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Armor counts only on the zones it covers. AP rounds strip most of its protection. Hollow points struggle against it.
Unprotected zone.
1 shot at every range · drag along the curve to set the range
| Zone | |||
|---|---|---|---|
| Head | 685 | 1 | 0.00s |
| Neck | 514 | 1 | 0.00s |
| Upper Torso | 424 | 1 | 0.00s |
| Torso | 310 | 1 | 0.00s |
| Lower Torso | 295 | 1 | 0.00s |
| Pelvis | 250 | 1 | 0.00s |
| Upper Arm | 154 | 1 | 0.00s |
| Forearm | 128 | 1 | 0.00s |
| Hand | 77 | 2 | 1.45s |
| Thigh | 154 | 1 | 0.00s |
| Calf | 128 | 1 | 0.00s |
| Foot | 77 | 2 | 1.45s |
Pick a weapon, pick the round you are feeding it, dress the target in the armor you expect to meet, and set the range. The board answers the only question that matters in a firefight: how many shots, and how long.
A player starts with 100 health. Everything below is the arithmetic between that number and the round leaving your barrel.
Four things move the number. The round sets base damage. The hit zone scales it, so a chest shot and a hand shot from the same weapon are not the same event. Armor over that zone cuts what gets through. Range bleeds damage off the longer the shot travels.
Change any one of them and shots to kill can step up or down by a whole round, which is the difference between winning a duel and losing it.
Every zone carries its own multiplier. Head and upper torso pay the most, limbs pay the least, and hands and feet pay almost nothing. Weapon class shifts some of these, so a sniper rifle and an SMG do not treat a headshot the same way.
Head · Neck · Upper Torso · Torso · Lower Torso · Pelvis · Upper Arm · Forearm · Hand · Thigh · Calf · Foot
Helmets cover the head, vests cover the torso, and a round that lands on an unprotected limb ignores both. Set a tier and the whole table recomputes, which is how you find out whether the expensive round you are buying actually buys you a shot.
100. Damage from every shot comes off that pool, and armor over the zone you hit reduces what gets through.
It depends on the weapon, the round, where you hit and what the target is wearing. Set all four in the calculator and it gives you shots to kill for every hit zone at once, along with the time those shots take from the trigger pull, bullet flight to your range included.
No. A headshot carries the highest multiplier of any zone, but a helmet cuts it, and weaker rounds at long range can still leave a target standing. Set the helmet tier and the range and the calculator tells you whether the shot is lethal.
Yes. Damage falls off with distance, and the rate differs by weapon. Drag the range slider and watch shots to kill step up at the distance where your weapon stops being the right tool.
Yes. The link in your address bar carries the weapon, the round, the armor and the range, so pasting it hands someone the exact setup you are looking at.