Pick a gun, a round and the target's armor, and you see the shots and the seconds to a kill for every hit zone.
Armor only counts on the zones it covers. Armor-piercing rounds strip most of the protection; hollow points work badly against armor.
| Zone | Damage | Shots | TTK | Protection |
|---|
Target has 100 HP · click a row or a zone on the figure
The target has 100 HP. Damage per shot = the round's base × the zone multiplier × armor protection × range falloff. Time to kill = (shots − 1) × 60 / rate of fire.
Zone multipliers: head ×2.35 · neck ×1.76 · upper torso ×1.1 · torso ×1.0 · lower torso ×0.95 · pelvis ×0.9 · shoulder and thigh ×0.54 · forearm and shin ×0.45 · hand and foot ×0.27. A helmet covers the head (from L3, the neck too); a vest covers the torso (from L4, the pelvis and shoulders). Armor-piercing rounds strip part of the protection; hollow points do worse against armor.
ESTIMATE round damage and rate of fire come from the 21–23 August beta; the armor coefficients and range falloff get refined after the 10 September launch.
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