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:
- 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 Region | 13-Zone Multiplier | 6-Zone Grouping | Armor Protection |
|---|---|---|---|
| Head | 1.00x | Head (1.00x) | Tier 1+ Helmets |
| Neck | 0.75x | Neck (0.75x) | Tier 3+ Helmets |
| Upper Chest | 1.10x | Torso Benchmark | Tier 1+ Vests |
| Lower Chest | 1.00x | Torso Sub-zone | Tier 1+ Vests |
| Stomach | 0.95x | Torso Sub-zone | Tier 1+ Vests |
| Pelvis | 0.90x | Pelvis (0.90x) | Tier 4 Vests Only |
| Upper Arms | 0.60x | Arms Benchmark | Tier 4 Vests Only |
| Lower Arms | 0.50x | Arms Sub-zone | Unarmored (Full Damage) |
| Hands | 0.30x | Arms Sub-zone | Unarmored (Full Damage) |
| Upper Legs | 0.60x | Legs Benchmark | Unarmored (Full Damage) |
| Lower Legs | 0.50x | Legs Sub-zone | Unarmored (Full Damage) |
| Feet | 0.30x | Legs Sub-zone | Unarmored (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 Class | Head | Neck | U. Chest | U. Stomach | L. Stomach | Pelvis | Arms (U/L) | Legs (U/L) | Hand/Feet |
|---|---|---|---|---|---|---|---|---|---|
| Assault Rifles | 2.35x | 1.76x | 0.97x | 0.97x | 0.92x | 0.90x | 0.54 / 0.45x | 0.54 / 0.45x | 0.27x |
| SMGs | 2.10x | 1.58x | 1.16x | 1.05x | 1.00x | 0.95x | 0.78 / 0.65x | 0.78 / 0.65x | 0.39x |
| DMRs | 2.45x | 1.84x | 1.18x | 1.18x | 1.18x | 1.125x | 0.75 / 0.625x | 0.75 / 0.625x | 0.375x |
| Sniper Rifles | 4.27x | 3.20x | 2.64x | 1.93x | 1.84x | 1.56x | 0.90 / 0.75x | 0.90 / 0.75x | 0.45x |
| LMGs | 2.35x | 1.76x | 0.97x | 0.97x | 0.92x | 0.90x | 0.54 / 0.45x | 0.54 / 0.45x | 0.27x |
| Shotguns | 1.50x | 1.13x | 0.99x | 0.90x | 0.85x | 0.81x | 0.63 / 0.53x | 0.63 / 0.53x | 0.32x |
| Pistols / Sidearms | 2.10x | 1.58x | 1.16x | 1.05x | 1.00x | 0.95x | 0.78 / 0.65x | 0.78 / 0.65x | 0.39x |
| Combat Bow | 2.30x | 1.72x | 2.28x | 1.90x | 1.42x | 0.90x | 0.48 / 0.40x | 0.48 / 0.40x | 0.24x |
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:
- 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 meters. Value represents the damage retention factor (1.0=100%).
| Weapon | Class | Source Asset | 100% Damage Range | Falloff Curve End | Retention Floor |
|---|---|---|---|---|---|
| M4 | Assault Rifle | DA_M4_Stats.json | 0m — 500m | 1,200m | 20% |
| AK-74M | Assault Rifle | DA_AK74M_Stats.json | 0m — 500m | 1,200m | 20% |
| FAL (RFB) | Battle Rifle | DA_WEPN_030_Stats.json | 0m — 800m | 1,200m | 20% |
| KH-2002 / A-91 | Assault Rifle | DA_KH2002_Stats.json | 0m — 300m | 1,200m | 20% |
| Vector | SMG | DA_Vector_Stats.json | 0m — 50m | 70m (60%) → 1,200m | 20% |
| MP9 (AMP-9) | SMG | DA_MP9_Stats.json | 0m — 100m | 200m (60%) → 1,200m | 10% |
| PP-19 Vityaz | SMG | DA_SMG_03_Stats.json | 0m — 200m | 300m (60%) → 1,200m | 10% |
| SVDM (SVD) | DMR | DA_SVDM_Stats.json | 0m — 800m | 1,200m | 20% |
| SV-98 | Sniper Rifle | DA_SV98_Stats.json | 0m — 1,000m | 1,500m | 40% |
| AMR 50 | Sniper Rifle | DA_SR_04_Stats.json | 0m — 2,000m | 2,500m | 40% |
| Scout Rifle TD | Sniper Rifle | DA_WEPN_035_Stats.json | 0m — 300m | 1,200m | 20% |
| PKM | Light Machine Gun | DA_LMG_02_Stats.json | 0m — 1,000m | 1,500m | 20% |
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:
| Weapon | Caliber | Base | 25m | 50m | 100m | 300m | 500m | 800m | 1,000m | 1,200m |
|---|---|---|---|---|---|---|---|---|---|---|
| M4 | 5.56x45mm | 30.82 | 30.82 | 30.82 | 30.82 | 30.82 | 30.82 | 20.25 | 13.21 | 6.16 |
| AK-74M | 5.45x39mm | 28.62 | 28.62 | 28.62 | 28.62 | 28.62 | 28.62 | 18.81 | 12.27 | 5.72 |
| FAL | 7.62x51mm | 49.51 | 49.51 | 49.51 | 49.51 | 49.51 | 49.51 | 49.51 | 29.71 | 9.90 |
| KH-2002 | 5.56x45mm | 30.00 | 30.00 | 30.00 | 30.00 | 30.00 | 24.67 | 16.67 | 11.33 | 6.00 |
| Vector | .45 ACP | 34.67 | 34.67 | 34.67 | 20.43 | 17.98 | 15.53 | 11.84 | 9.39 | 6.93 |
| MP9 | 9x19mm | 24.00 | 24.00 | 24.00 | 24.00 | 13.20 | 10.80 | 7.20 | 4.80 | 2.40 |
| PP-19 Vityaz | 9x19mm | 25.42 | 25.42 | 25.42 | 25.42 | 15.25 | 12.43 | 8.19 | 5.37 | 2.54 |
| SVD | 7.62x54mmR | 62.94 | 62.94 | 62.94 | 62.94 | 62.94 | 62.94 | 41.36 | 26.98 | 12.59 |
| SV-98 | 7.62x54mmR | 87.14 | 87.14 | 87.14 | 87.14 | 87.14 | 87.14 | 87.14 | 87.14 | 66.23 |
| AMR 50 | .50 BMG | 177.97 | 177.97 | 177.97 | 177.97 | 177.97 | 177.97 | 177.97 | 177.97 | 177.97 |
| Scout Rifle TD | 5.56x45mm | 45.00 | 45.00 | 45.00 | 45.00 | 45.00 | 37.00 | 25.00 | 17.00 | 9.00 |
Inspect 13-zone TTK and interactive body hitboxes for all 31+ weapons
The Weapons Catalog renders real-time anatomical damage matrices across all armor tiers and ammunition configurations.