// LethalityWardogs damage
Wardogs damage
and time to kill.
Put rounds on the dummy. Pick a weapon and a round, dress the target, then shoot it. Every impact is scored with the game's own damage tables, hit zone by hit zone, and the health bar answers the only question that matters: how many, and how fast.
12 hit zones, five armor tiers, 100 health. A head shot is not a multiplier on paper here: it is the round you chose, against the helmet the target is wearing, at the range you fired from.
// What gets worked out
- Damage per round
- The projectile's base damage, times the multiplier for the zone you hit, minus what the plate or helmet covering that zone absorbs. Armor piercing and hollow point change that subtraction, and the round you load decides which applies.
- Shots to kill
- How many of those rounds it takes to move 100 health to zero, counted shot by shot rather than divided: a target whose plate breaks halfway through stops taking the same damage.
- Time to kill
- Those shots at the weapon's own rate of fire. It is the figure that separates two weapons with the same damage, and the reason a slower round often loses.
5 armor tiers are modelled, from a bare target to the heaviest plate, and each one is applied per hit zone rather than to the body as a whole. Nothing here is measured in game or estimated: every multiplier and every reduction is read from the game's own tables.