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.
工具
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.
遊戲組建 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.
| 項目 | 基礎 | 結果 | 變化 |
|---|---|---|---|
| 每分鐘射速 | 650 | 650 | 0 |
| 點射彈數 | — 遊戲檔案中沒有 | — 遊戲檔案中沒有 | — 遊戲檔案中沒有 |
| 槍口初速 | 880 m/s | 880 m/s | 0 |
| 有效射程 | 500 m | 500 m | 0 |
| 精度 | 0.825 | 0.825 | 0 |
| 隨機偏差 | 13 ° | 13 ° | 0 |
| 開鏡時間 | 0.8 s | 0.5644 s | −0.2356 |
| 換彈時間 | — 遊戲檔案中沒有 | — 遊戲檔案中沒有 | — 遊戲檔案中沒有 |
| 人體工學 | — 遊戲檔案中沒有 | — 遊戲檔案中沒有 | — 遊戲檔案中沒有 |
| 預熱時間 | — 遊戲檔案中沒有 | — 遊戲檔案中沒有 | — 遊戲檔案中沒有 |
| 近戰傷害 | 35 | 35 | 0 |
| 壓制倍率 | 1.05 | 1.05 | 0 |
| 歸零最小值 | — 遊戲檔案中沒有 | — 遊戲檔案中沒有 | — 遊戲檔案中沒有 |
| 歸零最大值 | 1,000 m | 1,000 m | 0 |
| 歸零步進 | — 遊戲檔案中沒有 | — 遊戲檔案中沒有 | — 遊戲檔案中沒有 |
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.
| 項目 | Factor | 變化 | 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 是橫向,Y 是向上,單位是遊戲自己的單位。水平和垂直倍率按檔案順序縮放這些儲存取樣。null 取樣維持 null。樣式之後的範圍和視角後座是另外的欄位,維持儲存原樣。
| 發 | 基礎 X | 結果 X | 變化 X | 基礎 Y | 結果 Y | 變化 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 |
| 配件 | 屬性 | 運算 | 帶正負號的效果 | 結果 |
|---|---|---|---|---|
| 45° Angled Foregrip | 垂直後座力倍率Weapon.VerticalRecoilMultiplier | 複合乘 | +5% | 已套用 |
| 45° Angled Foregrip | 水平後座力倍率Weapon.HorizontalRecoilMultiplier | 複合乘 | −18% | 已套用 |
| 45° Angled Foregrip | 散布倍率Weapon.SpreadMultiplier | 複合乘 | −18% | 已套用 |
| 45° Angled Foregrip | 開鏡時間Weapon.AimTime | 複合乘 | −17% | 已套用 |
| 45° Angled Foregrip | 裝備速度倍率Weapon.EquipSpeedMultiplier | 複合乘 | +13% | 已套用 |
| 45° Angled Foregrip | 瞄準晃動速度Character.AimSwaySpeedMultiplier | 複合乘 | −8% | 已套用 |
| 45° Angled Foregrip | 瞄準晃動,垂直Character.AimSwayVerticalMovementMultiplier | 複合乘 | −4% | 已套用 |
| 45° Angled Foregrip | 武器晃動平移Character.WeaponSway.TranslationStabilizationMultiplier | 乘 | −8% | 已套用 |
| 45° Angled Foregrip | 武器晃動旋轉Character.WeaponSway.RotationStabilizationMultiplier | 乘 | −16% | 已套用 |
| Four Reticle Reflex | 開鏡變倍倍率Weapon.AdsZoomMultiplier | 覆蓋 | 替換 1.2 | 已套用 |
| Four Reticle Reflex | 開鏡時間Weapon.AimTime | 複合乘 | −15% | 已套用 |
容量存在配件上。它不是武器屬性,修正運算也不會算出它。
| 項目 | 基礎 |
|---|---|
| AK74 30 RND Magazine · 容量 | 30 |
| AK74 30 RND Magazine · 口徑 | 545mm |
TODO: 在地化。這一節說明這個工具。它不是配裝建議。
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.