WARDOGS

Unofficial field manual

Tools

Attachment simulator

Pick a weapon and a preset, change any part by hand, and read the stored stats beside the modified numbers. Speed-first is the starting preset.

Game build 25937608

Attachment index

Speed means ADS time first, then draw speed. Stability means recoil, then spread, then aim sway. The game files have no jam, durability, or reliability stat, so stability is the closest measure. Presets pick the best part per slot and keep the game's default magazine unless a larger one has no downside.

Slots

Chamber

Hidden in the gameAllow list

— No attachment in this build matches this slot

Sight

Block priority
Attachment page

Magazine

Allow listFile default
Attachment page

Stock

Hidden in the gameBlock priority

Grip

Hidden in the gameBlock priority

Barrel

Hidden in the gameAllow list

Underbarrel

Block priority
Attachment page

Modified stats

Base stats beside the simulated result
StatBaseResultChange
Rounds per minute6506500
Rounds per burst— Not in the game files— Not in the game files— Not in the game files
Muzzle velocity880 m/s880 m/s0
Effective range500 m500 m0
Accuracy0.8250.8250
Random deviation13 °13 °0
ADS time0.8 s0.5644 s−0.2356
Reload time— Not in the game files— Not in the game files— Not in the game files
Ergonomics— Not in the game files— Not in the game files— Not in the game files
Windup time— Not in the game files— Not in the game files— Not in the game files
Melee damage35350
Suppression multiplier1.051.050
Zeroing minimum— Not in the game files— Not in the game files— Not in the game files
Zeroing maximum1,000 m1,000 m0
Zeroing step— Not in the game files— Not in the game files— Not in the game files

Part effects as factors

These attributes have no base number in the weapon record, so the combined effect is shown on a base of 1. ×0.85 means 15 percent less. = means the part sets the value. ADS time also shows here when the weapon has a base.

Combined effect of the selected parts on a base of 1
StatFactorChangeDirection
ADS time×0.7055−29.45%Lower is better
Draw speed×1.13+13%Higher is better
Spread×0.82−18%Lower is better
Vertical recoil×1.05+5%Lower is better
Horizontal recoil×0.82−18%Lower is better
ADS zoom (magnification)= 1.2—Neither (not ranked)
Aim sway size×10%Lower is better
Aim sway speed×0.92−8%Lower is better
Aim sway, horizontal movement×10%Lower is better
Aim sway, vertical movement×0.96−4%Lower is better
Weapon sway, rotation×0.84−16%Lower is better
Weapon sway, translation×0.92−8%Lower is better
Weapon sway, stabilization time×10%Neither (not ranked)

Recoil pattern

X is sideways and Y is upward, in the game's own units. Horizontal and vertical multipliers scale those stored samples, in file order. A null sample stays null. After-pattern ranges and view kick are separate fields and are left as stored.

Shot table
Recoil samples after the selected multipliers
ShotBase XResult XChange XBase YResult YChange Y
10.010.0082−0.00180.71760.7534+0.0359
2-0.02-0.0164+0.00360.93680.9836+0.0468
30.0250.0205−0.00451.07631.1301+0.0538
40.0450.0369−0.00811.14611.2034+0.0573
50.070.0574−0.01261.21591.2766+0.0608
60.0850.0697−0.01531.24581.308+0.0623
70.080.0656−0.01441.22581.2871+0.0613
80.070.0574−0.01261.19591.2557+0.0598
90.060.0492−0.01081.1761.2348+0.0588
100.0550.0451−0.00991.15611.2139+0.0578
110.0450.0369−0.00811.14611.2034+0.0573
120.040.0328−0.00721.13611.1929+0.0568
130.030.0246−0.00541.12621.1825+0.0563
140.0250.0205−0.00451.11621.172+0.0558
15-0.03-0.0246+0.00541.09631.1511+0.0548
16-0.055-0.0451+0.00991.09631.1511+0.0548
17-0.065-0.0533+0.01171.08631.1406+0.0543
18-0.06-0.0492+0.01081.07631.1301+0.0538
19-0.05-0.041+0.0091.08631.1406+0.0543
20-0.04-0.0328+0.00721.07631.1301+0.0538
21-0.03-0.0246+0.00541.06641.1197+0.0533
22-0.02-0.0164+0.00361.06641.1197+0.0533
230.0150.0123−0.00271.05641.1092+0.0528
240.0350.0287−0.00631.05641.1092+0.0528
250.0550.0451−0.00991.04641.0988+0.0523
260.0650.0533−0.01171.03651.0883+0.0518
270.060.0492−0.01081.02651.0778+0.0513
280.050.041−0.0091.01651.0674+0.0508
290.040.0328−0.00721.00661.0569+0.0503
300.030.0246−0.00540.94680.9941+0.0473

Modifiers in file order

Selected modifiers in attachment-modifiers.json order
AttachmentAttributeOperationSigned effectResult
45° Angled ForegripVertical recoil multiplierWeapon.VerticalRecoilMultiplierMultiply compound+5%Applied
45° Angled ForegripHorizontal recoil multiplierWeapon.HorizontalRecoilMultiplierMultiply compound−18%Applied
45° Angled ForegripSpread multiplierWeapon.SpreadMultiplierMultiply compound−18%Applied
45° Angled ForegripADS timeWeapon.AimTimeMultiply compound−17%Applied
45° Angled ForegripEquip speed multiplierWeapon.EquipSpeedMultiplierMultiply compound+13%Applied
45° Angled ForegripAim sway speedCharacter.AimSwaySpeedMultiplierMultiply compound−8%Applied
45° Angled ForegripAim sway, verticalCharacter.AimSwayVerticalMovementMultiplierMultiply compound−4%Applied
45° Angled ForegripWeapon sway translationCharacter.WeaponSway.TranslationStabilizationMultiplierMultiply−8%Applied
45° Angled ForegripWeapon sway rotationCharacter.WeaponSway.RotationStabilizationMultiplierMultiply−16%Applied
Four Reticle ReflexADS zoom multiplierWeapon.AdsZoomMultiplierOverrideReplaces 1.2Applied
Four Reticle ReflexADS timeWeapon.AimTimeMultiply compound−15%Applied

Magazine capacity

Capacity is stored on the attachment. It is not a weapon stat, and the modifier math does not produce it.

Magazine capacity
StatBase
AK74 30 RND Magazine · Capacity30
AK74 30 RND Magazine · Calibers545mm

How the simulator runs

TODO: localization. This section explains the tool. It is not a loadout recommendation.

Choose a weapon, then a preset. Speed first is the default when the page opens and when you switch weapons. Stability first and the game's default parts are the other two presets. You can change any slot by hand afterward.

Each preset picks one part per slot from the parts that slot accepts. Every ranked effect is a multiplier, so the best part for each slot also gives the best whole loadout. Speed first ranks by ADS time, then draw speed, then recoil, spread, and aim sway. Stability first ranks by recoil, then spread, then aim sway, then ADS time and draw speed. A remaining tie goes to the empty slot, then to the part name in alphabetical order. Recoil is the square root of vertical times horizontal. Aim sway is the geometric mean of the sway size, speed, horizontal and vertical movement, and the rotation and translation stabilization multipliers. The magazine slot is never left empty: presets keep the game's default magazine unless a larger magazine has no downside. Test parts, such as a grip that sets recoil to zero, are not offered.

Modifiers combine in engine order. Add comes first. Multiply rows on the same attribute add their percentages, so 1.1 and 1.2 give 1.3. Multiply compound rows multiply together, so 1.1 and 1.2 give 1.32. An override comes last and sets the value, even when the weapon has no base. Weapon rows change the weapon and character rows change the player. A character row that repeats a weapon attribute is ignored so it does not count twice.

When the weapon has no base for a stat, such as ADS time on 30 of 40 weapons, the page shows the combined factor on a base of 1 instead of a number. Spread, draw speed, zoom, sway, and recoil are always listed as factors. Recoil multipliers also scale the stored recoil pattern, one sample at a time.

The game files have no jam, durability, or reliability stat for weapons, so stability is measured by recoil, spread, and sway. Magazine capacity is the magazine's own number and does not come from the modifier math.

This section explains the tool. Korean and English carry the same explanation. Every other language falls back to English. This site is not affiliated with Bulkhead or Team17. Figures come from warpuppies/wardogs-data under the Unlicense, for the game build in the header.

Questions

What do speed and stability mean here?

Speed is ADS time first, then draw speed. Stability is recoil, then spread, then aim sway. The game files have no jam, durability, or reliability stat, so stability is the closest measure.

Why does ADS show ×0.85 instead of seconds?

The weapon's ADS time is not in the game files for 30 of 40 weapons. The page shows the combined factor from the parts, on a base of 1, instead of inventing a number.

Does 1.1 mean plus 1.1?

No. 1.1 scales the current number, which is 10 percent more. Add is the operation that adds a stored value. Game build 25937608.