WARDOGS Damage Calculator
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
TTK against range
How this is calculated and where the numbers come from
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.
GAME DATA the damage of every caliber, rate of fire, muzzle velocity, each gun's own range-falloff curve, armor absorption (30 / 40 / 55 / 65 %), its durability and the zones it covers — all from the game data, build CL491020. The shotgun gets buckshot (8 pellets of 25) and slug (105) separately.
ESTIMATE remains only in the armor-piercing and hollow-point multipliers: these data hold no penetration tables and the damage does not change with the round type. We will drop it once we reach the damage tables in the game files.
Frequently asked
How many shots to kill in WARDOGS?
It depends on the round, the hit zone, the target's armor and the range. The target has 100 HP; damage per shot = the round's base damage × zone multiplier × armor protection × range falloff. The calculator works it out for all 12 zones at once, for every weapon in the database.
What are the hit-zone damage multipliers in WARDOGS?
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.
How is TTK calculated in WARDOGS?
Time to kill = (shots − 1) × 60 / rate of fire. The first shot takes no time — only the pauses between shots count, and reloads are not included.
Which ammo should I use against armor in WARDOGS?
Armor-piercing: it strips most of the protection. Hollow-point rounds do poorly against armor — their place is against targets without a vest or a helmet.
What exactly does armor cover in WARDOGS?
The helmet covers the head and, from level L3, the neck as well. The vest covers the torso and, from level L4, additionally the pelvis and shoulders. On zones the armor does not cover it does not count at all.
How accurate is the damage calculator?
Caliber damage, rates of fire, range falloff and armor absorption come from the game data (build CL491020); only the armor-piercing and hollow-point multipliers are our estimate. We re-check after every patch, and the changes show in the log.
