Live Weapon Telemetry
Base factory configurationFire Rate
267RPM
4.5 rounds/secMuzzle Velocity
470m/s
Kinetic speedADS Aim Time
200ms
Base: 200msPrecision (MOA)
0.8MOA
~2.3cm @ 100mDamage Drop-Off
50m/1200m
Full damage (72.8 dmg) out to 50m, Min Damage (21.8 dmg) at 1200mRecoil Modifiers:
Vertical:0%
Horizontal:0%
Lowest Recoil Build:
MuzzleStock Muzzle
ForegripStandard Handguard
OpticFour Reticle Reflex
MagazineDeagle 7 RND Magazine
Real-time 2D target projection at range
Gunsmith Attachment Slots
Equip authentic attachments. Handling multipliers stack multiplicatively, dynamically modulating ADS speed, spread cone, and recoil climb in the target canvas.
Attachment Configuration
Customize modular weapon parts to optimize recoil & handling
Recoil Target Preview
Live canvas simulationRecoil Simulation
Custom Build: 83.1cm Spread
Original Spray: 83.1cm Spread
Vertical Recoil
+78.3 cm
Horizontal Recoil
±15.7 cm
Shots Fired:
Target Range:
25 m
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Extracted Keyframe Telemetry (Unreal Engine DA_*_Stats)
Per-Shot Pitch & Yaw Vector Telemetry
Pitch Max Ceiling45°
Yaw Clamp Bounds[-22.5°, 22.5°]
Recoil Jitter Cone±10°
Post-Pattern Pitch+0.5° to +1°
Post-Pattern Yaw-0.2° to +0.2°
| Shot # | Pitch Impulse (°) | Cumulative Pitch (°) | Yaw Drift (°) | Cumulative Yaw (°) | Displacement @ 25m | Displacement @ 50m |
|---|---|---|---|---|---|---|
| 1 | +1.168° | 1.17° | 0.000° | 0.00° | X: 0cm, Y: 51cm | X: 0cm, Y: 101.9cm |
| 2 | +1.170° | 2.34° | -0.090° | -0.09° | X: -3.9cm, Y: 51.1cm | X: -7.9cm, Y: 102.1cm |
| 3 | +1.350° | 3.69° | -0.090° | -0.18° | X: -3.9cm, Y: 58.9cm | X: -7.9cm, Y: 117.8cm |
| 4 | +0.990° | 4.68° | +0.360° | +0.18° | X: 15.7cm, Y: 43.2cm | X: 31.4cm, Y: 86.4cm |
| 5 | +1.350° | 6.03° | -0.180° | 0.00° | X: -7.9cm, Y: 58.9cm | X: -15.7cm, Y: 117.8cm |
| 6 | +1.530° | 7.56° | -0.180° | -0.18° | X: -7.9cm, Y: 66.8cm | X: -15.7cm, Y: 133.5cm |
| 7 | +1.440° | 9.00° | 0.000° | -0.18° | X: 0cm, Y: 62.8cm | X: 0cm, Y: 125.7cm |
| 8 | +1.080° | 10.08° | +0.180° | 0.00° | X: 7.9cm, Y: 47.1cm | X: 15.7cm, Y: 94.3cm |
| 9 | +1.800° | 11.88° | +0.090° | +0.09° | X: 3.9cm, Y: 78.6cm | X: 7.9cm, Y: 157.1cm |
| 10 | +1.170° | 13.05° | -0.270° | -0.18° | X: -11.8cm, Y: 51.1cm | X: -23.6cm, Y: 102.1cm |
| 11 | +1.620° | 14.67° | -0.180° | -0.36° | X: -7.9cm, Y: 70.7cm | X: -15.7cm, Y: 141.4cm |
| 12 | +1.170° | 15.84° | +0.360° | 0.00° | X: 15.7cm, Y: 51.1cm | X: 31.4cm, Y: 102.1cm |
| 13 | +1.260° | 17.10° | +0.090° | +0.09° | X: 3.9cm, Y: 55cm | X: 7.9cm, Y: 110cm |
| 14 | +1.440° | 18.54° | -0.090° | 0.00° | X: -3.9cm, Y: 62.8cm | X: -7.9cm, Y: 125.7cm |
| 15 | +0.990° | 19.53° | -0.180° | -0.18° | X: -7.9cm, Y: 43.2cm | X: -15.7cm, Y: 86.4cm |
Showing 15 extracted keyframe intervals* Recoil Jitter Cone: ±10° (
RandomDeviationDegree) applied per shotTarget displacement: Δ = d × tan(θ) × 100* Recoil Jitter Cone: In addition to the deterministic pitch and yaw keyframes listed above, each shot is perturbed by an engine-defined random deviation cone of ±10° (RandomDeviationDegree) applied to both pitch and yaw axes.
Extracted DistanceDamageFalloffCurve Telemetry
DEAGLE DAMAGE DROP-OFF
100% Effective Range0m — 50m
Curve End Distance1200m
Retention Floor30% Damage
Engine Data AssetDA_WEPN_027_Stats.json
Armor Filter:
Drop-Off Envelope: 50m / 1200m•Floor: 30%
Standard FMJ ammunition against Upper Chest (Thorax). Retention curve: Full damage (72.8 dmg) out to 50m, Min Damage (21.8 dmg) at 1200m.
100% Threshold
Retention Floor
| Range | Damage Retention | Tier 0 | Tier 1 | Tier 2 | Tier 3 | Tier 4 | STK (T0) | TTK (T0) |
|---|---|---|---|---|---|---|---|---|
| 0m | 100% | 72.8 | 51.0 | 43.7 | 36.4 | 29.1 | 2 STK | 225ms |
| 25m | 100% | 72.8 | 51.0 | 43.7 | 36.4 | 29.1 | 2 STK | 225ms |
| 50m | 100% | 72.8 | 51.0 | 43.7 | 36.4 | 29.1 | 2 STK | 225ms |
| 100m | 97% | 70.6 | 49.4 | 42.3 | 35.3 | 28.2 | 2 STK | 225ms |
| 200m | 90.9% | 66.1 | 46.3 | 39.7 | 33.1 | 26.4 | 2 STK | 225ms |
| 300m | 84.8% | 61.7 | 43.2 | 37.0 | 30.9 | 24.7 | 2 STK | 225ms |
| 400m | 78.7% | 57.3 | 40.1 | 34.4 | 28.6 | 22.9 | 2 STK | 225ms |
| 500m | 72.6% | 52.9 | 37.0 | 31.7 | 26.4 | 21.1 | 2 STK | 225ms |
| 600m | 66.5% | 48.4 | 33.9 | 29.1 | 24.2 | 19.4 | 3 STK | 449ms |
| 800m | 54.4% | 39.6 | 27.7 | 23.7 | 19.8 | 15.8 | 3 STK | 449ms |
| 1000m | 42.2% | 30.7 | 21.5 | 18.4 | 15.3 | 12.3 | 4 STK | 674ms |
| 1200m | 30% | 21.8 | 15.3 | 13.1 | 10.9 | 8.7 | 5 STK | 899ms |
Damage evaluated against torso hitboxes with Standard FMJ ammunitionUnreal Units converted via 100 UU = 1m (10,000 UU = 100m)
Understanding the Numbers
Want to know how DEAGLE's damage, falloff, and durability wear were calculated?
Check out the technical deep dive covering the 13-zone anatomical bone model, armor plate durability degradation pools (240 HP to 780 HP), and how high-penetration rounds produce penetration kills versus plate-shatter kills.
