Definition

The Bleeding Chance is the probability that a melee hit in DayZ will cause a bleeding wound when the target has no armor. It is determined by the weapon’s bloodDamage value and mapped through a predefined interpolation curve from the game’s BleedChanceData.c.

Formula

Bleeding Chance (linear interpolation):

\(BleedingChance(x) = \text{Interpolate}(x, \; Table)\)

Where

  • \(x\) = bloodDamage of the melee attack
  • \(Table\) = predefined points from the DayZ config:
(0, 0.0), (10, 0.05), (20, 0.15), (30, 0.234),
(40, 0.312), (50, 0.390), (60, 0.468),
(70, 0.546), (80, 0.624), (90, 0.702), (100, 1.0)

The function linearly interpolates between the two nearest points in the table. If x is below 0, the chance is 0%. If x is above 100, the chance is capped at 100%.

Explanation

This system ensures that low-damage melee hits have a very small chance to cause bleeding, while high-damage melee attacks (close to bloodDamage = 100) almost always cause bleeding. The curve is not perfectly linear — it grows faster in the early values and slows down as it approaches 100%, providing more realistic wound probabilities.

Example

If a weapon has bloodDamage = 25:

  • The nearest table points are (20 → 15%) and (30 → 23.4%).
  • \(BleedingChance(25) = 15\% + (25-20) \times \frac{23.4 - 15}{30 - 20}\)
  • \(BleedingChance(25) = 15\% + 5 \times 0.84\% = 19.2\%\)

So the weapon has a 19.2% chance to cause bleeding per hit.