WARDOGS

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Calculator

TTK and damage

One hit from the stored projectile, falloff, hit zone, ammo rule, and armor piece. Shots and time use 100 health, which these files do not store.

Build di gioco 25937608

Damage model

What is multiplied

A hit starts at the projectile damage for that caliber. Buckshot multiplies by the pellet count only when the buckshot item text is a single number of pellets, and the count assumes every pellet hits. A slug that repeats the same sentence is not treated as buckshot. Distance then scales by the weapon falloff curve. A straight line joins the stored points. When a segment is marked Cubic, the file has no tangents, so the line is only the straight stand-in and the result says so. An empty curve is not a hidden 1: the distance factor is left off and the projectile damage is used as stored. Past the last point, the last stored multiplier is kept.

Two hit-zone numbers are both applied: the universal profile and the profile for the weapon class. A missing class profile leaves the hit blank. Hollow point and armor piercing then take the untargeted infantry ammo rules (+100% and -20%). On a zone the selected vest or helmet lists, the piece's damageReduction is removed as a percent and the most specific targeted infantry rule for that plate is applied once. A family rule and a level rule are not stacked. The generic Armor and Helmet rows in the damage file, including the -60% bullet row, are not applied on top of the piece. Ghillie pieces have no covered zones and no reduction, so they are not a choice. Weapon-specific rules whose token does not match the item id, including the M1911 row, are not applied.

Shots to kill divide 100 by the hit and round up. That 100 is not in the dataset. Time is the gaps between the first and last shot at the stored rate of fire, plus flight at muzzle velocity. Reload, burst delay, and recoil are not in this sum. A missing rate of fire leaves the time blank.

Setup

Ammo type

This shot

This zone is not on the selected piece

Factors for the selected weapon
FactorValue
Projectile damage28
Pellets1
Distance factor1
Universal zone1,1
Class zone0,885
Ammo rule1
Plate remaining1
Round on plate1
Damage per hit27,26
Shots to kill4
Shot cycle0,225
Flight0,0549
Time to kill0,2799

Every weapon at this setup

Weapons at the current distance, zone, round type, and armor
WeaponRoundPer hitShotsTime
50Cal237,610,0556
308Win118,810,0559
762x54mm116,1610,0578
762x54mm116,1610,0602
120x570mm16510,0909
7mmBuck19810,1042
155mm.Expensive49510,1078
7mmBuck19810,1279
308Win52,9720,1443
762x54mm51,7920,1875
308Win52,9720,1902
84mm11010,2174
762mm40,0230,2214
45ACP34,6530,2333
308Win43,8130,2347
308Win43,8130,2441
556mm27,2640,2664
556mm27,2640,2799
9mm25,4140,2833
556mm27,2640,2949
Arrow175,3310,3125
9mm25,4140,325
556mm27,2640,3271
556mm27,2640,3271
556mm27,2640,3271
556mm27,2640,3296
50AE72,7720,3311
545mm25,3140,3337
9mm25,4140,35
762mm40,0230,3537
9mm25,4140,3566
9mm25,4140,3887
45Colt51,9820,4493
45ACP34,6530,4767
93mm12110,5
40mm11010,6667
556mm73,9221,3556
72mm22012,5
762x54mm42,833— Assente nei file di gioco
9mm25,414— Assente nei file di gioco

M4

Questions

Where does the 100 health come from?
It is not in the game files used here. Shots and time need a pool, and 100 is the figure the damage model is built around. Damage per hit does not use it.
Why can a Cubic weapon disagree with a curve you feel in game?
The file marks the segment Cubic and does not store tangents. The calculator draws the straight line between the two stored points and labels that stand-in.
Why is shotgun time not a full shell of pellets for every gun?
Only a buckshot item whose text is a single pellet count is multiplied, and every pellet is assumed to hit. Other rounds stay one projectile. Reload is not added.