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.
Ferramentas
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 do jogo 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.
— Nenhum acessório desta build corresponde a este encaixe
| Estatística | Base | Resultado | Variação |
|---|---|---|---|
| Tiros por minuto | 650 | 650 | 0 |
| Tiros por rajada | — Ausente nos arquivos do jogo | — Ausente nos arquivos do jogo | — Ausente nos arquivos do jogo |
| Velocidade de saída | 880 m/s | 880 m/s | 0 |
| Alcance efetivo | 500 m | 500 m | 0 |
| Precisão | 0,825 | 0,825 | 0 |
| Desvio aleatório | 13 ° | 13 ° | 0 |
| Tempo de ADS | 0,8 s | 0,5644 s | −0,2356 |
| Tempo de recarga | — Ausente nos arquivos do jogo | — Ausente nos arquivos do jogo | — Ausente nos arquivos do jogo |
| Ergonomia | — Ausente nos arquivos do jogo | — Ausente nos arquivos do jogo | — Ausente nos arquivos do jogo |
| Tempo de preparação | — Ausente nos arquivos do jogo | — Ausente nos arquivos do jogo | — Ausente nos arquivos do jogo |
| Dano corpo a corpo | 35 | 35 | 0 |
| Multiplicador de supressão | 1,05 | 1,05 | 0 |
| Zeragem mínima | — Ausente nos arquivos do jogo | — Ausente nos arquivos do jogo | — Ausente nos arquivos do jogo |
| Zeragem máxima | 1.000 m | 1.000 m | 0 |
| Passo da zeragem | — Ausente nos arquivos do jogo | — Ausente nos arquivos do jogo | — Ausente nos arquivos do jogo |
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.
| Estatística | Factor | Variação | 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 é para o lado e Y é para cima, nas unidades próprias do jogo. Os multiplicadores horizontal e vertical escalam essas amostras gravadas, na ordem do arquivo. Uma amostra nula continua nula. Os alcances depois do padrão e o coice da visão são campos separados e ficam como gravados.
| Tiro | Base X | Resultado X | Variação X | Base Y | Resultado Y | Variação 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 |
| Acessório | Atributo | Operação | Efeito com sinal | Resultado |
|---|---|---|---|---|
| 45° Angled Foregrip | Multiplicador de recuo verticalWeapon.VerticalRecoilMultiplier | Multiplicar composto | +5% | Aplicado |
| 45° Angled Foregrip | Multiplicador de recuo horizontalWeapon.HorizontalRecoilMultiplier | Multiplicar composto | −18% | Aplicado |
| 45° Angled Foregrip | Multiplicador de dispersãoWeapon.SpreadMultiplier | Multiplicar composto | −18% | Aplicado |
| 45° Angled Foregrip | Tempo de ADSWeapon.AimTime | Multiplicar composto | −17% | Aplicado |
| 45° Angled Foregrip | Multiplicador de velocidade de equiparWeapon.EquipSpeedMultiplier | Multiplicar composto | +13% | Aplicado |
| 45° Angled Foregrip | Velocidade do balanço da miraCharacter.AimSwaySpeedMultiplier | Multiplicar composto | −8% | Aplicado |
| 45° Angled Foregrip | Balanço da mira, verticalCharacter.AimSwayVerticalMovementMultiplier | Multiplicar composto | −4% | Aplicado |
| 45° Angled Foregrip | Translação do balanço da armaCharacter.WeaponSway.TranslationStabilizationMultiplier | Multiplicar | −8% | Aplicado |
| 45° Angled Foregrip | Rotação do balanço da armaCharacter.WeaponSway.RotationStabilizationMultiplier | Multiplicar | −16% | Aplicado |
| Four Reticle Reflex | Multiplicador de zoom do ADSWeapon.AdsZoomMultiplier | Substituir | Substitui 1,2 | Aplicado |
| Four Reticle Reflex | Tempo de ADSWeapon.AimTime | Multiplicar composto | −15% | Aplicado |
A capacidade está gravada no acessório. Não é uma estatística da arma, e a conta dos modificadores não a produz.
| Estatística | Base |
|---|---|
| AK74 30 RND Magazine · Capacidade | 30 |
| AK74 30 RND Magazine · Calibres | 545mm |
TODO: localização. Esta seção explica a ferramenta. Não é uma recomendação de loadout.
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.