Damage Execution Calculation

This article provides more details on the 'Damage Execution Calculation' part of the GCS combat offense process.

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罗传月武(YueWu)

Author

罗传月武(YueWu)

专注游戏开发和Web技术。

Created: Nov 25, 2025Updated: Sep 15, 2026

Table of contents

Overview

This article provides more details on the 'Damage Execution Calculation' part of the GCS combat offense process.

Damage Calculation

In The offense/defense process it is mentioned that the ultimate goal of initiating an attack is to apply GameplayEffects to the target, and within each GameplayEffect, Execution Calculation is where you execute custom logic (such as damage formula algorithms).

You should apply custom damage logic or formulas based on the design of your game.

Thanks to Generic Gameplay Abilities, you can write execution calculations entirely through blueprints without being forced to use C++.

At the same time, you can also directly use the default implementation provided by GCS.

Default Implementation

GCS provides GCS_Execution_Damage, which completes a classic damage execution calculation logic in a souls-like game as a reference.

This implementation has a certain degree of generality and implements multi-type damage and damage mitigation (absorption) logic through a very small number of GameplayAttributes, and it is not hard-coded; you can add more damage types (such as holy damage, holy damage mitigation, etc.).

It is strongly recommended that you master the logic of this part, then copy it and iterate.

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