Emblems/ja

The **Emblem System**, also just referred to as *"Emblems"*, is a Ranking Game Mechanic used to determine a Player's Grade.
It was originally introduced with Patch 1.9.4.

Before Grades were implemented with Patch 5.2.0, **Emblems** played an integral role in *Dead by Daylight's* matchmaking system for ranked Trials, as it determined a Player's Rank and thereby how they would be matched.
Since reworking Ranks into Grades, the **Emblem System** no longer determine one's matchmaking scoring and merely track successful Trials regarding the Grading System.

The Tally Screen shown to Players after they leave a Trial has a section that breaks down the Emblem Points achieved by the Player in the Trial.The numbers displayed when hovering over an Emblem's symbol are **PERCENTAGES**, not points.The *"Scoring Points"* featured on this page are the actual scores the game tracks and uses to calculate the percentages in the Tally Screen.Please do not confuse the two.

# 概観

**エンブレムのシステムの**元々の目的は

The **Emblem System's** original purpose was as the main Ranking System for ranked Trials in *Dead by Daylight*, a purpose it held up to Patch 5.2.0, when Grades were introduced and the Game switched to skill-based matchmaking using a hidden scoring system.

# Use

## Ranking System (former)

The **Emblem System** originally replaced two different Ranking Systems that had become obsolete and inadequate for the faster-paced *Dead by Daylight* of early 2018, compared to the slower-paced Trials of 2016 and 2017.

It replaced the Victory Cube System that had been used for Killers and the original Bloodpoint-based System that had been used for Survivors.

## Grading System (current)

With the introduction of Grades in Patch 5.2.0, the **Emblem System** is now used to determined a Player's Grade based on their performance in Trials, which is measured across four Categories that represent the core gameplay mechanics of the Game.

**Emblems** must be earned and come in four Qualities.
The more **Emblems** a Player has earned during the last Trial and of the higher their respective Quality is, the more Pips are awarded towards the Player's Grade.

# エンブレムの質

**Emblems** come in **4 different Qualities**.

The Quality of an **Emblem** can be likened to a type of grade.
Each Quality represents a certain number of **Emblem Points**, which are added together and then converted into **Pips** to determine whether a Player receives progress towards their Grade or not.

## 銅のエンブレム

Receiving a **Bronze Emblem** indicates that the Player performed poorly in its associated Gameplay Category.
The Player successfully completed a few actions that contribute towards the **Emblem**, but also failed several of them.

## 銀のエンブレム

Receiving a **Silver Emblem** indicates that the Player performed adequately in its associated Gameplay Category.
The Player successfully completed several actions that contribute towards the **Emblem**, but also failed a few of them.

## 金のエンブレム

Receiving a **Gold Emblem** indicates that the Player exceeded expectations in its associated Gameplay Category.
The Player successfully completed several actions that contribute towards the **Emblem**.

## 彩のエンブレム

Receiving an **Iridescent Emblem** indicates that the Player performed outstandingly its associated Gameplay Category.
The Player successfully completed all actions that contribute towards the **Emblem**.

## エンブレムなし

Failing to receive an **Emblem** indicates that the Player performed dreadfully in its associated Gameplay Category.
The Player failed all actions that contribute towards the **Emblem**.

# エンブレムのスコアと質の閾値

## スコアポイント

Each **Emblem** tracks specific gameplay events during the Trial, which add or deduct Scoring Points to or from the **Emblem**.
The amount of points are then used to determine each **Emblem's** Quality after the Trial.

The Scoring Points are hidden to Players during the Trial and tracked in the background.

When Players hover over their **Emblems** in the Tally Screen, a pop-up reveals a break-down of the actions that contributed towards or against the **Emblem's** achieved Quality, as well as the Scoring Points.

## Quality Thresholds

The break-down pop-up also displays a Progress bar that converts the Scoring Points at the very bottom into percentages contributing towards the **Emblem's** Quality.

The Progress bar displays the different Quality Thresholds right above it with icons in the corresponding colours and the shape of a shield.

# Emblem Types

**Emblems** come in four types per side, which represent the four core gameplay mechanics of *Dead by Daylight's* Trials and were originally represented by the four categories still used today in Score Events:

## 生存者のエンブレム

### Lightbringer

*Replaced the **Objectives** Category.*
The **Lightbringer Emblem** grades how much the Player participated in progressing the main objective as a Survivor.

The **Lightbringer Emblem** tracks the following interactions:

* Repairing Generators actively
	+ これはプレイヤー自身が発電機の完了に向かって作ったすべての進行度を指す。　This refers to any progress the Player themselves make towards completing Generators.
* Repairing Generators passively
	+ This refers to any progress other Survivors make towards completing Generators while the Player is engaging the Killer in a Chase.
* Totems浄化する
	+ これは**無力のトーテム**と**呪いのトーテム**の両方を含む。　This includes both **Dull Totems** and **Hex Totems**
* Opening Exit Gates

#### Scoring Points

The Player's goal is to gain as many points towards this **Emblem** as possible during a Trial
The starting value for this **Emblem** is **0 points**, which is equivalent to **No Emblem obtained**:

* **+5 points**:
	+ 発電機の修理が完了する毎回にすべての生存者のポイントのインベントリーに加点される　added to all Survivors' point inventories each time a Generator is completed
	+ プレイヤーが追跡中している間にもう一人の生存者が**無力のトーテム**を浄化した時に加点される　added for another Survivor cleansing a **Dull Totem** while the Player is in a Chase
* **+10 points**:
	+ プレイヤーが追跡中している間にもう一人の生存者が**呪いのトーテム**を浄化した/恵みを付与した時に加点される　added for another Survivor cleansing/blessing a **Hex Totem** while the Player is in a Chase
* **+15 points**:
	+ 脱出ゲートを開けた時に加点される　added for opening an Exit Gate
		- もしプレイヤーがなんとかして両方のゲートを開いたら、二倍もらうことができる　can be awarded twice if the Player manages to open both Gates
* **+20 points**:
	+ **無力のトーテム**を浄化した時に加点される。　added for cleansing a **Dull Totem**
* **+50 points**:
	+ **呪いのトーテム**を浄化した/恵みを付与した時に加点される　added for cleansing/blessing a **Hex Totem**
* **up to +33.33 points per Generator**:
	+ 受動的に発電機を修理した時に加点される　added for passively repairing Generators
		- 他の生存者が発電機の修理の完了に向かって貢献した%ごとに**1/3ポイント**を得る　grants **1/3 point** for each percent other Players contribute towards completing a Generator
* **up to +100 points per Generator**:
	+ 能動的に発電機を修理した時に加点される　added for actively repairing Generators
		- 他の生存者が発電機の修理の完了に向かって貢献した%ごとに**1ポイント**を得る grants **1 point** for each percent the Player contributes towards completing the Generator
		- 同時に発電機を修理していたすべての生存者に平等に分け与えられる　the points are split evenly across all Survivors repairing the Generator at the same time

### Unbroken

*Replaced the **Survival** Category.*
The **Unbroken Emblem** grades the Player's ability to survive during Trials as a Survivor.
It is unique amongst **Emblems** in its scoring in that it works backwards: the fewer points the Player has, the better the Quality.
It also has uniquely fixed thresholds for its qualities, that are defined in code, rather than calculated based on the number of points one obtained.

The **Unbroken Emblem** tracks the following interactions:

* 一回もDying Stateにならずに儀式を脱出する　Escaping a Trial without having entered the Dying State once
	+ This grants **Iridescent Unbroken**.
* 瀕死状態に一回以上なりつつも儀式を脱出する　Escaping a Trial having entered the Dying State at least once
	+ This grants **Gold Unbroken**.
* 儀式に脱出するのに失敗したが、**9分**以上生き残った　Failing to escape a Trial, but having survived for at least **9 minutes**
	+ This grants **Silver Unbroken**.
* 儀式に脱出するのに失敗したが、**5分**以上生き残った　Failing to escape a Trial, but having survived for at least **5 minutes**
	+ This grants **Bronze Unbroken**.
* 儀式に脱出するのに失敗し、**5分**生き残れなかった　Failing to escape a Trial and having survived for less than **5 minutes**
	+ This grants no **Emblem**.

#### Scoring Points

The Player's goal is to gain as few points towards this **Emblem** as possible during a Trial
The starting value for this **Emblem** is **0 points**, which is equivalent to **Iridescent Unbroken**:

* Only apply when the Player manages to escape the Trial:
	+ **0 points**:
		- added for escaping without entering the **Dying State** once
	+ **+1 point**:
		- 瀕死状態に一回以上なりつつも儀式を脱出することに加点される　added for escaping, but having entered the **Dying State** at least once
* Only apply when the Player fails to escape the Trial:
	+ **+799 points**:
		- 儀式に脱出するのに失敗したが、**9分**以上生き残ったことに加点される　added for failing to escape, but having survived for more than **9 minutes**
	+ **+899 points**:
		- 儀式に脱出するのに失敗したが、**5分**以上生き残ったことに加点される　added for failing to escape, but having survived for more than **5 minutes**
	+ **+999 points**:
		- 儀式に脱出するのに失敗し、**5分**生き残れなかったことに加点される　added for failing to escape and having survived for less than **5 minutes**

### Benevolent

*Replaced the **Altruism** Category.*
The **Benevolent Emblem** grades the altruistic behaviour of Survivors during the Trial in general.

The **Benevolent Emblem** tracks the following interactions:

* 生存者がに吊るされること　Survivors being put on Hooks
* 生存者がフックから安全に救助されたか否か　Survivors being safely unhooked again, or not
* Altruistic actions in general:
	+ 他の生存者を回復すること　Healing other Survivors
	+ 殺人鬼の腕から他の生存者を救出すること　Rescuing other Survivors from the Killer's grasp
	+ Baiting the Killer into hitting a Survivor while carrying another Survivor
	+ 一般の*味方の代わりに攻撃*を受けること　Taking *Protection Hits* in general

#### Scoring Points

The Player's goal is to gain as many points towards this **Emblem** as possible during a Trial.
The starting value for this **Emblem** is **35 points**, which is equivalent to **Bronze Benevolent**:

* **-30 points**:
	+ もし救助された人が**10秒**以内に再び瀕死状態にされたら、救助者のポイントにインベントリーから減点される　deducted from the Rescuer's point inventory if the Rescuee is downed again within **10 seconds**
* **-10 points**:
	+ いずれかの他の生存者がフックに吊るされた時、すべての生存者のポイントのインベントリーから減点される　deducted from all Survivors' point inventories when any other Survivor is hooked
* **0 points**:
	+ 殺人鬼から攻撃されることで加点される　added for getting hit by the Killer
	+ 自身の治療のアクションで加点される　added for personal Healing actions
* **+10 points**:
	+ 他者の治療のアクションで加点される　added for altruistic Healing actions
	+ いずれかの他の生存者がフックから外された時、すべての生存者のポイントのインベントリーに加点される　added to all Survivors' point inventories when any other Survivor is unhooked
	+ 殺人鬼が他の生存者を運搬している間に*味方の代わりに攻撃を*受けたことで加点される　added for taking a *Protection Hit* while the Killer is carrying another Survivor
	+ 殺人鬼の**10メートル**以内でフックを破壊したことによって、生存者がもがき脱出できるようにしたことで加点される　added for causing a Survivor to wiggle free because of sabotaging a Hook within **10 metres** of the Killer
* **+20 points**:
	+ もし救助された人が**10秒**以内に再び瀕死状態にされ***なかっ***たら、救助者のポイントのインベントリーに加点される　added to the Rescuer's point inventory if the Rescuee is ***not*** downed again within **10 seconds**
* **+30 points**:
	+ 生存者を殺人鬼の腕から脱出させたことに加点される　added for rescuing another Survivor from the Killer's grasp

さらに、以下の乗数が適用される　Additionally, the following multipliers may be applied:

* **x0.15**:
	+ applied to all positive *Benevolent* actions performed in the Basement
	+ applied to all positive *Benevolent* actions performed after powering up the Exit Gates

### Evader

*Replaced the **Boldness** Category.*
The **Evader Emblem** grades the Player's ability to stay hidden from the Killer, as well as their ability to win chases (losing the Killer).

The **Evader Emblem** tracks the following interactions:

* 追跡を始めることなく殺人鬼の近くへいること　Being in the Killer's proximity without initiating a Chase
* Palletsでの殺人鬼をスタンさせること　Stunning the Killer with Pallets
* 追跡への勝利または敗北と　Winning or losing Chases and their general duration

#### Quality Thresholds

	+ Should the Chase be reinitiated within that buffer, it will continue
* On-going Chases are evaluated every **15 seconds**, banking the current scores for the Player.

#### Scoring Points

The Player's goal is to gain as many points towards this **Emblem** as possible during a Trial.
The starting value for this **Emblem** is **100 points**, which is equivalent to **No Emblem obtained**:

* **-10 points**:
	+ deducted when a Chase results in the Player getting hit by the Killer (= Chase lost)
* **0 points**:
	+ 追跡を開始した時に追加される。　added for initiating a Chase.
* **+50 points**:
	+ パレットで殺人鬼をスタンさせた時に追加される。　added for stunning the Killer with a Pallet
* **毎秒1ポイント**:
	+ 追跡されることなく殺人鬼のTerror Radius内にいることで加点される　added for being inside the Killer's Terror Radius without being chased
		- applies a multiplier of **x0** if the Killer is farther than **64 metres** away, negating all points
		- もし殺人鬼が**64メートル**より近かったら、**x0.1**の乗数が適用される　applies a multiplier of **x0.1** if the Killer is closer than **64 metres** away
		- もし殺人鬼が**45メートル**より近かったら、**x0.3**の乗数が適用される　applies a multiplier of **x0.3** if the Killer is closer than **45 metres** away
		- もし殺人鬼が**30メートル**より近かったら、**x0.5**の乗数が適用される　applies a multiplier of **x0.5** if the Killer is closer than **30 metres** away
		- もし殺人鬼が**20メートル**より近かったら、**x1.1**の乗数が適用される　applies a multiplier of **x1.1** if the Killer is closer than **20 metres** away
		- もし殺人鬼が**10メートル**より近かったら、**x2.2**の乗数が適用される　applies a multiplier of **x2.2** if the Killer is closer than **10 metres** away
		- もし殺人鬼が**5メートル**より近かったら、**x6**の乗数が適用される　applies a multiplier of **x6** if the Killer is closer than **5 metres** away
* **up to 250 points per second**:
	+ 殺人鬼に追跡されることで加点され、追跡時間次第であり、追跡が終わった**アト**のみに与えられる　added for being chased by the Killer; depends on the duration of the Chase; is only awarded **AFTER** the Chase ends
		- もし追跡が**60秒**を超えて続いたら、数値は**250ポイント毎秒**に設定される　if the Chase lasted more than **60 seconds**, the value is set to **250 points per second**
		- もし追跡が**60秒**も続かなかったら、数値は**125ポイント毎秒**に設定される　if the Chase lasted fewer than **60 seconds**, the value is set to **125 points per second**
		- もし追跡が**45秒**も続かなかったら、数値は**60ポイント毎秒**に設定される　if the Chase lasted fewer than **45 seconds**, the value is set to **60 points per second**
		- もし追跡が**30秒**も続かなかったら、数値は**25ポイント毎秒**に設定される　if the Chase lasted fewer than **30 seconds**, the value is set to **25 points per second**
		- もし追跡が**15秒**も続かなかったら、数値は**1ポイント毎秒**に設定される　if the Chase lasted fewer than **15 seconds**, the value is set to **1 points per second**
		- もし殺人鬼が**60メートル**より近かったら、**x0.1**の乗数が適用される　applies a multiplier of **x0.1** if the Killer is closer than **60 metres** away
		- もし殺人鬼が**45メートル**より近かったら、**x0.3**の乗数が適用される　applies a multiplier of **x0.3** if the Killer is closer than **45 metres** away
		- もし殺人鬼が**20メートル**より近かったら、**x0.6**の乗数が適用される　applies a multiplier of **x0.6** if the Killer is closer than **20 metres** away
		- もし殺人鬼が**5メートル**より近かったら、**x1.2**の乗数が適用される　applies a multiplier of **x1.2** if the Killer is closer than **5 metres** away

Additionally, the following multipliers may be applied:

* **x2**:
	+ applied to all points gained during a Chase, if the Chase was won (losing the Killer without getting hit)
* **x0.5**:
	+ applied to all points gained during a Chase, if the Chase was lost (getting hit or being downed)

## Killer Emblems

### Gatekeeper

*Replaced the **Deviousness** Category.*
The **Gatekeeper Emblem** grades the Player's ability to slow down the Generator Progress of Survivors for as long as possible.

The **Gatekeeper Emblem** tracks the following interactions:

* Number of incomplete Generators remaining
	+ This number is tracked and evaluated each minute for the first **nine minutes** of the Trial
* Whether the Trial ended with the Exit Gates remaining closed or not

#### Scoring Points

The Player's goal is to gain as many points towards this **Emblem** as possible during a Trial.
The starting value for this **Emblem** is **0 points**, which is equivalent to **No Emblem obtained**:

* **10 points**:
	+ もし儀式が、両方の脱出ゲートが閉じられたままで終了したら加点される　added if the Trial ends with both Exit Gates remaining closed
* **最大45 points**:
	+ added once per minute for each Generator that remains unrepaired; stops tracking after **9 minutes** have elapsed
		- もしチェック中に**発電機**が残ってい**ない**なら、数値は**0ポイント**に設定される　if **no Generators** remain during the check, the value is set to **0 points**
		- もしチェック中に**1個の発電機**が残っていたら、数値は**1ポイント**に設定される　if **1 Generators** remain during the check, the value is set to **1 point**
		- もしチェック中に**2個の発電機**が残っていたら、数値は**2ポイント**に設定される　if **2 Generators** remain during the check, the value is set to **2 points**
		- もしチェック中に**3個の発電機**が残っていたら、数値は**3ポイント**に設定される　if **3 Generators** remain during the check, the value is set to **3 points**
		- もしチェック中に**4個の発電機**が残っていたら、数値は**4ポイント**に設定される　if **4 Generators** remain during the check, the value is set to **4 points**
		- もしチェック中に**5個の発電機**が残っていたら、数値は**5ポイント**に設定される　if **5 Generators** remain during the check, the value is set to **5 points**

### Devout

*Replaced the **Sacrifice** Category.*
The **Devout Emblem** grades the Player's ability to sacrifice and kill Survivors.

The **Devout Emblem** tracks the following interactions:

* 処刑による死　Death by sacrifice
* 出血死　Death by bleeding out
* 殺人鬼の手による死　Death by the Killer's own hand
* ***逆トラバサミ***による死　Death by ***Reverse Bear Traps***
* 切断による死　Death by disconnect
* すべての生存者を少なくとも一回吊るすこと　Hooking all Survivors at least once
* 生存者を少なくとも合計**9回**フックに吊るすこと　Hooking Survivors collectively for at least **9 times**

#### Scoring Points

The Player's goal is to gain as many points towards this **Emblem** as possible during a Trial.
The starting value for this **Emblem** is **0 points**, which is equivalent to **No Emblem obtained**:

* **0 points**:
	+ 出血死した生存者一人ごとに加点される　added for each Survivor who died by bleeding out
* **1 point**:
	+ すべての生存者を少なくとも**1回**吊るすことで加点される　added for having hooked all Survivors at least **1 time**
	+ 生存者を少なくとも合計**9回**フックに吊るすことで加点される　added for having hooked Survivors collectively at least **9 times**
* **2 points**:
	+ フックに吊るされて処刑された生存者一人ごとに加点される　added for each Survivor who died by being sacrificed on a Hook
	+ 殺人鬼の手で殺害された生存者一人ごとに加点される　added for each Survivor who died by being killed by the Killer's own hand
	+ 儀式から切断した生存者一人ごとに加点される　added for each Survivor who disconnected from the Trial

### Malicious

*Replaced the **Brutality** Category.*
The **Malicious Emblem** grades the Player's ability to apply pressure to Survivors and prevent them from helping one another through altruistic actions.

The **Malicious Emblem** tracks the following interactions:

* 生存者に負傷を負わせること　Damaging Survivors
* 生存者をインタラクトしている途中で妨害すること　Interrupting Survivors mid-interaction
* フックに生存者を吊るすこと　Hooking Survivors
* 生存者がなんとかして自身を回復または回復された時　Survivors managing to heal themselves or be healed by other Survivors

#### Scoring Points

The Player's goal is to gain as many points towards this **Emblem** as possible during a Trial.
The starting value for this **Emblem** is **0 points**, which is equivalent to **No Emblem obtained**:

* **-1 point**:
	+ 生存者が負傷から回復するごとに減点される　deducted each time a Survivor is healed from injury
	+ 生存者が殺人鬼の腕から脱出するごとに減点される　deducted each time a Survivor escapes the Killer's grasp
* **1 point**:
	+ 殺人鬼が生存者に攻撃を当てるごとに加点される　added each time the Killer hits a Survivor
* **2 points**:
	+ 殺人鬼が新しいフックの状態にたどり着くごとに加点される　added each time a Survivor reaches a new Hook State

### Chaser

*Replaced the **Hunter** Category.*
The **Chaser Emblem** grades the Player's ability to find and chase Survivors.

The **Chaser Emblem** tracks the following interactions:

* Damaging Survivors
* Interrupting Survivors mid-interaction
* Hooking Survivors
* Survivors managing to heal themselves or be healed by other Survivors

#### Scoring Points

The Player's goal is to gain as many points towards this **Emblem** as possible during a Trial.
The starting value for this **Emblem** is **0 points**, which is equivalent to **No Emblem obtained**:

* **-7.5 points per second**:
	+ deducted for being in extreme proximity to a hooked Survivor (**within 8 metres**); only applied after **10 seconds**
* **-3 points per second**:
	+ deducted for being in moderate proximity to a hooked Survivor (**within 16 metres**); only applied after **10 seconds**
* **0 points**:
	+ added for ending a Chase after losing the chased Survivor
* **5 points**:
	+ added for finding a Survivor and initiating a Chase
* **55 points**:
	+ added for damaging the chased Survivor during a Chase
* **up to 90 points per second**:
	+ added for chasing a Survivor; depends on the duration of the Chase; is only awarded **AFTER** the Chase ends
		- if the Chase lasted up to **15 seconds**, the value is set to **90 points per second**
		- if the Chase lasted up to **30 seconds**, the value is set to **60 points per second**
		- if the Chase lasted up to **45 seconds**, the value is set to **50 points per second**
		- if the Chase lasted up to **60 seconds**, the value is set to **40 points per second**
		- if the Chase lasted more than **60 seconds**, the value is set to **30 points per second**

# Grading

*Main article: Grades*
The Quality of an **Emblem** determines the amount of **Emblem Points** the Game awards towards the Player's **Pips** used for the Grades:

 **Iridescent** | +4

## Pipping Conditions

The **Pips**, determined by the number of obtained **Emblem Points**, progress a Player's Grade.
The higher their current **Grade**, the more **Emblem Points** or **Emblems** of better Qualities must be obtained to grade up.

# 変更履歴

## Patch 2.0.0

* Adjusted several thresholds to obtain certain Emblem Qualities.

## Patch 2.3.0

* Hooking each Survivor at least once during the Trial now guarantees a **Bronze** Devout Emblem.
* Remaining within **16 metres** of a hooked Survivor for a prolonged period of time now degrades the Chaser Emblem's Quality over time.

### Patch 3.0.0

* Added events for Lightbringer Emblem scoring:
	+ 20 points for cleansing a Dull Totem.
	+ 5 points if a Dull Totem is cleansed while you are in a Chase.
	+ 10 points if a Hex Totem is cleansed while you are in a Chase.
	+ 1/3 points for each percent of a Generator repaired while you are in a Chase.
* Added event for Benevolent Emblem scoring: 10 points for sabotaging a Hook within **10 metres** of a Killer carrying a Survivor, if the carried Survivor then wiggles free.
* Added event for Evader Emblem scoring: 50 points for stunning the Killer with a Pallet.

# トリビア

* According to their file name, **Iridescent Emblems** were originally going to be **Platinum Emblems**.