Ballistics Engine • Damage Curves & Hitbox Analysis

Weapon Mechanics & Damage Drop-Off

Damage calculation in Wardogs is a multi-stage deterministic pipeline. Bullet impact damage is evaluated based on base weapon caliber energy, anatomical bone multipliers, ammunition modifiers, distance falloff curves extracted from engine assets, and armor plate mitigation.

1. The Core Damage Pipeline

When a projectile impacts an entity in Wardogs, final damage applied to health is computed through five sequential evaluation stages:

Damagefinal=Damagebase×Mzone×Mfalloff(d)×Mflesh×(1.0−Reffective)\mathbf{\text{Damage}_{\text{final}} = \text{Damage}_{\text{base}} \times M_{\text{zone}} \times M_{\text{falloff}}(d) \times M_{\text{flesh}} \times (1.0 - R_{\text{effective}})}
  • Damage_base: Native caliber ballistic energy specified in DT_Weapons.
  • M_zone: Anatomical bone location multiplier scaled by weapon class.
  • M_falloff(d): Distance retention scalar extracted from DistanceDamageFalloffCurve.
  • M_flesh: Ammunition unarmored multiplier (FMJ: 1.0, AP: 0.80, HP: 2.0).
  • R_effective: Net armor absorption percentage factoring in penetration bypass.

2. Anatomical Bone Multipliers: 13-Zone vs. 6-Zone Models

The game client calculates hits across 13 distinct skeletal bones. For streamlined comparisons, the platform aggregates these into 6 primary operational zones:

Anatomical Region13-Zone Multiplier6-Zone GroupingArmor Protection
Head1.00xHead (1.00x)Tier 1+ Helmets
Neck0.75xNeck (0.75x)Tier 3+ Helmets
Upper Chest1.10xTorso BenchmarkTier 1+ Vests
Lower Chest1.00xTorso Sub-zoneTier 1+ Vests
Stomach0.95xTorso Sub-zoneTier 1+ Vests
Pelvis0.90xPelvis (0.90x)Tier 4 Vests Only
Upper Arms0.60xArms BenchmarkTier 4 Vests Only
Lower Arms0.50xArms Sub-zoneUnarmored (Full Damage)
Hands0.30xArms Sub-zoneUnarmored (Full Damage)
Upper Legs0.60xLegs BenchmarkUnarmored (Full Damage)
Lower Legs0.50xLegs Sub-zoneUnarmored (Full Damage)
Feet0.30xLegs Sub-zoneUnarmored (Full Damage)

3. Weapon Class Final Hitbox Multipliers

In addition to baseline anatomical multipliers, Unreal DataTable DT_InfantryData_BoneDamageModifiers applies category-specific scaling across all 13 skeletal bones. The table below represents the authoritative combined hitbox multipliers (Universal Anatomical × Weapon Class Modifier) used across all damage simulations:

Weapon ClassHeadNeckU. ChestU. StomachL. StomachPelvisArms (U/L)Legs (U/L)Hand/Feet
Assault Rifles2.35x1.76x0.97x0.97x0.92x0.90x0.54 / 0.45x0.54 / 0.45x0.27x
SMGs2.10x1.58x1.16x1.05x1.00x0.95x0.78 / 0.65x0.78 / 0.65x0.39x
DMRs2.45x1.84x1.18x1.18x1.18x1.125x0.75 / 0.625x0.75 / 0.625x0.375x
Sniper Rifles4.27x3.20x2.64x1.93x1.84x1.56x0.90 / 0.75x0.90 / 0.75x0.45x
LMGs2.35x1.76x0.97x0.97x0.92x0.90x0.54 / 0.45x0.54 / 0.45x0.27x
Shotguns1.50x1.13x0.99x0.90x0.85x0.81x0.63 / 0.53x0.63 / 0.53x0.32x
Pistols / Sidearms2.10x1.58x1.16x1.05x1.00x0.95x0.78 / 0.65x0.78 / 0.65x0.39x
Combat Bow2.30x1.72x2.28x1.90x1.42x0.90x0.48 / 0.40x0.48 / 0.40x0.24x

4. Extracted Damage Falloff Curves & Engine Source Files

In the unpacked game files, weapon damage falloff curves are defined directly inside weapon platform Data Assets:

Engine Asset Provenance
  • Source Path: Plugins/GameFeatures/Weapons/Platforms/<PlatformId>/Content/Data/DA_<Weapon>_Stats.json
  • Target Property: Properties.WeaponStats.DistanceDamageFalloffCurve.EditorCurveData.Keys
  • Coordinate Scale: Time in keys is stored in Unreal Units (UU), where 10,000 UU=100 meters10,000\text{ UU} = 100\text{ meters}. Value represents the damage retention factor (1.0=100%1.0 = 100\%).
WeaponClassSource Asset100% Damage RangeFalloff Curve EndRetention Floor
M4Assault RifleDA_M4_Stats.json0m — 500m1,200m20%
AK-74MAssault RifleDA_AK74M_Stats.json0m — 500m1,200m20%
FAL (RFB)Battle RifleDA_WEPN_030_Stats.json0m — 800m1,200m20%
KH-2002 / A-91Assault RifleDA_KH2002_Stats.json0m — 300m1,200m20%
VectorSMGDA_Vector_Stats.json0m — 50m70m (60%) → 1,200m20%
MP9 (AMP-9)SMGDA_MP9_Stats.json0m — 100m200m (60%) → 1,200m10%
PP-19 VityazSMGDA_SMG_03_Stats.json0m — 200m300m (60%) → 1,200m10%
SVDM (SVD)DMRDA_SVDM_Stats.json0m — 800m1,200m20%
SV-98Sniper RifleDA_SV98_Stats.json0m — 1,000m1,500m40%
AMR 50Sniper RifleDA_SR_04_Stats.json0m — 2,000m2,500m40%
Scout Rifle TDSniper RifleDA_WEPN_035_Stats.json0m — 300m1,200m20%
PKMLight Machine GunDA_LMG_02_Stats.json0m — 1,000m1,500m20%

5. Expected Damage by Engagement Distance (Standard FMJ, Unarmored Chest)

The table below presents the calculated damage values across engagement distances from close-quarters to long-range sniper engagements:

WeaponCaliberBase25m50m100m300m500m800m1,000m1,200m
M45.56x45mm30.8230.8230.8230.8230.8230.8220.2513.216.16
AK-74M5.45x39mm28.6228.6228.6228.6228.6228.6218.8112.275.72
FAL7.62x51mm49.5149.5149.5149.5149.5149.5149.5129.719.90
KH-20025.56x45mm30.0030.0030.0030.0030.0024.6716.6711.336.00
Vector.45 ACP34.6734.6734.6720.4317.9815.5311.849.396.93
MP99x19mm24.0024.0024.0024.0013.2010.807.204.802.40
PP-19 Vityaz9x19mm25.4225.4225.4225.4215.2512.438.195.372.54
SVD7.62x54mmR62.9462.9462.9462.9462.9462.9441.3626.9812.59
SV-987.62x54mmR87.1487.1487.1487.1487.1487.1487.1487.1466.23
AMR 50.50 BMG177.97177.97177.97177.97177.97177.97177.97177.97177.97
Scout Rifle TD5.56x45mm45.0045.0045.0045.0045.0037.0025.0017.009.00
Key Takeaway: Assault rifles and battle rifles retain 100% of their kinetic damage out to 500–800 meters, meaning that firefights occurring inside compound objectives and standard infantry engagement bands are governed exclusively by armor penetration, durability wear, and anatomical shot placement.
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