How damage works
Every number in the calculator comes from one formula.
Damage per hit = base damage × zone multiplier × falloff × ammo × armor.
Base damage
Set by the round's caliber, e.g. 5.56 = 28, 7.62x54R = 55, .308 = 60. Every player has 100 HP.
Zone multipliers
Depend on the weapon class, not the round. The same 7.62x54R does 109 to the chest from a Mosin (sniper) and 79 from an SVD (DMR).
| Zone | AR | SMG | LMG | DMR | Sniper | Pistol | Shotgun | Bow |
|---|---|---|---|---|---|---|---|---|
| head | 2.35 | 2.10 | 2.30 | 2.50 | 3.20 | 2.10 | 1.50 | 2.30 |
| neck | 1.76 | 1.58 | 1.72 | 1.88 | 2.40 | 1.58 | 1.13 | 1.72 |
| upper chest | 1.10 | 1.16 | 1.16 | 1.43 | 1.98 | 1.16 | 0.99 | 2.09 |
| lower chest | 1.00 | 1.05 | 1.05 | 1.30 | 1.45 | 1.05 | 0.90 | 1.90 |
| stomach | 0.95 | 1.00 | 1.00 | 1.23 | 1.38 | 1.00 | 0.85 | 1.42 |
| pelvis | 0.90 | 0.95 | 0.90 | 0.90 | 1.17 | 0.95 | 0.81 | 0.90 |
| upper arm | 0.54 | 0.78 | 0.54 | 0.60 | 0.72 | 0.78 | 0.63 | 0.48 |
| lower arm | 0.45 | 0.65 | 0.45 | 0.50 | 0.60 | 0.65 | 0.53 | 0.40 |
| hand | 0.27 | 0.39 | 0.27 | 0.30 | 0.36 | 0.39 | 0.32 | 0.24 |
| upper leg | 0.54 | 0.78 | 0.54 | 0.60 | 0.72 | 0.78 | 0.63 | 0.48 |
| lower leg | 0.45 | 0.65 | 0.45 | 0.50 | 0.60 | 0.65 | 0.53 | 0.40 |
| foot | 0.27 | 0.39 | 0.27 | 0.30 | 0.36 | 0.39 | 0.32 | 0.24 |
Armor
Armor cuts a flat share of each hit on the zones it covers, until it breaks. T1–T4 cover head, chest and stomach; T3+ adds the neck; T4 adds pelvis and upper arms.
| Tier | Damage cut | Vest durability | Helmet durability |
|---|---|---|---|
| T1 | 30% | 200 | 240 |
| T2 | 40% | 220 | 300 |
| T3 | 55% | 250 | 480 |
| T4 | 65% | 300 | 540 |
Ammo
- FMJ: full damage, normal armor cut.
- AP: 80% flesh damage but ignores 30–50% of the armor cut, depending on caliber.
- HP: double damage on unarmored zones, poor against armor.
- Buckshot: 8 pellets; each keeps 80% of the FMJ armored value.
Falloff
Full damage out to a set range, then a straight drop to a floor (20–40%). The Mosin holds full damage to 500 m, the SVD to 800 m.
Rankings
- Overall: seconds from spotting to kill = reaction (0.25 s) + aim-down-sights + bullet travel + (shots − 1) × shot spacing. Each shot's hit chance comes from aim wobble, gun precision and leftover recoil; the best shot spacing is chosen per gun. Scored vs all armor at 100, 200 and 300 m.
- Shots to kill: average hits to kill aiming center mass (64% torso, 18% arms, 10% head and neck, 8% legs).
- DPS: average damage per hit × fire rate.
Letters: Overall S under 1.8 s (down before they react), A under 2.25 s (before return fire), B under 2.75 s, C under 3.5 s. Shots to kill S ≈ 1, A ≈ 2, B ≈ 3, C ≈ 4. DPS S 400+ (100 HP in 0.25 s), A 200+, B 100+, C 50+.
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