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BATTLE BROTHERS WIKI

命中率

Hit Chance

中文译文资料快照 2026-09-18 · 翻译与来源说明

中文译文

命中率指需要进行命中判定的攻击击中目标的概率。普通攻击命中后会造成伤害。

主公式

通用公式如下:

hit chance = skill - defense

其中:

skill = skill * skill multiplier
defense = defense * defense multiplier

这里的“命中”和“防御”分别指近战或远程命中,以及对应的近战或远程防御。具体数值的计算方式见本文相应章节。防御存在收益递减;此外,遭到包围也会降低近战防御。

防御:效果减半

防御超过 50 后,超出部分在命中率计算中只按一半计入:

if defense > 50, then
defense = 50 + (defense - 50) * 0.5

这并不意味着防御超过 50 后就不值得继续提高。恰恰相反,越接近把敌人的命中率压到 5%,每点防御的生存收益就越高。例如,敌人的近战命中为 80,面对近战防御 0 的目标时,命中率就是 80。先投入 40 点防御,从 0 升至 40,才能使命中率减半、生存能力翻倍;之后只需再加 30 点便能再次翻倍(防御 40→70,命中率 40→20),接着只需 20 点(防御 70→90,命中率 20→10),最后仅需 10 点(防御 90→100,命中率 10→5)。因此,尽管超过 50 的防御在计算中减半,继续投入的生存收益仍可能远高于较低防御时。

包围

当一名友军与至少两名敌人相邻时,就会遭到包围。除第一个敌人外,每多一个相邻敌人,受围单位的防御就会进一步降低,让所有攻击者都更容易击中它。

melee defense = melee defense - surround bonus * (adjacent enemies - 1)
包围加成
默认值 = 5
特长/敌人 = -
行尸 10
背刺者 10
以少敌多 5

地势高度差

攻击者高于目标时,命中率获得 +10% 加成;低于目标时,每相差一个高度层级,命中率受到 −10% 惩罚。

无视盾牌的技能

某些技能无视盾牌本身提供的防御加成,但不会无视盾墙的加成。

hit chance = hit chance - shield defense

拥有盾牌精通时,盾牌防御 = 盾牌防御 * 1.25。

无视盾牌的技能
技能 条件
连环抽击
连枷
雹击 连枷精通
鞭打 连枷精通
重砸

射击路径

远程攻击的射线可能被障碍物阻挡。有些障碍物会彻底遮蔽视线,令其后的目标无法选中;另一些只会让目标更难命中,此时障碍物上方会显示一支被盾牌挡住的红色箭头。

攻击被遮挡的目标时,基础上有 75% 的概率被障碍物拦截。“鹰眼”特长将其降低到 50%(乘以 0.66)。未能穿过遮挡时,射击会偏离,并从遮挡预定目标的障碍物中随机选取一个作为新目标。

射击偏离时,命中率受到 −15% 惩罚。越过友军攻击距离为 2 格的目标时,不会被友军挡住。

距离

某些技能的命中率随距离变化,距离以格计。距离 = 1,也就是相邻时,不产生距离修正。

hit chance = hit chance + (distance to target - 1) * hit chance per tile modifier
每格距离的命中率修正
默认值 = 0
技能/特长 - +
瞄准射击 2
快速射击 4
弩矢射击 3
重弩射击 3
投掷飞斧 10
投掷尖刺投球 10
投掷标枪 10
投掷投矛 10

命中率范围

普通攻击的命中率最低为 5%,最高为 95%。

hit chance = max(5, min(95, hit chance))

自动命中

辅助技能必定命中。

hit chance = 100

命中掷骰值

命中掷骰会生成 1 到 100 之间的随机数;若结果低于命中率,攻击便会命中。

hit roll = rand(1, 100)
hit = hit roll <= hit chance

战斗难度

选择初学者战斗难度时,命中掷骰会向玩家有利的方向调整,使玩家更容易击中敌人,敌人更难击中玩家。

player hit roll = hit roll - 5
enemy hit roll = hit roll +5

重新掷骰

若被命中的目标拥有“幸运”特性,则会重新进行一次命中掷骰。

散射

当射击距离 > 2 格且未命中目标时,无论该目标是原定目标还是偏离后的目标,弹射物都可能散射并命中其相邻目标。非玩家控制的攻击者有 25% 的机会触发,但目标身旁不能有攻击者的友军。无论攻击者是否由玩家控制,还须满足下列附加条件之一:

  • 该技能无视盾牌
  • 目标没有盾牌
  • 命中掷骰值 > 命中率 +(盾牌加成 + 盾墙加成)* 2

因此,即使目标持盾,弹射物仍有可能散射。盾牌与盾墙的加成都会计入盾牌精通的影响。

散射后的射击按普通规则判定命中,但不会再次偏离或散射。

暴击

攻击命中后,还会掷骰决定击中的部位。命中头部视为暴击,造成额外伤害。

 critical hit chance = chance to hit head * chance to hit head multiplier
命中头部几率
默认值 = 25
技能/出身/特长 +
雹击 100
鞭打 100
撕咬(行尸) 15
杂耍艺人 5
刽子手 10
在逃杀人犯 10
猎首者(命中后) 100
命中头部几率
默认值 = 25
武器 +
长距离近战武器 5
双手剑(全部) 5
单手连枷(全部) 10
双手连枷(全部) 15
飞斧 5
头部命中率倍率
默认值 = 1
技能 =
恐惧(Terror) 0
破甲刺击 0

防御

防御用于避开攻击:近战防御应对近战攻击,远程防御应对远程攻击。影响防御的因素很多,仅作用于某一类防御的修正列在“近战”或“远程”章节。这里不讨论敌人、背景和等级带来的差异,请参阅对应页面。

特性

特性 + -
自负 5
高大 5
多疑 5
矮小 5

近战

特性 条件 +
步伐稳健 5
滑头 正在撤退 25

远程

特性 +
敏捷 5

特长

特长 条件 +
闪避 max(0, 先攻)
盾牌精通 装备了盾牌 盾牌加成 * 0.25

近战

特长 条件 +
长兵优势 攻击命中 层数 * 5

远程

特长 +
预判 距离 * (1 + 远程防御 * 0.1)(最小为10)

物品

物品 +
盾牌 多种数值

技能

技能 条件 +
盾墙 无盾牌精通 盾牌加成
盾墙 盾牌精通 盾牌加成 * 1.25
盾墙 相邻友军的盾墙 5 * 数量

效果

近战

效果 + -
遭附身 10
狂暴!!! (奇异蘑菇) 15

远程

效果 * -
夜间 0.7
狂暴!!! (奇异蘑菇) 15

伤势

伤势 *
患病 0.75

事件

近战

事件 +
学徒求学 rand(2, 4)
拳斗者传授技艺 rand(1, 2)
战斗操练 rand(0, 2)
流浪骑士与流浪骑士 rand(1, 2)
剑术大师授艺 rand(1, 4)

远程

防御倍率

特性

特性 *
药瘾 0.9

特长

特长 条件 *
孤狼 距离友军4格 1.15

士气

士气 *
斗志昂扬 1.1
动摇 0.9
濒临崩溃 0.8
溃逃 0.7

效果

效果 *
虫群 0.5
被网缠住 0.55
藤蔓缠身 0.65
蛛网缠身 0.5
醉酒 0.75
宿醉 0.9

伤势

伤势 *
面部深切伤 0.75
颅骨骨裂 0.5
严重脑震荡 0.5
膝部残损 0.6

近战

伤势 *
腿部肌肉割伤 0.6
肘部骨裂 0.75
腿部肌肉贯穿伤 0.7
肘关节残损 0.7

地形

地形 *
沼泽 0.75

命中属性

命中属性决定击中目标的机会:近战命中与近战防御相对,远程命中与远程防御相对。影响命中的因素很多,仅作用于某一类命中的修正列在“近战”或“远程”章节。这里不讨论敌人、背景和等级带来的差异,请参阅对应页面。

特性

近战

特性 + -
蛮力 5
笨拙 5
灵巧 5
酒鬼 5

远程

特性 -
酒鬼 10

特长

特长 条件 +
快速适应 未命中 10 * 层数

技能

近战

技能 条件 + -
攻击距离为2格的近战攻击 无精通 15
徒手攻击 1
钩拽 10
穿刺 10
击退 无盾牌精通 25
击退 盾牌精通 40
当头劈斩 5
叉刺 10
破甲刺击 15
逼退 10
回旋斩 斧术精通 10
回旋斩 无斧术精通 15
破裂 5
击碎 战锤精通 5
击碎 无战锤精通 10
挥斩 10
光明使者 10
劈开 未学会剑术精通 5
挥击 未学会剑术精通 5
横扫 连枷精通 10
横扫 无连枷精通 15
挺刺 20
还击架势 剑术精通 0
还击架势 未学会剑术精通 10
缴械 斩刀精通 10
缴械 无斩刀精通 20

远程

技能 +
瞄准射击 10 + 额外命中
快速射击 额外命中
弩矢射击 15
重弩射击 10
投掷飞斧 20
投掷尖刺投球 20
投掷标枪 20
投掷投矛 20

效果

效果 +
遭附身 15

伤势

伤势 *
患病 0.75

事件

近战

远程

命中属性倍率

特性

特性 条件 *
药瘾 0.9
团队协作 攻击友军 0.5

特长

特长 条件 *
孤狼 距离友军4格 1.15

士气

士气 *
斗志昂扬 1.1
动摇 0.9
濒临崩溃 0.8
溃逃 0.7

效果

效果 * -
虫群 0.5
醉酒 0.75
宿醉 0.9
压制 0.1 * 数量

远程

效果 *
夜间 0.7

伤势

伤势 *
手臂骨折 0.5
手指压伤 0.95
手臂割伤 0.85
面部深切伤 0.75
手部骨裂 0.8
颅骨骨裂 0.5
手臂肌肉贯穿伤 0.75
手部贯穿伤 0.8
严重脑震荡 0.5
手部砸伤 0.6
手掌劈裂 0.5
肘关节残损 0.8
断指 0.95

远程

伤势 *
眼眶擦伤 0.5
独眼 0.5

地形

近战

地形 *
沼泽 0.75

英文原文

Hit chance is the probability that an attack using hit chance hits. Regular hits will inflict damage伤害.

Main formula

This is the general formula:

hit chance = skill - defense

With:

skill = skill * skill multiplier
defense = defense * defense multiplier

Skill and Defense refer to either Melee or Ranged Skill and Defense. See their respective sections in this article to calculate values. Defense is subject to diminishing returns. Additionally, being surrounded遭包围 can decrease Melee Defense.

Defense: halved effectiveness

Defense has reduced effectiveness over 50. Each point over this threshold will only give half value for the purpose of calculating hit chance:

if defense > 50, then
defense = 50 + (defense - 50) * 0.5

That, however, does not mean that it is not worth increasing defense past 50. On the contrary, the closer it brings the enemies to 5% hit chance, the greater returns are for each point spent. For example, if an enemy has melee attack 80 (hit chance 80 if melee defense is 0), then it takes 40 points (from 0 to 40) to halve that probability and double the survivability of the defender. Then it takes only 30 more points to double it again (defense 40=>70, hit chance 40=>20), then 20 points (defense 70=>90, hit chance 20=>10) and, finally, only 10 points (defense 90=>100, hit chance 10=>5). Despite the fact that defense is halved over 50, increasing it past that point is nonetheless much more effective than below that threshold.

Surrounding

Surrounding occurs when two or more enemies are adjacent to an ally. Each enemy above the first reduces the defense of the surrounded unit making it easier for everyone to hit it.

melee defense = melee defense - surround bonus * (adjacent enemies - 1)
Surround bonus
default = 5
Perk/Enemy = -
Wiederganger 行尸 10
Backstabber 背刺者 10
Underdog 以少敌多 5

Height level difference

If the attacker is on a tile that's more elevated than his target's a +10% bonus to hit chance is granted. If the attacker is on a tile that is below his target's a −10% penalty to hit chance per level difference is applied.

Skills ignoring shields

Some skills ignore the defense bonus granted by shields. Shieldwall is unaffected.

hit chance = hit chance - shield defense

With Shield Expert, shield defense = shield defense * 1.25.

Skills ignoring shields
Skill Condition
Cascade 连环抽击
Flail
Hail 雹击 Flail Mastery 连枷精通
Lash 鞭打 Flail Mastery 连枷精通
Pound 重砸

Line of fire

The line of fire for ranged attacks can be obstructed by obstacles. Some hinder sight completely making it impossible to select the target they hide. Others just make it more difficult to reach a blocked target. In that case a red arrow blocked by a shield is displayed over the obstacle.

The base hit chance penalty to reach a blocked target is 75%. The Bullseye Perk reduces it to 50% (* 0.66). If this fails the shot goes astray. One among the intended target obstacles is randomly chosen and targeted instead.

If the shot goes astray a −15% penalty to hit chance is applied. Attacks made over allies at a range of 2 tiles are not blocked.

Distance

The hit chance for some skills is modified with distance (in tiles). At distance = 1 (adjacent), hit chance is unmodified.

hit chance = hit chance + (distance to target - 1) * hit chance per tile modifier
Hit chance per tile modifier
default = 0
Skill/Perk - +
Aimed Shot 瞄准射击 2
Quick Shot 快速射击 4
Shoot Bolt 弩矢射击 3
Shoot Heavy Bolt 重弩射击 3
Throw Axe 投掷飞斧 10
Throw Bola 投掷尖刺投球 10
Throw Javelin 投掷标枪 10
Throw Spear 投掷投矛 10

Hit chance range

Hit chance for regular attacks cannot be lower than 5% and cannot go higher than 95%.

hit chance = max(5, min(95, hit chance))

Auto hit

Utility skills will always hit.

hit chance = 100

Hit roll

The hit roll is a random number between 1 and 100. If it is lower than the hit chance the attack hits.

hit roll = rand(1, 100)
hit = hit roll <= hit chance

Combat difficulty

If beginner combat difficulty has been selected all hit rolls are modified in favor of the player making it easier for the player to hit enemies and harder for enemies to hit the player.

player hit roll = hit roll - 5
enemy hit roll = hit roll +5

Reroll

If the target is hit and has the Lucky Trait the hit roll is rolled again (once).

Scatter

Projectiles that miss a target (intended or not) at a distance > 2 tiles can scatter and hit adjacent targets. For attackers other than the player the chance is 25% but no ally must be adjacent to the target. For those attackers as well as player controlled units either one of these additional conditions must be met:

  • the skill ignores shields
  • the target has no shield
  • hit roll > hit chance + (shield + shieldwall bonus) * 2

So even if the target has a shield there's a chance for the projectile to scatter. The shield and Shiedwall bonus take into account Shield Expert.

A scattered shot hits as normal but it cannot go astray or scatter again.

Critical hit

If a target is hit a roll is made to determine what body part is hit. If the head is hit the hit is a critical hit and will do additional damage伤害.

 critical hit chance = chance to hit head * chance to hit head multiplier
Chance to hit head 命中头部概率
default = 25
Skill/BG/Perk +
Hail 雹击 100
Lash 鞭打 100
Bite (Wiederganger) 15
Juggler 杂耍艺人 5
Executioner 刽子手 10
Killer on the Run 在逃杀人犯 10
Head Hunter (after hit) 100
Chance to hit head 命中头部概率
default = 25
Weapon +
Reach melee weapons 5
Two-handed swords (all) 5
One-handed Flails (all) 10
Two-handed Flails (all) 15
Throwing Axes 5
Chance to hit head multiplier
default = 1
Skill =
Terror 0
Puncture 破甲刺击 0

Defense

Defense helps avoid hits. Melee Defense protects against melee attacks while Ranged Defense protects against ranged attacks. Defense is affected by many variables. Modifiers specific to a type are listed under 'Melee' or 'Ranged' sections. Enemies, backgrounds and levels will not be studied here. See the relevant articles.

Trait

Trait + -
Cocky 自负 5
Huge 高大 5
Paranoid 多疑 5
Tiny 矮小 5

Melee

Trait Condition +
Sure Footing 步伐稳健 5
Weasel 滑头 Retreating 25

Ranged

Trait +
Swift 敏捷 5

Perk

Perk Condition +
Dodge 闪避 max(0, initiative)
Shield Expert 盾牌精通 Shield equipped shield bonus * 0.25

Melee

Perk Condition +
Reach Advantage 长兵优势 Attack hit stacks * 5

Ranged

Perk +
Anticipation 预判 distance * (1 + ranged defense * 0.1) (minimum 10)

Item

Item +
Shields various

Skill

Skill Condition +
Shieldwall 盾墙 No Shield Expert shield bonus
Shieldwall 盾墙 Shield Expert 盾牌精通 shield bonus * 1.25
Shieldwall 盾墙 Adjacent Shieldwall 5 * count

Effect

Melee

Effect + -
Possessed 遭附身 10
RAGE!!! (Strange Mushrooms奇异蘑菇) 15

Ranged

Effect * -
Nighttime 夜间 0.7
RAGE!!! (Strange Mushrooms奇异蘑菇) 15

Injury

Injury *
Sick 患病 0.75

Event

Melee

Event +
Apprentice Learns rand(2, 4)
Brawler Teaches rand(1, 2)
Combat Drill rand(0, 2)
Hedge Knight vs Hedge Knight rand(1, 2)
Swordmaster Teaches rand(1, 4)

Ranged

Defense Multiplier

Trait

Trait *
Addict 药瘾 0.9

Perk

Perk Condition *
Lonewolf 4 tiles away from ally 1.15

Morale士气

Morale 士气 *
Confident 1.1
Wavering 0.9
Breaking 0.8
Fleeing 溃逃 0.7

Effect

Effect *
Swarm of Insects 虫群 0.5
Trapped in Net 被网缠住 0.55
Trapped in Vines 藤蔓缠身 0.65
Trapped in Web 蛛网缠身 0.5
Drunk 醉酒 0.75
Hangover 宿醉 0.9

Injury

Injury *
Deep Face Cut 面部深切伤 0.75
Fractured Skull 颅骨骨裂 0.5
Severe Concussion 严重脑震荡 0.5
Broken Knee 膝部残损 0.6

Melee

Injury *
Cut Leg Muscles 腿部肌肉割伤 0.6
Fractured Elbow 肘部骨裂 0.75
Pierced Leg Muscles 腿部肌肉贯穿伤 0.7
Broken Elbow Joint 肘关节残损 0.7

Terrain

Terrain *
Swamp 沼泽 0.75

Skill (accuracy)

Skill increases chance to hit. Melee skill targets melee defense while ranged skill targets ranged defense. Skill is affected by many variables. Modifiers specific to a type are listed under 'Melee' or 'Ranged' sections. Enemies, backgrounds and levels will not be studied here. See the relevant articles.

Trait

Melee

Trait + -
Brute 蛮力 5
Clumsy 笨拙 5
Dexterous 灵巧 5
Drunkard 酒鬼 5

Ranged

Trait -
Drunkard 酒鬼 10

Perk

Perk Condition +
Fast Adaptation 快速适应 Miss 10 * stacks

Skill

Melee

Skill Condition + -
2 tiles melee attack No mastery 15
Hand-to-Hand Attack 徒手攻击 1
Hook 钩拽 10
Impale 穿刺 10
Knock Back 击退 No Shield Expert 25
Knock Back 击退 Shield Expert 盾牌精通 40
Overhead Strike 当头劈斩 5
Prong 叉刺 10
Puncture 破甲刺击 15
Repel 逼退 10
Round Swing 回旋斩 Axe Mastery 斧术精通 10
Round Swing 回旋斩 No Axe Mastery 15
Rupture 破裂 5
Shatter 击碎 Hammer Mastery 战锤精通 5
Shatter 击碎 No Hammer Mastery 10
Slash 挥斩 10
Lightbringer 光明使者 10
Split 劈开 No Sword Mastery 5
Swing 挥击 No Sword Mastery 5
Thresh 横扫 Flail Mastery 连枷精通 10
Thresh 横扫 No Flail Mastery 15
Thrust 挺刺 20
Riposte 还击架势 Sword Mastery 剑术精通 0
Riposte 还击架势 No Sword Mastery 10
Disarm 缴械 Cleaver Mastery 斩刀精通 10
Disarm 缴械 No Cleaver Mastery 20

Ranged

Skill +
Aimed Shot 瞄准射击 10 + additional accuracy
Quick Shot 快速射击 additional accuracy
Shoot Bolt 弩矢射击 15
Shoot Heavy Bolt 重弩射击 10
Throw Axe 投掷飞斧 20
Throw Bola 投掷尖刺投球 20
Throw Javelin 投掷标枪 20
Throw Spear 投掷投矛 20

Effect

Effect +
Possessed 遭附身 15

Injury

Injury *
Sick 患病 0.75

Event

Melee

Ranged

Skill (accuracy) multiplier

Trait

Trait Condition *
Addict 药瘾 0.9
Team Player 团队协作 Attacking ally 0.5

Perk

Perk Condition *
Lonewolf 4 tiles away from ally 1.15

Morale士气

Morale 士气 *
Confident 1.1
Wavering 0.9
Breaking 0.8
Fleeing 溃逃 0.7

Effect

Effect * -
Swarm of Insects 虫群 0.5
Drunk 醉酒 0.75
Hangover 宿醉 0.9
Overwhelm 压制 0.1 * count

Ranged

Effect *
Nighttime 夜间 0.7

Injury

Injury *
Broken Arm 手臂骨折 0.5
Crushed Finger 手指压伤 0.95
Cut Arm 手臂割伤 0.85
Deep Face Cut 面部深切伤 0.75
Fractured Hand 手部骨裂 0.8
Fractured Skull 颅骨骨裂 0.5
Pierced Arm Muscles 手臂肌肉贯穿伤 0.75
Pierced Hand 手部贯穿伤 0.8
Severe Concussion 严重脑震荡 0.5
Smashed Hand 手部砸伤 0.6
Split Hand 手掌劈裂 0.5
Broken Elbow Joint 肘关节残损 0.8
Missing Finger 断指 0.95

Ranged

Injury *
Grazed Eye Socket 眼眶擦伤 0.5
Missing Eye 独眼 0.5

Terrain

Melee

Terrain *
Swamp 沼泽 0.75