 条件 +
林德蠕龙 第170天及以后 0.1
兽人狂战士 第190天及以后 0.1
兽人军阀 第200天及以后 0.1
兽人战士 第200天及以后 0.1
巨魔 第90天及以后 0.1
陨落英雄 第100天及以后 0.1
披甲行尸 第100天及以后 0.1

常规伤害

= rand(min regular damage, max regular damage)
* regular damage multiplier
* damage multiplier

最小与最大常规伤害

默认数值见武器。

技能 + + 公式
重棒击 20
当头劈斩 20
重砸 20
重劈 20
狂战之怒 1 * 层数

常规伤害倍率

角色系数 = 1(默认)
技能 * + 公式
瞄准射击 1.1
摧毁护甲 0
斩首 1 - 生命值 / 生命值上限
粉碎护甲 0
劈身(第二次攻击) 0.5

护甲伤害

= rand(min regular damage, max regular damage)
* armor damage multiplier
* damage multiplier

护甲伤害倍率

数值见武器。

技能 条件 * +
摧毁护甲 战锤精通 2
摧毁护甲 1.5
粉碎护甲 战锤精通 2
粉碎护甲 1.5
拳头 0.5
破甲刺击 0
劈身 0.5
碎甲打击 0.2

穿甲伤害

= damage direct multiplier
* (direct damage multiplier + direct damage addend)

结果是伤害倍率,而非具体伤害数值。

穿甲伤害倍率

角色系数 = 1(默认)
敌人 条件 = *
地精伏击手 低阶(较弱版本) 1
地精伏击手 1.4
地精伏击手 第200天及以后 1.5
地精游击兵 低阶(较弱版本) 1
地精游击兵 1.25
地精督军 1.1
地精狼骑兵 1.25
神射手 1.25
巨蛛 蛛网缠身 2

穿甲伤害倍率

默认数值见武器页面。部分技能和特长可以改变武器数值。

穿甲伤害似乎完全由武器技能决定,武器文件中的穿甲伤害修正仅用于界面显示。例如,尖头棒的武器说明标注穿甲比例为 25%,但实际使用挺刺时为 25%,使用击晕时为 40%。早期版本可能采用过不同规则。

穿甲伤害加算值

角色 = 0(默认)
敌人/技能 条件 +
巨蛛 第30天及以后 0.05
决斗家 副手空置 0.25

疲劳伤害

= 5 * fatigue damage multiplier

疲劳伤害倍率

角色系数 = 1(默认)
技能 +
棒击 2
重棒击 4
击晕 2
重击击晕 4

最低伤害

角色 = 0(默认)
技能 =
猛击 10
摧毁护甲 10
粉碎护甲 10

次生伤害

次生伤害会忽略护甲,专门损伤护甲的酸液等效果除外;同类效果重复施加时可以叠加。与攻击伤害一样,次生伤害也可以被抵抗,详见承受伤害一节,但轻灵无法抵御它。战斗结束后,所有这类效果都会移除。

持续伤害

流血

斩刀类的劈斩、锯齿长枪的破裂和鞭子的鞭击都能造成流血,每回合造成 5 点伤害,持续 2 回合;拥有易流血特质时持续 3 回合。鞭击会施加 2 层流血。学习斩刀精通后,劈斩与鞭击的每层流血伤害提高至 10 点。攻击至少造成 6 点生命值伤害,才会触发流血。

部分暂时伤势会在受伤的这场战斗中持续造成类似流血的伤害:颈部擦伤每回合造成 1 点伤害,动脉割伤造成 3 点。这两种伤势和其他流血效果都可用绷带的急救技能处理。亡灵免疫流血。

毒素

地精伏击者和巨蛛都会使用毒,但只有巨蛛的毒会造成伤害。类似流血,攻击至少造成 7 点生命值伤害才会施加蛛毒。蛛毒每回合造成 5 点伤害,持续 3 回合;拥有体弱多病特质时持续 4 回合。淬毒油的机制略有不同。巨蛛、亡灵和部分其他怪物免疫这一效果。

酸液

近身攻击林德蠕龙并造成超过 10 点伤害,或被酸液瓶命中时,护甲会沾上酸液。酸蚀持续 3 回合,每回合损失当前身体护甲和头部护甲耐久的 10%;酸液瓶造成的身体护甲损耗为 20%,头部护甲损耗为 4%。林德蠕龙免疫这一效果。装有林德蠕龙鳞披风护甲附件的身体护甲,以及林德蠕龙护甲和林德蠕龙战盔,也不会受到影响。

圣水

参见圣水瓶。

其他

跌落伤害

驱退或击退类技能将目标从高处推落时,会造成坠落伤害,每层高度差造成 10 点伤害。

咒缚

施加诅咒者受到的伤害会同步转移给受诅咒者。

梦魇

梦魇使用的这一技能采用特殊伤害公式。

max(5, 25 - Resolve * 0.25)

承受伤害

身体伤害倍率

特长 =
钢铁额骨 1

伤害倍率

   = total damage multiplier
   * melee damage multiplier
OR * ranged damage multiplier

总伤害倍率

角色系数 = 1(默认)
物品/技能/敌人 = * - × 公式
骨板护层 0
狂战之怒 max(0.3, 1 - 0.02 * 层数)
不屈 0.5
被附身的亡灵 0.75
树妖(持盾) 0.3

近战伤害倍率

物品 *
角质甲片 0.9

远程伤害倍率

物品 *
巨魔毛皮披风 0.8

常规伤害

= regular damage (dealt)
* regular damage multiplier
* damage multiplier

常规伤害倍率

角色系数 = 1(默认)
特长 条件 *
轻灵 直接攻击 概率
种族抗性
敌人 技能 *
梦魇 瞄准射击、快速射击、弩矢射击或重弩矢射击 0.1
梦魇 投掷标枪 0.25
梦魇 破甲刺击、挺刺、刺击、穿刺、破裂、突刺 0.5
梦魇 战犬或狼的撕咬 0.33
树妖 瞄准射击、快速射击、弩矢射击或重弩矢射击 0.25
树妖 投掷标枪 0.5
骷髅 瞄准射击、快速射击、弩矢射击或重弩矢射击 0.1
骷髅 投掷标枪 0.25
骷髅 破甲刺击、挺刺、刺击、穿刺、破裂、突刺 0.5

护甲伤害

= min(
  armor,
  armor damage (dealt)
  * armor damage multiplier
  * damage multiplier)

护甲伤害倍率

角色系数 = 1(默认)
敌人/特长 = × 公式
陨落叛徒 0.75
久经战阵 1 - 护甲 * 0.05 * 0.01

疲劳伤害

= fatigue damage (dealt)
* fatigue effect multiplier
* fatigue damage multiplier

疲劳影响倍率

默认值为1
敌人 = *
亡灵 0

疲劳伤害倍率

角色系数 = 1(默认)
=

生命值伤害

= (regular damage
* direct damage (dealt)
* direct damage multiplier
- armor * armor direct damage mitigation multiplier

并且,当护甲被摧毁或造成的穿甲伤害系数 = 1 时:

+ regular damage * (1 - direct damage (dealt) * direct damage multiplier)
- armor damage)

最后,将最终修正应用于整体结果。

* body damage multiplier

注意,每一步的数值都不能为负。若伤害 < 造成伤害的最低值,则伤害 = 造成伤害的最低值。

穿甲伤害倍率

角色系数 = 1(默认)
物品 *
附加毛皮衬垫 0.66

护甲对穿甲伤害的减免倍率

角色 = 0.1(默认)

示例

情形1

角色、技能与装备

“野兽”西古尔德攻击一名强盗劫掠者。

西古尔德使用以下技能、特长和特性:

  • 高大
  • 当头劈斩(普通巨剑)
  • 杀戮狂热
  • 蛮力

本例的测试对象是一名倒霉的强盗劫掠者,装备如下:

  • 破旧罩衣(55耐久)
  • 头巾(20耐久)

伤害

西格德用当头劈斩攻击劫掠者,命中了头部!
body damage multiplier = 1.5 + 0.15 = 1.65 (no Steel Brow)

当头劈斩有+ 20点常规伤害!
regular damage range is 105 - 125

西格德的基础伤害掷骰结果为 125!他拥有高大特质,并处于杀戮狂热状态!
regular damage = 125 * 1.1 * 1.25 = 171

西古尔德掷出了105点护甲伤害!
armor damage = 105 * 1.1 * 1.25 = 144

头巾已彻底损毁!
damage = 171 * 0.25 (direct damage) + 171 * (1 - 0.25) - 20 (armor damage) = 151

这是一次暴击!
damage = 151 * 1.65 = 249

这名弱小的劫掠者只有 75 点生命值!他的头颅飞了出去,“野兽”西格德高高兴兴地又添了一件收藏。

情形2

角色、技能与装备

“鲁莽者”奥拉夫一如既往地惹上了大麻烦,遭到一名兽人青年的攻击。

奥拉夫的生命值上限为 100,目前剩余 60;装备和技能如下:

  • 加固长身锁甲(210耐久),附加毛皮衬垫
  • 不屈
  • 久经战阵

兽人青年使用以下技能:

  • 斩首(断头斩刀)
  • 双手握持

伤害

兽人青年用斩首命中了奥拉夫的身体!
body damage multiplier = 1

断头斩刀的伤害范围为 40 - 70,兽人青年的基础伤害掷骰结果为 60!他使用斩首,拥有双手握持效果和种族伤害加成!
regular damage dealt = 60 * (1 + 1 - 60/100) * 1.25 * 1.15 = 120

兽人青年掷出了70点护甲伤害!
armor damage dealt = 70 * 1.1 * 1.25 * 1.15 = 110

奥拉夫处于不屈状态!
regular damage received = 120 * 0.5 = 60

奥拉夫还拥有久经战阵!
armor damage received = 110 * 0.5 * (1 - 210 * 0.05 * 0.01) = 49

奥拉夫的加固长身锁甲剩余 161 点耐久,而且装有附加毛皮衬垫!
damage = 60 * 0.25 (direct damage) * 0.66 - 161 * 0.1 = 0 (−6.2)

“鲁莽者”奥拉夫这次活了下来!希望他终有一天能明白自己为何会得到这个绰号。

情形3

角色、技能与装备

格布哈德攻击一只体型1的沙魔。

格布哈德使用以下技能:

  • 劈身(劈人巨斧)

这是一只普通的小型沙魔:

  • 它有110点生命值
  • 它的身体和头部都拥有天然护甲,耐久为 110。
  • 沙魔没有头部,因此所有攻击都必定命中其身体。

伤害

格布哈德用劈身命中了沙魔的身体!
body damage multiplier = 1

劈人巨斧的伤害范围为 90 - 120,格布哈德的基础伤害掷骰结果为 120!
regular damage dealt = 120

格布哈德的护甲伤害掷骰结果为 110!劈人巨斧对护甲造成 160% 伤害!
armor damage dealt = 110 * 1.6 = 176

沙魔的天然护甲受到 176 点伤害并被摧毁!但护甲原本只有 110 点耐久,因此实际扣除的护甲值也只有这么多。沙魔随后承受穿甲伤害:劈人巨斧有 40% 的伤害可以穿透护甲!
direct damage = 120 * 0.4 = 48

由于护甲已归零,游戏会继续计算额外伤害!
additional damage = 120 (regular damage (dealt) * (1 - 0.4 (direct damage)) - 110 (armor damage (taken)) = -38

若这一计算结果为负,游戏不会据此扣减已有伤害,因此沙魔承受 48 点生命值伤害。劈身还会造成第二段伤害,并单独掷骰!这段攻击通常命中头部,但沙魔没有头部,因此会再次命中已经没有护甲的身体。劈身第二段攻击的部位伤害倍率始终为 1,即使命中头部也是如此。
body damage multiplier = 1

格布哈德再次掷出 120 点基础伤害,不过第二段攻击的伤害会减半。
regular damage dealt = 120 * 0.5

由于目标已没有护甲,护甲伤害掷骰不会影响结果。沙魔承受穿甲伤害!
direct damage = 60 * 0.4 = 24

由于护甲已归零,游戏会继续计算额外伤害!
additional damage = 60 (regular damage (dealt) * (1 - 0.4 (direct damage)) - 0 (armor damage (taken)) = 36

沙魔在第二段攻击中受到 60 点伤害,本次攻击合计造成 108 点伤害。它剩下 2 点生命值,仍然存活,接下来很可能再次合体。

英文原文

For the end formula, see the Hitpoints Damage section
For a simplified formula, see the Damage伤害 section in Combat Mechanics

The game calculates damage in two steps. First the damage dealt by the skill used. Then the damage received by the target. For the sake of clarity this article is divided accordingly. This is a definition of the terms used in some of the formulas:

rand(x,y) = a random number between x and y
min(x,y) = the minimum between x and y
max(x,y) = the maximum between x and y

Each variable has a default value that can be modified by one or several modifiers. The value can be multiplied (*), added (+), subtracted (-) or a new value can be set (=). This page lists all usable skills in the game.

Damage Dealt造成伤害

Body Damage Multiplier

Default Values
Body Part =
Body 躯干 1
Head 头部 1.5
Skill Body Part +
Chop 劈砍 Head 头部 0.5
Brute 蛮力 Head 头部 0.15

Damage Multiplier

Default Values
Attack Type =
Melee 1
Ranged 1

Skill

Skill * * Formula
Cascade 连环抽击 0.33
Hail 雹击 0.33
Knock Out 击晕 0.5
Lunge 突刺 min(2, 2 * max(0, Initiative / 175))
Puncture + Double Grip 0.8
Strike Down 重击击晕 0.5

Background

Background Condition *
Brawler 拳斗者 Fists 2

Effect

Effect *
Mushrooms蘑菇 1.25
Dazed 恍惚 0.65
Killing Frenzy 杀戮狂热 1.25
Spearwall 矛墙 0.5
Web 0.5

Injury

Injury *
Broken Arm 手臂骨折 0.5
Cut Arm Sinew 臂腱割伤 0.6
Injured Shoulder 肩部受伤 0.75
Split Shoulder 肩部劈裂 0.5

Perk

Perk Condition *
Executioner 刽子手 Injured 1.2
Devastating Strikes 毁灭打击 1.2
Throwing Mastery 投掷精通 Distance < 3 1.4
Throwing Mastery 投掷精通 Distance = 3 1.2

Special

Skill Condition *
Double Grip 双手握持 Melee, off-hand free 1.25
Ranged Shot goes astray 0.75

Trait

Trait Condition *
Huge 高大 Melee 1.1
Tiny 矮小 Melee 0.85
Drunkard 酒鬼 1.1

Faction

Enemy 敌人 =
Orc Young 兽人青年 1.15
Orc Berserker 兽人狂战士 1.2
Orc Warrior 兽人战士 1.15
Orc Warlord 兽人军阀 1.35
The Conqueror 征服者 1.35
Fallen Betrayer 陨落叛徒 1.25
Frenzied Direwolf 1.2
Enemy 敌人 Condition +
Lindwurm 林德蠕龙 Day 170+ 0.1
Orc Berserker 兽人狂战士 Day 190+ 0.1
Orc Walord Day 200+ 0.1
Orc Warrior 兽人战士 Day 200+ 0.1
Unhold 巨魔 Day 90+ 0.1
Fallen Hero 陨落英雄 Day 100+ 0.1
Armored Wiederganger 披甲行尸 Day 100+ 0.1

Regular Damage

= rand(min regular damage, max regular damage)
* regular damage multiplier
* damage multiplier

Min & Max Regular Damage

See Weapons for default values.

Skill + + Formula
Cudgel 20
Overhead Strike 当头劈斩 20
Pound 重砸 20
Smite 重劈 20
Berserker Rage 狂战之怒 1 * stacks

Regular Damage Multiplier

Character = 1 (default)
Skill * + Formula
Aimed Shot 瞄准射击 1.1
Destroy Armor 摧毁护甲 0
Decapitate 斩首 1 - HP / max HP
Demolish Armor 粉碎护甲 0
Split Man (second attack) 0.5

Armor Damage

= rand(min regular damage, max regular damage)
* armor damage multiplier
* damage multiplier

Armor Damage Multiplier

See Weapons for values.

Skill Condition * +
Destroy Armor 摧毁护甲 Hammer Mastery 战锤精通 2
Destroy Armor 摧毁护甲 1.5
Demolish Armor 粉碎护甲 Hammer Mastery 战锤精通 2
Demolish Armor 粉碎护甲 1.5
Fists 0.5
Puncture 破甲刺击 0
Split Man 劈身 0.5
Sundering Strikes 碎甲打击 0.2

Direct Damage

= damage direct multiplier
* (direct damage multiplier + direct damage addend)

The result is a multiplier not an amount of damage.

Damage Direct Multiplier

Character = 1 (default)
Enemy 敌人 Condition = *
Goblin Ambusher 地精伏击手 Low (weak version) 1
Goblin Ambusher 地精伏击手 1.4
Goblin Ambusher 地精伏击手 Day 200+ 1.5
Goblin Skirmisher 地精游击兵 Low (weak version) 1
Goblin Skirmisher 地精游击兵 1.25
Goblin Overseer 地精督军 1.1
Goblin Wolfrider 地精狼骑兵 1.25
Master Archer 神射手 1.25
Webknecht 巨蛛 Webbed 2

Direct Damage Multiplier

See Weapons for default values. Some skills and perks can modify the weapon value.

It seems that direct damage is solely determined by weapon skills. Direct damage modifiers within weapon files are used solely for UI purposes. This means that for example a Goedendag will ignore 25% of armor when using Thrust and 40% when using Knock-Out, although the weapon descriptions states it as ignoring 25% of armor. Possibly, this used to be different.

Direct Damage Addend

Character = 0 (default)
Enemy/Skill Condition +
Webknecht 巨蛛 day 30+ 0.05
Duelist 决斗家 Off-hand free 0.25

Fatigue Damage

= 5 * fatigue damage multiplier

Fatigue Damage Multiplier

Character = 1 (default)
Skill +
Bash 棒击 2
Cudgel 4
Knock Out 击晕 2
Strike Down 重击击晕 4

Minimum Damage

Character = 0 (default)
Skill =
Batter 猛击 10
Destroy Armor 摧毁护甲 10
Demolish Armor 粉碎护甲 10

Secondary Damage

Secondary damage ignores armor (unless it specifically targets it like acid). It stacks if applied multiple times. As damage from attacks it can be resisted (see the Damage Received承受伤害 section) but Nimble does not protect against it. All effects are removed after combat.

Damage over Time

Bleeding流血

Bleeding is caused by Cleavers Cleave Skill, Jagged Pike锯齿长枪 Rupture Skill and Whips Whip Skill for 5 damage (2 stacks of Bleed for Whips) over 2 turns (3 with the Bleeder Trait). The damage is increased to 10 for Cleave and Whip Skills with the Cleaver Mastery. The minimum (hitpoints) damage necessary for the effect to occur at all is 6.

Some 一些Temporary Injuries cause bleeding like damage for the duration of the battle when they were sustained. Grazed Neck deals 1 damage per turn and Cut Artery deals 3. Both these Injuries as well as any bleeding can be cured with Bandages绷带 First Aid Skill. Undead are immune to bleeding.

Poison毒素

Poison is used by Goblin Ambushers and Webknechts. But only Webknechts poison inflicts damage. Like bleeding, poison is only applied if 7 or more (hitpoints) damage has been dealt. The spider poison deals 5 damage per turn for 3 turns (4 with the Ailing Trait). Poisoned Oil淬毒油 works a bit differently. Webknechts, Undead and some other monsters are immune to the effect.

Acid

Acid is sprayed over armor when hitting an adjacent Lindwurm for more than 10 damage or by being hit with an Acid Flask酸液瓶. The acidic effect lasts 3 turns and removes 10% of current body (20% with the flask) and head armor (4% with the flask) durability. Lindwurms are immune to the effect. A body armor with the Lindwurm Scale Cloak Armor Attachment is unaffected by it. The Lindwurm Armor and Lindwurm Helmet are also unaffected.

Blessed Water

See Flask of Blessed Water圣水瓶.

Miscellaneous

Falling Damage

This occurs when being pushed down from a height by skills that repel or knock targets back. The damage equals 10 per level difference.

Hex咒缚

The damage taken by the caster of the hex is mirrored.

Nightmare梦魇

This skill is used by Alps follows a special formula for damage.

max(5, 25 - Resolve * 0.25)

Damage Received承受伤害

Body Damage Multiplier

Perk =
Steel Brow 钢铁额骨 1

Damage Multiplier

   = total damage multiplier
   * melee damage multiplier
OR * ranged damage multiplier

Total Damage Multiplier

Character = 1 (default)
Item/Skill/Enemy = * - * Formula
Bone Platings 0
Berserker Rage 狂战之怒 max(0.3, 1 - 0.02 * stacks)
Indomitable 不屈 0.5
Possessed Undead 0.75
Schrat (shielded) 0.3

Melee Damage Multiplier

Item *
Horn Plate 角质甲片 0.9

Ranged Damage Multiplier

Item *
Unhold Fur Cloak 巨魔毛皮披风 0.8

Regular Damage

= regular damage (dealt)
* regular damage multiplier
* damage multiplier

Regular Damage Multiplier

Character = 1 (default)
Perk Condition *
Nimble 轻灵 Direct attack chance
Racial Resistances
Enemy 敌人 Skills *
Alp 梦魇 Aimed or Quick Shot, Shoot Bolt or Heavy Bolt 0.1
Alp 梦魇 Throw Javelin 投掷标枪 0.25
Alp 梦魇 Puncture, Thrust, Stab, Impale, Rupture, Lunge 0.5
Alp 梦魇 Wardog or Wolf Bite 0.33
Schrat 树妖 Aimed or Quick Shot, Shoot Bolt or Heavy Bolt 0.25
Schrat 树妖 Throw Javelin 投掷标枪 0.5
Skeleton Aimed or Quick Shot, Shoot Bolt or Heavy Bolt 0.1
Skeleton Throw Javelin 投掷标枪 0.25
Skeleton Puncture, Thrust, Stab, Impale, Rupture, Lunge 0.5

Armor Damage

= min(
  armor,
  armor damage (dealt)
  * armor damage multiplier
  * damage multiplier)

Armor Damage Multiplier

Character = 1 (default)
Enemy/Perk = * Formula
Fallen Betrayer 陨落叛徒 0.75
Battle Forged 久经战阵 1 - armor * 0.05 * 0.01

Fatigue Damage

= fatigue damage (dealt)
* fatigue effect multiplier
* fatigue damage multiplier

Fatigue Effect Multiplier

Default is 1
Enemy 敌人 = *
Undead 亡灵 0

Fatigue Damage Multiplier

Character = 1 (default)
=

Hitpoints Damage

= (regular damage
* direct damage (dealt)
* direct damage multiplier
- armor * armor direct damage mitigation multiplier

and if armor is destroyed or direct damage (dealt) = 1

+ regular damage * (1 - direct damage (dealt) * direct damage multiplier)
- armor damage)

and the last modifier is applied to the whole

* body damage multiplier

Note than none of the values in each step can be negative. If damage < damage minimum (dealt), damage = damage minimum (dealt).

Direct Damage Multiplier

Character = 1 (default)
Item *
Additional Fur Padding 附加毛皮衬垫 0.66

Armor Direct Damage Mitigation Multiplier

Character = 0.1 (default)

Examples

Case 1

Actors, Skills & Equipment

Sigurd the Beast attacks a Brigand Raider.

Sigurd uses the following skills, perks, traits:

  • Huge高大
  • Overhead Strike (common Greatsword)
  • Killing Frenzy杀戮狂热
  • Brute蛮力

Our guinea pig is a poor Brigand Raider with the following equipment:

  • Ragged surcoat (55 durability)
  • Headscarf (20 durability)

Damage伤害

Sigurd attacks the Raider with Overhead Strike and hits the head!
body damage multiplier = 1.5 + 0.15 = 1.65 (no Steel Brow)

Overhead Strike has + 20 regular damage!
regular damage range is 105 - 125

Sigurd rolls 125 on regular damage! He is Huge and is under a Killing Frenzy!
regular damage = 125 * 1.1 * 1.25 = 171

Sigurd rolls 105 on armor damage!
armor damage = 105 * 1.1 * 1.25 = 144

The headscarf is utterly destroyed!
damage = 171 * 0.25 (direct damage) + 171 * (1 - 0.25) - 20 (armor damage) = 151

It's a critical hit!
damage = 151 * 1.65 = 249

Our puny Raider only has 75 hitpoints! His head flies in the air and Sigurd the Beast gleefully adds it to his collection!

Case 2

Actors, Skills & Equipment

Olaf the Reckless has put himself in deep trouble as usual and is attacked by an Orc Young.

Olaf has 60 hitpoints left of 100 and has the following equipment and skills:

  • Reinforced Mail Hauberk (210 durability) with Additional Fur Padding
  • Indomitable不屈
  • Battle Forged久经战阵

The Orc Young uses the following skills:

  • Decapitate (Head Chopper)
  • Double Grip双手握持

Damage伤害

The Orc Young hits Olaf's body with Decapitate!
body damage multiplier = 1

Head Chopper has a range of 40 - 70 and the Orc Young rolls 60 on regular damage! He uses Decapitate, has Double Grip and a racial bonus!
regular damage dealt = 60 * (1 + 1 - 60/100) * 1.25 * 1.15 = 120

The Orc Young rolls 70 on armor damage!
armor damage dealt = 70 * 1.1 * 1.25 * 1.15 = 110

Olaf is under Indomitable!
regular damage received = 120 * 0.5 = 60

Olaf also has Battle Forged!
armor damage received = 110 * 0.5 * (1 - 210 * 0.05 * 0.01) = 49

Olaf's Reinforced Mail Hauberk is left with 161 durability! Olaf's armor has Additional Fur Padding!
damage = 60 * 0.25 (direct damage) * 0.66 - 161 * 0.1 = 0 (−6.2)

Olaf the Reckless makes it this time! Hopefully he'll eventually learn the meaning of his surname!

Case 3

Actors, Skills & Equipment

Gebhard attacks a Size 1 Ifrit.

Gebhard uses the following skill:

  • Split Man (Man Splitter)

The Ifrit is a regular small ifrit:

  • It has 110 hitpoints
  • It has natural armor on body and head (110 durability)
  • Being an ifrit, it has no head, and all attacks always hit its body

Damage伤害

Gebhard hits the Ifrit's body with Split Man!
body damage multiplier = 1

Man Splitter has a range of 90 - 120 and Gebhard rolls 120 on regular damage!
regular damage dealt = 120

Gebhard rolls 110 on armor damage! Man Splitter deals 160% damage to armor!
armor damage dealt = 110 * 1.6 = 176

The Ifrit's natural armor is hit for 176 damage and is destroyed! But the armor's durability was 110 which is less, and it is the actual taken damage. The Ifrit takes direct damage! Man Splitter deals 40% damage through armor!
direct damage = 120 * 0.4 = 48

Since the armor is zero, the game calculates additional damage!
additional damage = 120 (regular damage (dealt) * (1 - 0.4 (direct damage)) - 110 (armor damage (taken)) = -38

The game does not decrease damage when the number is negative, so the Ifrit takes 48 damage to hitpoints. Split Man deals a second damage instance with separate rolls! This attack would normally hit the head, but ifrits have none, and it hits its armorless body instead! Body part damage modifier of the second attack of Split Man is always set to 1, even when it hits the head.
body damage multiplier = 1

Gebhard rolls 120 on regular damage again! However its damage is halved.
regular damage dealt = 120 * 0.5

Since there is no armor, armor damage roll does not matter and will not affect anything. The Ifrit takes direct damage!
direct damage = 60 * 0.4 = 24

Since the armor is zero, the game calculates additional damage!
additional damage = 60 (regular damage (dealt) * (1 - 0.4 (direct damage)) - 0 (armor damage (taken)) = 36

Ifrit takes 60 damage from the second part of the attack, and total 108 damage from it. It survives with 2 hitpoints and will probably merge again.