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DayZ Wiki
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Weapons, damage and armor
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Weapons, damage and armor
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Updated for DayZ 1.12. == Basic key points == === Weapons === * Recoil can change with switching firing modes and between only prone and stand stances. * Sway change with switching between all stances. === Armor === * Armor items apply their effects on the whole body parts and don’t have their own hitboxes. * Clothing equipment can randomly select items from its inventory, to apply incoming damage to them, and lower the hit effects based on the items’ health/properties<sup>[specify]</sup>. === Damage === * Player’s character has 100 [[shock]] health points, after this number goes below 26, the character becomes unconscious until the value regenerates to above 50. * Damage is based on the velocity of the bullet at the time it impacts an entity. * Bullets will slow down when penetrating material, imparting correspondingly less damage if it hits an entity after. * Hitting different body parts will differ the damage values to apply, the HP damage is applied even if no organ hitboxes are hit. * Penetrating hitboxes of a character may cause additional effects. == Contact weapons / Ammunition== {| class="wikitable sortable" !width="11%"| Ammo name !width="11%"| Ammo classname !data-sort-type=number !width="11%" | Damage !data-sort-type=number !width="11%" | Shock !data-sort-type=number !width="11%" | Armor/Penetration !data-sort-type=number !width="11%" | Projectile speed !data-sort-type=number !width="11%" | Air friction !data-sort-type=number !width="11%" | Ammo weight !width="11%"| Projectile classname |- | 12x70 Slug / [[12ga Rifled Slugs|12ga Slug]] | Ammo_12gaSlug |data-sort-value="110" | 110, 100 | 100 | 0, 1, 0 | 420 | -0.00600 | 0.28 | Bullet_12GaugeSlug |- |[[.380 ACP Rounds|.380]] | Ammo_380 |data-sort-value="21" | 21, 100 | 33 | 0, 0.8, 30 | 290 | -0.0016 | 0.17 | Bullet_380 |- |[[9x19mm Rounds|9x19]] | Ammo_9x19 |data-sort-value="26" | 26, 100 | 33 | 0, 0.9, 30 | 360 | -0.003 | 0.24 | Bullet_9x19 |- |[[.45 ACP Rounds|.45]] | Ammo_45ACP |data-sort-value="34" | 34, 100 | 33 | 0, 0.9, 30 | 260 | -0.00145 | 0.48 | Bullet_45ACP |- |[[.357 Rounds|.357]] | Ammo_357 |data-sort-value="105.9" | 105, 100 | 66 | 0, 0.9, 30 | 383 | -0.0014 | 0.4 | Bullet_357 |- |[[5.45x39mm Rounds|5.45x39]] | Ammo_545x39 |data-sort-value="55" | 55, 100 | 66 | 0, 0.9, 10 | 880 | -0.00027 | 0.2 | Bullet_545x39 |- |[[5.56x45mm Rounds|5.56x45]] | Ammo_556x45 |data-sort-value="55" | 55, 100 | 66 | 0, 0.9, 10 | 1000 | -0.00105 | 0.2 | Bullet_556x45 |- |[[7.62x39mm Rounds|7.62x39]] | Ammo_762x39 |data-sort-value="55" | 55, 100 | 66 | 0, 0.9, 10 | 740 | -0.00143 | 0.4 | Bullet_762x39 |- |[[9x39mm Rounds|9x39]] | Ammo_9x39 |data-sort-value="95" | 95, 100 | 66 | 0, 0.9, 20 | 320 | -0.00055 | 0.5 | Bullet_9x39 |- |[[9x39mm Armor-Piercing Rounds|9x39 AP]] | Ammo_9x39AP |data-sort-value="95" | 95, 100 | 66 | 3, 1, 15 | 320 | -0.00055 | 0.5 | Bullet_9x39AP |- | 7.62x51 or [[.308 WIN Rounds|.308]] | Ammo_308Win |data-sort-value="110" | 110, 100 | 100 | 0, 1, 10 | 740 | -0.00085 | 0.5 | Bullet_308Win |- |[[7.62x54mmR Rounds|7.62x54]] | Ammo_762x54 |data-sort-value="110" | 110, 100 | 100 | 0, 1, 10 | 790 | -0.00080 | 0.45 | Bullet_762x54 |} === Description, and CfgAmmo and CfgMagazines configs === Damage<sup style="color:dodgerBlue" title="Multipliers and values applied/used on and after penetration of surface of a character and it's hitboxes.">[i]</sup> = # <code>[CfgAmmo \ [projectile classname] \ DamageApplied \ Health \ damage]</code> of HP . # <code>[CfgAmmo \ [projectile classname] \ DamageApplied \ Blood \ damage]</code> of Blood .<sup style="color:dodgerBlue" title="change it to the size of wound">[expansion needed]</sup> Impact<sup style="color:dodgerBlue" title="Powers of effects to apply to a character, in case if it's surface wouldn't be penetrated or regardless of such.">[i]</sup> = <code>[CfgAmmo \ [projectile classname] \ DamageApplied \ Shock \ damage]</code> of Shock . Armor/Penetration<sup style="color:dodgerBlue" title="Multipliers for character's armor effects, and penetration properties.">[i]</sup> = # <code>[CfgAmmo \ [projectile classname] \ DamageApplied \ Health \ armorDamage]</code> value of ignoring armor items’ effect of HP protection .<sup>[not confirmed]</sup><sup>[expansion needed]</sup> # <code>[CfgAmmo \ [projectile classname] \ caliber]</code> penetration effect value .<sup style="color:dodgerBlue" title="specify the effect of speed, if there is any . some of other stats may be used for the value of decreasing damage with penetration">[detail needed]</sup> # <code>[CfgAmmo \ [projectile classname] \ deflecting]</code> degree ricochet angle . Projectile speed = <code>[CfgAmmo \ [projectile classname] \ initSpeed]</code> .<sup style="color:dodgerBlue" title="what is the difference between typicalSpeed and initSpeed">[detail needed]</sup> Air friction = <code>[CfgAmmo \ [projectile classname] \ airFriction]</code> . Ammo weight<sup style="color:dodgerBlue" title="Weight of 1 unit in the inventory item.">[i]</sup> = <code>[CfgMagazines \ [ammo classname] \ weight / count]</code>g . == Launchers / Ranged weapons == {| class="wikitable sortable" !width="10%"| Name !width="10%"| Classname !width="10%"| Ammo affection !data-sort-type=number !width="10%"| RPM: FA, SA/S; !data-sort-type=number !width="10%"| Dispersion !data-sort-type=number !width="10%"| Reload !data-sort-type=number !width="10%"| Sound power !data-sort-type=number !width="10%"| Reliability !data-sort-type=number !width="10%"| Weight !width="10%"| Ammo |- | Saiga-12 / “[[Vaiga]]” | Saiga | - |data-sort-value="48" | 48, 48 | 0.0015, 1.5, 0.01 | 2, [_] | [_] | 250 | 3.6 | 12x70 |- | Škorpion vz. 83 .380 / “[[CR-61 Skorpion|CR-61]]” | CZ61 | - |data-sort-value="895.5" | 895.5, 480 | 0.003, -, - | 3, [_] | [_] | 200 | 1.28 | .380 |- | MP5K / “[[SG5-K]]” | MP5K | - |data-sort-value="895.5" | 895.5, 480 | 0.003, -, - | 5, [_] | [_] | 200 | 1.84 | 9x19 |- | UMP .45 / “[[USG-45]]” | UMP45 | - |data-sort-value="600" | 600, 480 | 0.003, -, - | 4.5, [_] | [_] | 250 | 2.2 | .45 |- | AKS-74U / “[[KAS-74U]]” | AKS74U | - |data-sort-value="600" | 600, 600 | 0.003, -, - | 2, [_] | [_] | 250 | 1.99 | 5.45x39 |- | AK-74 / “[[KA-74]]” | AK74 | - |data-sort-value="600" | 600, 600 | 0.002, -, - | 2, [_] | [_] | 250 | 1.99 | 5.45x39 |- | AK-101 / “[[KA-101]]” | AK101 | - |data-sort-value="600" | 600, 600 | 0.0015, -, - | 2, [_] | [_] | 300 | 3.077 | 5.56x45 |- | M4A1 / “[[M4-A1]]” | M4A1 | - |data-sort-value="800" | 800, 480 | 0.00125, -, - | 5, [_] | [_] | 200 | 1.746 | 5.56x45 |- | SKS / “[[SK 59/66]]” | SKS | - |data-sort-value="480" | -, 480 | 0.0015, -, - | -, [_] | [_] | 300 | 3.85 | 7.62x39 |- | AKM / “[[KA-M]]” | AKM | - |data-sort-value="600" | 600, 450 | 0.0015, -, - | 2, [_] | [_] | 300 | 2.14 | 7.62x39 |- | VSS / “[[VSS]]” | VSS | - |data-sort-value="800" | 800, 480 | 0.002, -, - | 3.8, [_] | [_] | 250 | 1.99 | 9x39 |- | FAL / “[[LAR]]” | FAL | - |data-sort-value="705.9" | 705.9, 480 | 0.001, -, - | 4.5, [_] | [_] | 300 | 3.7 | 7.62x51 |- | Winchester 70 / “[[M70 Tundra]]” | Winchester70 | - |data-sort-value="60" | -, 60 | 0.00075, -, - | -, [_] | [_] | 200 | 2.721 | 7.62x51 |- | SVD / “[[VSD]]” | SVD | - |data-sort-value="480" | -, 480 | 0.00075, -, - | 2.5, [_] | [_] | 250 | 3.7 | 7.62x54 |} === Description, and CfgWeapons config === Ammo affection = any effects applied to the CfgAmmo entity’s properties .<sup style="color:dodgerBlue" title="Expected projectile speed in m/s.">[i]</sup> Rounds Per Minute = <code>[modes >-> [type of fire] \ 1 / reloadTime * 60]</code> . Dispersion = # <code>[modes >-> [type of fire] \ dispersion]</code> . # <code>[modes >-> [type of fire] \ firespreadangle]</code> pellets spread . # <code>[modes >-> Single \ dispersion]</code> . Reload = # <code>[magazineSwitchTime * 10]</code>s . # <sup style="color:dodgerBlue" title="chambering, including systemization of differences from [reloadSkips]">[expansion needed]</sup> . Sound power = <sup>[expansion needed]</sup> decibels . Reliability = <code>[DamageSystem \ GlobalHealth \ Health \ hitpoints]</code> shots .<sup style="color:dodgerBlue" title="overheat properties and effects">[detail needed]</sup> Weight = <code>[weight / 1000]</code>kg without any attachments, mags and ammo . <sup style="color:dodgerBlue" title="handling . hands fatigue from firing (seems like there is such, with high magnification)">[expansion needed]</sup> == Armor == {| class="wikitable sortable" ! Name ! Classname !data-sort-type=number | Armor !data-sort-type=number | Impact suppression !data-sort-type=number | Weight |- | Armor-Plate Carrier | PlateCarrierVest | 50%, 50%, 75%, 75%, 100 | 74%, 74%, 75%, 75% | 12 |- | Ssh-68 / "Combat Helmet" | Ssh68Helmet | 50%, 50%, 50%, 50%, 27 | 50%, 50%, 50%, 50% | 1.5 |- | [_]/"Ballistic Helmet" | BallisticHelmet_ColorBase | 50%, 50%, 75%, 75%, 50 | 74%, 74%, 75%, 75% | 1 |- | [_]/"Assault Helmet" | GorkaHelmet | 50%, 50%, 75%, 75%, 50 | 74%, 74%, 75%, 75% | 1.1 |- | MICH 2001 / "Tactical Helmet" | Mich2001Helmet | 50%, 50%, 75%, 75%, 50 | 74%, 74%, 75%, 75% | 1.2 |} === Description, and <code>[CfgVehicles \ ["Clothing" type entities]]</code> config === Armor = # <code>[DamageSystem \ GlobalArmor \ Projectile \ 100 - Health * 100]</code> % of HP damage reduction . # <code>[DamageSystem \ GlobalArmor \ FragGrenade \ 100 - Health * 100]</code> % of HP damage reduction . # <code>[DamageSystem \ GlobalArmor \ Melee \ 100 - Health * 100]</code> % of HP damage reduction . # <code>[DamageSystem \ GlobalArmor \ Infected \ 100 - Health * 100]</code> % of HP damage reduction . * <code>[DamageSystem \ GlobalHealth \ Health \ hitpoints]</code> armor health, the maximum amount of blocked character HP damage (in the best condition) . Impact suppression = # <code>[DamageSystem \ GlobalArmor \ Projectile \ 100 - Shock * 100]</code> % of Shock damage reduction . # <code>[DamageSystem \ GlobalArmor \ FragGrenade \ 100 - Shock * 100]</code> % of Shock damage reduction . # <code>[DamageSystem \ GlobalArmor \ Melee \ 100 - Shock * 100]</code> % of Shock damage reduction . # <code>[DamageSystem \ GlobalArmor \ Infected \ 100 - Shock * 100]</code> % of Shock damage reduction . Weight = <code>[weight / 1000]</code>kg without any attachments and cargo . <sup style="color:dodgerBlue" title="effects on penetration">[detail needed]</sup> == See also == * [[Character Status]] * [[Weapons]] *[[Clothing]] == Notes == <code>[CfgAmmo \ .. \ hit]</code> : has no effect on character damage, either penetration ; <code>[CfgAmmo \ .. \ weight]</code> : defines size of visual impact effects, has no effect on ballistics ; The testing was limited, so the info is not guaranteed completely corrects, but more likely are. == Sources == * DayZ 1.07 configs.<br /> * Modding DayZ 1.07 <sup>[https://mega.nz/folder/llAWSC4a#yr-3ndJ0lZgqalUAbTb0Sg [small preset]]</sup>, and testing it with [https://github.com/Arkensor/DayZCommunityOfflineMode DayZ Community Offline Mode] .<br /> * https://www.reddit.com/r/dayz/comments/dfhjkw/armour_hit_box_testing/ === Outdated === * https://www.reddit.com/r/dayz/comments/drifei/dayztips_57_no_armor_against_fate_updated/fn5lpba?utm_source=share&utm_medium=web2x<br /> * https://www.youtube.com/watch?v=Suym-_-sAQQ<br /> * https://www.youtube.com/watch?v=K8r0siV1JMA<br /> * https://www.youtube.com/watch?v=3pz9pCAf96c [[Category:Ammunition]] [[Category:Character]] [[Category:Combat]] [[Category:Game Mechanics]] [[Category:Weapons]] [[Category:Ranged Weapons]] [[Category:List Pages]]
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