**作者:dsyisme**

**來源:3DM**

**面上系統：**

輻射4這次使用的是動態傷害減免，你的防禦和對方攻擊比較，防禦超過對方攻擊傷害後，防禦效果(根據gengxiaoqi童鞋的提醒這裡應該翻譯成防禦收益?)就極大下降。具體公式為50 potential weapon damage against 0 damage resistance (no ratio): ~50 damage is done (0% damage reduction).

60 potential weapon damage against 10 damage resistance (1/6 ratio): ~57 damage is done (~5% damage reduction).

20 potential weapon damage against 10 damage resistance (1/2 ratio): ~13 damage is done (~35% damage reduction).

20 potential weapon damage against 20 damage resistance (1/1 ratio): 10 damage is done (50% damage reduction).

30 potential weapon damage against 60 damage resistance (2/1 ratio): ~10 damage is done (~61% damage reduction).

25 potential weapon damage against 500 damage resistance (20/1 ratio, easily possible with power armor):~4 damage is done (~83% damage reduction).

也就是說，當你的防禦等於攻擊傷害時，傷害減免為50%，防禦是傷害2倍時，減免為61%，20倍時達到83%

好吧只發結果似乎有童鞋理解不能，我整貼搬運吧

Damage resistance returns in Fallout 4. However, the stat is no longer a 1-1 relationship with actual % damage reduced, as its value can be seen to be as high as 1000 on power armor.

輻射4回歸傷害減免模式(從輻射3)，但是數值不再是1點護甲減少1%傷害，因為在動力裝甲上可以護甲超過1000

Instead, the amount of damage reduction the player character gets out of the damage resistance is actually based on how much potential weapon damage is coming in; unlike previous games, net damage reduction is based on a ratio between the potential weapon damage done and the damage resistance, with diminishing returns for high damage resistance.

玩家所擁有的傷害減免其實是基於承受了多少可能性傷害，和之前系列不同，傷減是基於一個在可能性傷害和護甲值之間產生的比例，以及高護甲收益遞減系統。

The amount of damage reduced by damage resistance climbs very quickly until damage resistance is about half of the potential weapon damage, after which diminishing returns means you get less and less damage reduction per point of damage resistance. Notably, if damage resistance is exactly equal to the potential weapon damage done, then exactly half of the damage is negated. In other words, if you have 50 ballistic damage resistance and are shot by an enemy doing 50 ballistic damage, then you’ll receive 25 damage.

玩家的提升護甲帶來的傷害減免提升非常迅速，直到護甲達到可能性武器傷害的一半。之後收益下降，意思是你從每點護甲中會獲得越來越少的傷害減免。值得注意的是，如果護甲正好等於傷害，則正好減免一半傷害，換句話說，如果你有50點實彈防禦然後被敵人造成了50點傷害，你會受到25點傷害。

Note that the most important factor is the ratio between damage resistance and potential weapon damage.

注意最重要的值是傷害和護甲之間的比例。

The upshot is that unlike previous games, it is very hard to get to the point where e.g. enemy damage is reduced to the range ~20%. In addition, because the ratio between damage resistance and weapon damage is so important and because damage reduction grows very quickly at first for low values of the ratio, a higher damage resistance pays off mostly because it gives you better damage reduction against more-damaging attacks, not necessarily because it gives you better damage reduction against the same, weaker attack as before.

傷害上限與之前系列不同，非常難讓高級敵人(e.g=end game)的傷害減少到20%以下(80%傷減20倍防傷比)。另外因為防傷比如此重要，而且在低防階段收益增長超高，更高的防禦大部分時候都是很有效的，因為在面對更高傷害的時候防護會提供更高的減免，而不是會給你更高的減免當你面對弱小的攻擊。

In other words, going from 20 to 40 damage resistance will only further reduce the damage done from a 10-damage shot by about ~12% (~61% to ~69% damage reduction), but it will dramatically boost your damage reduction against a 100-damage grenade by about 23% (~10% to ~30% damage reduction). Howeve, significant mitigation against such high damage is harder to achieve, since it is harder to get enough damage resistance to generate an appreciably high resistance-to-damage ratio. In otherwords, getting a 5-1 ratio is easy against a 20 damage shot, but very difficult (essentially limited to power armor) against a 100 damage grenade.

換個角度說，從20點到40點抗性對抗10點傷害只會進一步減少大約12%傷害(從61%提升到69%),但是當面對100點傷害的手雷時候會傷害減免效果會提升到23%(從10%到23%)但是獲得足夠高的減值對抗如此高的傷害是困難的，因為很難獲得足夠的傷害抗性來達到較高的防禦傷害比，換個句話，20點傷害獲得5比1防攻比很簡單，但是很較難達成對抗100點傷害(基本只有用動力甲)

All final values below are adjusted by difficulty (for a player attacking an enemy):

x2.0 Very easy

x1.5 Easy

x1.0 Normal

x0.75 Hard

x0.5 Very hard

x0.5 Survival

Note that this is applied *after* the ratio and exponent are calculated, so damage resistance is applied on the base potential weapon damage, before difficulty-based multipliers are included in. This means that damage resistance is the same level of effectiveness (or ineffectiveness) on every difficulty level.

這裡的資料是玩家攻擊在不同難度時的最終調整

x2.0 Very easy

x1.5 Easy

x1.0 Normal

x0.75 Hard

x0.5 Very hard

x0.5 Survival

注意所有難度傷害調整是在傷害公式“後”進行計算的，所以傷害減免作用於難度調整前的基礎武器傷害，這意味著傷害減免在不同難度下同樣有效(或者同樣無效)