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Weapon Stats for PLAYERUNKNOWN's BATTLEGROUNDS/zh

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Icon weapon Molotov.png

以下是绝地求生中所有武器的已知统计数据。

注:由于Bluehole没有公布枪支的官方武器数据,所以没有一个网站拥有100%准确的武器统计数据。每个网站都有数百个不同的电子表格和数字。大多数网站都是通过私人测试来记录数据的,有些网站甚至不包括脚/射程。在记录数据时,没有人知道测试是否一致。简而言之,没有人知道确切的数字,但是这些数据接近实际值。

  • Q: 与Xbox和手机版的统计数据相比,有什么不同?
A: 所有平台的武器伤害基本相同,但在Xbox和手机版,基于后坐力等的伤害较低。在Xbox/手机游戏中瞄准是很困难的,所以PUBG通过降低一些数值让玩家更容易控制/瞄准武器。
  • Q: 我可以在哪里看到哪些武器最近更新了?
A: 见更新

统计数据[edit | edit source]

伤害[edit | edit source]

Click here for an explanation of these stats.
Image Name DMG SPD PWR BDMG 0 BDMG 1 BDMG 2 BDMG 3 HDMG 0 HDMG 1 HDMG 2 HDMG 3
Icon weapon M762.png Beryl M762/zh 46 715 m/s 10,000 46 32.90 28.20 21.10 110.40 77.30 66.20 49.70

子弹散播[edit | edit source]

Click here for an explanation of these stats.
Image Name Spread Base Aim Mod ADS Mod Fire Base Crouch Mod Prone Mod Walk Mod Run Mod Jump Mod
Icon weapon M762.png Beryl M762/zh

偏移[edit | edit source]

Click here for an explanation of these stats.
Image Name Base Base Aim Base ADS Recoil Gain Recoil Gain Aim Recoil Gain ADS Max Limit Move Modifier Velocity Reference Crouch Mod Prone Mode
Icon weapon M762.png Beryl M762/zh 3.1 1.4 0.02 1.4 0.9 0.022 8 3.5 300

后坐力[edit | edit source]

Click here for an explanation of these stats.
Image Name Vert Clamp Vert Speed Recovery Clamp Recovery Max Recovery Mod HOR Speed HOR Tendency Left Max Right Max Recoil Speed Recovery Speed Pattern Scale Value Climb Value Fall Crouch Mod Prone Mod
Icon weapon M762.png Beryl M762/zh 15 4.5 2 0.55 10 8.2 0.7 2.15 0.88 0.7

综合[edit | edit source]

Click here for an explanation of these stats.
Image Name Sway Pitch Sway Yaw Sway Movement Crouch Mod Prone Mod DOF Range DOF Near Range DOF Power Pickup Delay Ready Delay
Icon weapon M762.png Beryl M762/zh

Header Key[edit | edit source]

Abbreviation Full Name Description
PWR Power The per shot damage without any multipliers applied.
RAN Range The effective range before the damage is reduced to 0.
STB Stability The amount of drift caused by movement and firing.
RoF Rate of Fire The effective rate of fire over time.
DMG Damage The theoretical damage from an entire magazine in the chest on unarmored opponent.
DUR Duration of Fire The rate of fire when in fully automatic or most rapid mode of firing available.
BPS Bullets Per Second The amount of ammunition placed down range in second.
DPS Damage Per Second The theoretical maximum amount of damage per second.
AMM Ammunition Type What type of ammunition is loaded into the arm.
MAG Magazine Size The size of the magazine.
CAP Capacity Also known as bulk, or the amount of inventory space taken up.
ATTCH Attachments What is attachable to the weapon frame.
BDMG 0 Body Damage Level 0 The amount of damage done to the body when the armor is at level 0.
BDMG 1 Body Damage Level 1 The amount of damage done to the body when the armor is at level 1.
BDMG 2 Body Damage Level 2 The amount of damage done to the body when the armor is at level 2.
BDMG 3 Body Damage Level 3 The amount of damage done to the body when the armor is at level 3.
HDMG 0 Head Damage Level 0 The amount of damage done to the head when the armor is at level 0.
HDMG 1 Head Damage Level 1 The amount of damage done to the head when the armor is at level 1.
HDMG 2 Head Damage Level 2 The amount of damage done to the head when the armor is at level 2.
HDMG 3 Head Damage Level 3 The amount of damage done to the head when the armor is at level 3.

伤害计算[edit | edit source]

目前“官方”还没有公布在游戏中的伤害如何计算。社区所能想到的最好的方法就是基于我们对护甲、伤害、射程等的数据来计算近似伤害。伤害很大程度上是近似这样的计算:

(伤害*(伤害/射程))*护甲减免值%

这样计算是非常粗糙的。然而,这并不是一成不变的。这个公式大致地计算出伤害的倍数的值范围和伤害之间的数值关系,随着离目标越来越远,伤害会越来越低。然后这个值将会以百分比的形式乘以护甲减免值,减少了多少损害取决于受击者所穿的是什么。这不是官方的公式,但这是数据计算的近似值。

身体伤害vs爆头伤害[edit | edit source]

看起来爆头造成的伤害比打身体造成的伤害要大得多。这可能是因为头部的护甲通常比身体的护甲要少,但也可能是一种允许头部特写的机制。不管怎样,几乎在每一种情况下,爆头比打身体造成的伤害都要高,熟练的射手一般都会首先瞄准敌人头部。

Damage area.jpg

References[edit | edit source]