Ballistics
Shots and time to kill for every weapon by hit zone, helmet and body armor level, round type and range.
Quick answers
How are shots to kill and time to kill calculated?
Each hit deals the round's base damage times the hit zone multiplier and the range falloff, and shots to kill is how many hits it takes to deal 100 damage. Time to kill is the time between shots (60,000 ms divided by the rate of fire) for every shot after the first, plus the bullet's flight time. Some weapon classes also scale the damage of high-calibre rounds: Assault Rifle with 7.62x39mm ×0.88, Assault Rifle with .308 Win ×0.75, Marksman Rifle with .308 Win ×0.85, Marksman Rifle with 7.62x54mm ×0.8, Light Machine Gun with .308 Win ×0.75, Light Machine Gun with 7.62x54mm ×0.75. For example, the A-91 fires 700 rounds per minute, so its shots are 86 ms apart.
How much damage does body armor and a helmet block?
Vests cut damage to the zones they cover by: Level 1 Armor 30% (200 durability), Level 2 Armor 40% (220 durability), Level 3 Armor 50% (250 durability), Level 4 Armor 60% (300 durability). Helmets: Level 1 Helmet 30% (80 durability), Level 2 Helmet 40% (100 durability), Level 3 Helmet 50% (180 durability), Level 4 Helmet 60% (200 durability). Every hit also wears the plate down, and once its durability runs out, hits do full damage.
How much extra damage do headshots and other hit zones do?
Damage is multiplied by the hit zone, and the multipliers depend on the weapon class. A head hit multiplies damage by: Pistol ×2.1, Shotgun ×1.5, Combat Bow ×2.3, Sniper Rifle ×4.27, Assault Rifle ×2.35, Marksman Rifle ×2.45, Submachine Gun ×2.1, Light Machine Gun ×2.35. For an assault rifle, an upper torso hit is ×0.97 and a hand hit ×0.27.
How does range affect damage?
Each weapon has its own damage falloff curve. For example, the A-91 deals full damage up to 300 m, then its damage drops to 20% at 1,200 m and stays there beyond. Weapons without a falloff curve deal the same damage at any range.
What do the round types do?
The tool compares Standard (FMJ), Flesh Damage (HP), Armor Piercing (AP). For 5.56x45mm, HP deals ×2 damage to flesh but armor stops ×1.5 as much of it, while AP deals ×0.8 to flesh and armor stops only ×0.6 as much. When a calibre is not sold in HP or AP, the tool uses FMJ instead.
Can I compare several weapons and share the setup?
Pick up to 5 weapons and set the hit zone, vest and helmet level, round types and range up to 2,000 m. The setup is kept in the page address, so Share this view copies a link that opens the same comparison.
Game data: Season 2 ·