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.