The game shows no damage table. So we fired 418 rounds at the firing-range dummies, which display the damage they take and let you set their protection. On 24/09/2026, on build CL-501228, 366 shots matched the model below exactly, within 1%. The rest came down to a different zone being hit or a setting left unchanged; shotguns are not modelled yet.
You can try every combination in the damage calculator. This guide explains what is behind it.
The formula
Every bullet follows the same rule:
damage = weapon base damage × multiplier of the zone hit × effect of the round against the protection
We assume 100 health points per player, the value other sites give: we have not measured it yet, as it takes two players. There is no damage drop-off at range distances; beyond 300 m it is still to be measured.
Where to shoot: body zones
The multiplier depends on the weapon category. A sniper gains far more from a chest hit than an assault rifle does.
| Category | Head | Chest | Torso | Pelvis | Limbs |
|---|---|---|---|---|---|
| Assault rifle | ×2.35 | ×1.10 | ×1.00 | ×1.00 | ×0.90 |
| Machine gun | ×2.30 | ×1.155 | ×1.05 | ×1.00 | ×0.90 |
| Marksman rifle (DMR) | ×2.50 | ×1.43 | ×1.30 | ×1.00 | ×1.00 |
| Pistol, SMG | ×2.10 | ×1.155 | ×1.05 | ×1.05 | ×1.30 |
| Sniper | ×3.20 | ×1.98 | ×1.45 | ×1.30 | ×1.20 |
| Bow | ×2.30 | ×1.90 | ×1.90 | ×1.00 | ×0.80 |
Within those zones, the neck is worth 0.75 × the head, the lower torso 0.95 × the torso and the pelvis 0.9. Upper arm and thigh are worth 0.6 × "limbs", forearm and calf 0.5 ×.
Key point: the chest (upper torso) is always the best target after the head. With pistols and SMGs, limbs hurt more than the torso.
What vests and helmets really protect
Levels 1 to 4 remove 30, 40, 55 and 65% of the damage, for vests and helmets alike.
- The vest covers the chest, torso and lower torso. The level 4 vest also covers the pelvis and upper arms.
- The helmet covers the head; from level 3 it covers the neck too.
- Forearms, thighs and calves are never protected. Against an opponent in a level 4 vest, a burst to the legs is a real option.
FMJ, AP or HP: picking your ammo
- FMJ (standard): full damage on an unarmoured target, then the armour reduction applies in full.
- AP (armour piercing): 20% less damage on an unarmoured target, but armour keeps only part of its usual reduction. That share is half for large calibres (.308, 7.62x54, 7.62, .50 AE), 60% for 5.45 and 5.56, and 70% for small calibres (9 mm, .45).
- HP (hollow point): double damage on an unarmoured target, but almost useless against a vest. Against a vest it deals only 30% of the damage an FMJ round does to an unarmoured target at level 1, 22% at level 2, 9% at level 3 and barely 1% at level 4.
Example with the M4 in 5.56, chest shot:
| Round | No protection | Vest 2 | Vest 3 | Vest 4 |
|---|---|---|---|---|
| FMJ | 30.8 → 4 shots | 18.5 → 6 shots | 13.9 → 8 shots | 10.8 → 10 shots |
| AP | 24.6 → 5 shots | 18.7 → 6 shots | 16.5 → 7 shots | 15.0 → 7 shots |
| HP | 61.6 → 2 shots | 6.7 → 16 shots | 2.9 → 35 shots | 0.4 → over 200 |
In practice: AP pays off as soon as the opponent wears a level 3 or 4 vest. HP only punishes players with no vest; anywhere else, it loses you the fight.
Three concrete examples
- SVD (marksman, FMJ): 78.6 to the chest with no protection, so 2 shots. It still takes only 4 against a level 4 vest.
- MK22 (sniper): one FMJ round to the chest is enough on an unarmoured target (118.8). With AP it is 2 shots whatever the vest.
- M1911: we measured 39 base damage, not the 30 listed in the catalogue. That is 3 chest shots with no protection.
Limits and next measurements
- Exact health points and armour wear: need two players.
- Shotguns: pellets per shell.
- Damage drop-off beyond 300 m, on a real map.
Does a value look wrong? Report it on our Discord: we check it again on the range before fixing the guide and the calculator.
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