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.
Outils
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.
Build du jeu 25937608
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.
— Aucun accessoire de ce build ne correspond à cet emplacement
| Statistique | Base | Résultat | Variation |
|---|---|---|---|
| Coups par minute | 650 | 650 | 0 |
| Coups par rafale | — Absent des fichiers du jeu | — Absent des fichiers du jeu | — Absent des fichiers du jeu |
| Vitesse à la bouche | 880 m/s | 880 m/s | 0 |
| Portée efficace | 500 m | 500 m | 0 |
| Précision | 0,825 | 0,825 | 0 |
| Déviation aléatoire | 13 ° | 13 ° | 0 |
| Temps d'ADS | 0,8 s | 0,5644 s | −0,2356 |
| Temps de rechargement | — Absent des fichiers du jeu | — Absent des fichiers du jeu | — Absent des fichiers du jeu |
| Ergonomie | — Absent des fichiers du jeu | — Absent des fichiers du jeu | — Absent des fichiers du jeu |
| Temps de montée | — Absent des fichiers du jeu | — Absent des fichiers du jeu | — Absent des fichiers du jeu |
| Dégâts au corps-à-corps | 35 | 35 | 0 |
| Multiplicateur de suppression | 1,05 | 1,05 | 0 |
| Zéro minimum | — Absent des fichiers du jeu | — Absent des fichiers du jeu | — Absent des fichiers du jeu |
| Zéro maximum | 1 000 m | 1 000 m | 0 |
| Pas du zéro | — Absent des fichiers du jeu | — Absent des fichiers du jeu | — Absent des fichiers du jeu |
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.
| Statistique | Factor | Variation | Direction |
|---|---|---|---|
| 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 | ×1 | 0% | Lower is better |
| Aim sway speed | ×0,92 | −8% | Lower is better |
| Aim sway, horizontal movement | ×1 | 0% | 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 | ×1 | 0% | Neither (not ranked) |
X est latéral et Y vers le haut, dans les unités propres au jeu. Les multiplicateurs horizontal et vertical mettent à l'échelle ces échantillons stockés, dans l'ordre du fichier. Un échantillon null reste null. Les portées après le motif et le coup de visée sont des champs séparés et restent tels que stockés.
| Coup | Base X | Résultat X | Variation X | Base Y | Résultat Y | Variation Y |
|---|---|---|---|---|---|---|
| 1 | 0,01 | 0,0082 | −0,0018 | 0,7176 | 0,7534 | +0,0359 |
| 2 | -0,02 | -0,0164 | +0,0036 | 0,9368 | 0,9836 | +0,0468 |
| 3 | 0,025 | 0,0205 | −0,0045 | 1,0763 | 1,1301 | +0,0538 |
| 4 | 0,045 | 0,0369 | −0,0081 | 1,1461 | 1,2034 | +0,0573 |
| 5 | 0,07 | 0,0574 | −0,0126 | 1,2159 | 1,2766 | +0,0608 |
| 6 | 0,085 | 0,0697 | −0,0153 | 1,2458 | 1,308 | +0,0623 |
| 7 | 0,08 | 0,0656 | −0,0144 | 1,2258 | 1,2871 | +0,0613 |
| 8 | 0,07 | 0,0574 | −0,0126 | 1,1959 | 1,2557 | +0,0598 |
| 9 | 0,06 | 0,0492 | −0,0108 | 1,176 | 1,2348 | +0,0588 |
| 10 | 0,055 | 0,0451 | −0,0099 | 1,1561 | 1,2139 | +0,0578 |
| 11 | 0,045 | 0,0369 | −0,0081 | 1,1461 | 1,2034 | +0,0573 |
| 12 | 0,04 | 0,0328 | −0,0072 | 1,1361 | 1,1929 | +0,0568 |
| 13 | 0,03 | 0,0246 | −0,0054 | 1,1262 | 1,1825 | +0,0563 |
| 14 | 0,025 | 0,0205 | −0,0045 | 1,1162 | 1,172 | +0,0558 |
| 15 | -0,03 | -0,0246 | +0,0054 | 1,0963 | 1,1511 | +0,0548 |
| 16 | -0,055 | -0,0451 | +0,0099 | 1,0963 | 1,1511 | +0,0548 |
| 17 | -0,065 | -0,0533 | +0,0117 | 1,0863 | 1,1406 | +0,0543 |
| 18 | -0,06 | -0,0492 | +0,0108 | 1,0763 | 1,1301 | +0,0538 |
| 19 | -0,05 | -0,041 | +0,009 | 1,0863 | 1,1406 | +0,0543 |
| 20 | -0,04 | -0,0328 | +0,0072 | 1,0763 | 1,1301 | +0,0538 |
| 21 | -0,03 | -0,0246 | +0,0054 | 1,0664 | 1,1197 | +0,0533 |
| 22 | -0,02 | -0,0164 | +0,0036 | 1,0664 | 1,1197 | +0,0533 |
| 23 | 0,015 | 0,0123 | −0,0027 | 1,0564 | 1,1092 | +0,0528 |
| 24 | 0,035 | 0,0287 | −0,0063 | 1,0564 | 1,1092 | +0,0528 |
| 25 | 0,055 | 0,0451 | −0,0099 | 1,0464 | 1,0988 | +0,0523 |
| 26 | 0,065 | 0,0533 | −0,0117 | 1,0365 | 1,0883 | +0,0518 |
| 27 | 0,06 | 0,0492 | −0,0108 | 1,0265 | 1,0778 | +0,0513 |
| 28 | 0,05 | 0,041 | −0,009 | 1,0165 | 1,0674 | +0,0508 |
| 29 | 0,04 | 0,0328 | −0,0072 | 1,0066 | 1,0569 | +0,0503 |
| 30 | 0,03 | 0,0246 | −0,0054 | 0,9468 | 0,9941 | +0,0473 |
| Accessoire | Attribut | Opération | Effet signé | Résultat |
|---|---|---|---|---|
| 45° Angled Foregrip | Multiplicateur de recul verticalWeapon.VerticalRecoilMultiplier | Multiplication composée | +5% | Appliqué |
| 45° Angled Foregrip | Multiplicateur de recul horizontalWeapon.HorizontalRecoilMultiplier | Multiplication composée | −18% | Appliqué |
| 45° Angled Foregrip | Multiplicateur de dispersionWeapon.SpreadMultiplier | Multiplication composée | −18% | Appliqué |
| 45° Angled Foregrip | Temps d'ADSWeapon.AimTime | Multiplication composée | −17% | Appliqué |
| 45° Angled Foregrip | Multiplicateur de vitesse d'équipementWeapon.EquipSpeedMultiplier | Multiplication composée | +13% | Appliqué |
| 45° Angled Foregrip | Vitesse du balancement de viséeCharacter.AimSwaySpeedMultiplier | Multiplication composée | −8% | Appliqué |
| 45° Angled Foregrip | Balancement de visée, verticalCharacter.AimSwayVerticalMovementMultiplier | Multiplication composée | −4% | Appliqué |
| 45° Angled Foregrip | Translation du balancement de l'armeCharacter.WeaponSway.TranslationStabilizationMultiplier | Multiplier | −8% | Appliqué |
| 45° Angled Foregrip | Rotation du balancement de l'armeCharacter.WeaponSway.RotationStabilizationMultiplier | Multiplier | −16% | Appliqué |
| Four Reticle Reflex | Multiplicateur de zoom ADSWeapon.AdsZoomMultiplier | Remplacer | Remplace 1,2 | Appliqué |
| Four Reticle Reflex | Temps d'ADSWeapon.AimTime | Multiplication composée | −15% | Appliqué |
La capacité est stockée sur l'accessoire. Ce n'est pas une statistique d'arme, et le calcul des modificateurs ne la produit pas.
| Statistique | Base |
|---|---|
| AK74 30 RND Magazine · Capacité | 30 |
| AK74 30 RND Magazine · Calibres | 545mm |
TODO : localisation. Cette section explique l'outil. Ce n'est pas une recommandation d'équipement.
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.
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.
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.
No. 1.1 scales the current number, which is 10 percent more. Add is the operation that adds a stored value. Game build 25937608.