数据&统计

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数据&统计 lists a compendium of numbers and values used in-game for interactions.

Aura-reading[edit | edit source]

  • Charging Aura-reading: 1 second

Bear Traps[edit | edit source]

  • Disarm a Bear Trap: 2.5 seconds
  • Escape from a Bear Trap (chance): 25%
  • Escape from a Bear Trap (time): 1.8 seconds
  • Untrap a Survivor from a Bear Trap: 1.5 seconds

Bleeding[edit | edit source]

  • Minimum delay on creating blood decals on the floor trailing an injured Survivor: 0.5 seconds
    • Maximum delay while bleeding: 1.5 seconds

Bleed-out[edit | edit source]

  • Death: after 240 seconds

Charges[edit | edit source]

Component Description Repair (Generator) Repair (Toolbox Gen) Hook (Sabotage) Hook (Toolbox Sabo) Bear Trap (Sabotage) Bear Trap (Toolbox Sabo)
Seconds to charge Base time in seconds to fully charge the action 80 Charges 80 Charges 15 Charges 15 Charges 16 Charges 16 Charges
Good Skill Check Reward % of progress awarded for hitting a Good SC 0% 0% 0% 0% 0% 0%
Great Skill Check Reward % of progress awarded for hitting a Great SC 2% (1.6 Charges) 2% (1.6 Charges) 3% (0.45 Charges) 3% (0.45 Charges) 3% (0.48 Charges) 3% (0.48 Charges)
Failed Skill Check Penalty % of progress removed for failing a Skill Check 10% (8 Charges) 10% (8 Charges) 10% (1.5 Charges) 10% (1.5 Charges) 25% (4 Charges) 25% (4 Charges)
Failed Skill Check Time Penalty Time in seconds of no progress gain 3 seconds 3 seconds 3 seconds 3 seconds 3 seconds 3 seconds
Skill Check Chance % Chance to trigger a SC, applied every second 8% 8% 15% 15% 10% 10%
Skill Check Duration Duration in seconds of a SC 1.1 seconds 1.1 seconds 1.1 seconds 1.1 seconds 1.1 seconds 1.1 seconds
Good Skill Check Success Zone Length % of the SC occupied by the Good Success Zone 13% 13% 13% 13% 13% 13%
Great Skill Check Success Zone Length % of the SC occupied by the Great Success Zone 3% 3% 3% 3% 3% 3%

发电机修理[edit | edit source]

  • 1 Survivor: 1 charge per second = 80 seconds of repair time
  • 2 Survivors: 0.9 charge per second x2 = 44.44 seconds of repair time
  • 3 Survivors: 0.8 charge per second x3 = 33.33 seconds of repair time
  • 4 Survivors: 0.7 charge per second x4 = 28.57 seconds of repair time

Healing[edit | edit source]

Component Description Dying to Injured Injured to Healthy Healing others Healing others (Med-Kit) Healing oneself (Med-Kit)
Seconds to charge Base time in seconds to fully heal one Health State 12 Charges 12 Charges - - - -
Good Skill Check Reward % of progress awarded for hitting a Good SC 1% (0.12 Charges) 1% (0.12 Charges) - - - -
Great Skill Check Reward % of progress awarded for hitting a Great SC 5% (0.6 Charges) 5% (0.6 Charges) - - - -
Failed Skill Check Penalty % of progress removed for failing a Skill Check 10% (1.2 Charges) 10% (1.2 Charges) - - - -
Failed Skill Check Time Penalty Time in seconds of no progress gain 3 seconds 3 seconds - - - -
Skill Check Chance % Chance to trigger a SC, applied every second - - 15% 15% 15% 10%
Skill Check Duration Duration in seconds of a SC - - 1.2 seconds 1.2 seconds 1.2 seconds 1.2 seconds
Good Skill Check Success Zone Length % of the SC occupied by the Good Success Zone - - 15% 15% 15% 15%
Great Skill Check Success Zone Length % of the SC occupied by the Great Success Zone - - 3% 3% 3% 3%

Hook[edit | edit source]

  • Escape from a Hook (chance): 4%
  • Escape from a Hook (time): 1.5 seconds
  • Unhook a Survivor: 1 second
  • Sacrifice: after 120 seconds
  • Time penalty on escape failure: -20 seconds

Proximity[edit | edit source]

  • Range when another Player is considered near a Survivor: 10 metres

Recovery[edit | edit source]

  • Healing speed bonus on a recovering Survivor: 40%
  • Stop percentage without No Mither/Unbreakable: 85%

Speed Boost[edit | edit source]

  • Default duration of on-hit speed boost: 2 seconds

Vaulting[edit | edit source]

  • Survivor medium-vault time increased from 0.8 to 1 second
  • Killer vault time decreased from 2.67 to 1.5 seconds

Wiggle[edit | edit source]

  • Wiggling free: 16 seconds