Combat Data
Real HP damage per hit. Weapon damage profiles, body part effects, and sphere impact.
NOTE: This curve uses a fitted model (K=225). The actual game uses a DUAL armor system (armor + armorTech). The exact server-side formula is unverified.
Ground-truth values the game uses to calculate damage, HP, and per-weapon stat blocks. Not fitted, not inferred — these are the exact numbers the game applies.
Hit distribution
Headshots award +RP bonus but do NOT increase damage
Server-Authoritative - Damage is calculated on the server. The client detects hits, the server calculates final damage.
No Distance Falloff - Bullets lerp to target. No bullet drop, no gravity, no range penalty.
Dual Armor System - SAGearAttributes has armor + armorTech (two layers). Weapons also contribute armor via WeaponAttributes.armor. Exact mitigation curve requires further analysis.
Headshot = Kill Bypass - Head shots deal the LEAST HP damage (13.0 avg) but are 21% lethal. Body part EnemyHead = instant is_headshot flag. Not a damage multiplier.
Bullet Speed - 250 = starter/common rifles (86%), 200 = mid-tier (13.5%), 120 = high-tier TPAR/TAC/DDRS (0.3%), 100 = drones.
Sphere: Untouchable - Reduces incoming damage by 84% (from 8.95 to 1.42 HP/hit).
Body Part Hit Rate - Legs 40.5%, Arms 27.2%, Head 18.4%, Body 14.0%. Legs hit most because they extend below cover.
HP damage per hit against a max-armor target.
| Weapon | Tier | Avg HP/Hit | Hits |
|---|---|---|---|
| DDRS50UG | Gold | 38.7 | 105 |
| TAC50PLAT | Platinum | 34.0 | 131 |
| TAC50G | Gold | 32.4 | 20 |
| TPAR Elite | Supreme | 29.6 | 301 |
| TPAR300 | Mythic | 29.1 | 69 |
| XM500 | Legendary | 15.8 | 168 |
TPAR Elite damage by weapon grade. Grade increases damage by ~74% from lowest to max.
| Grade Range | Avg HP/Hit | vs Max | Hits |
|---|---|---|---|
| <200 | 18.4 | 57% | 13 |
| 200-240 | 26.5 | 83% | 50 |
| 240-250 | 27.8 | 87% | 69 |
| 250+ | 32.1 | 100% | 169 |
HEADSHOT IS A KILL BYPASS, NOT A DAMAGE MULTIPLIER. Head hits deal the LEAST HP damage but are 42x more lethal.
| Body Part | Hit Rate | Avg HP/Hit | Lethality |
|---|---|---|---|
| EnemyLegs | 40.5% | 22.9 | ~0.5% |
| EnemyBody | 14.0% | 20.0 | ~0.5% |
| EnemyArms | 27.2% | 17.9 | ~0.5% |
| EnemyHead | 18.4% | 13.0 (lowest) | 21.3% |
Real sphere effect magnitudes.
| Sphere | Category | Effect | Activations |
|---|---|---|---|
| Untouchable | Defense | 84% damage reduction (8.95 → 1.42 HP/hit) | 22,379 |
| Heat Trap PRO | Defense | +0 to +9,729 (RP/score bonus) | 43,397 |
| King of the Hill | Combat | Scoring modifier (signed values) | 33,323 |
| Sabotage | Defense | -6% to -15% (opponent debuff) | 7,954 |
| Stalking | Defense | -6% to -12% (opponent debuff) | 5,046 |
| Defenseless Target | Debuff | -25% to -75% vulnerability | 3,394 |
| Bankrupt | Defense | -6% to -15% (opponent debuff) | 2,960 |
All 8 bonus event types
| Event | Description | Protocol ID |
|---|---|---|
| kill | Standard kill | 56 |
| firstblood | First kill of match | 36 |
| headshoot | Headshot (RP bonus only) | 37 |
| onehitkill | One-shot kill | 38 |
| combokill | Kill streak | 39 |
| fastkiller | Quick kill | 40 |
| killassist | Assist | 41 |
| revengekill | Revenge | 42 |
Pre-calculated mitigation values at common gear ratings
| Gear Rating | Mitigation | Damage (base 100) |
|---|---|---|
| 0 | 0.0% | 100.0 |
| 50 | 18.2% | 81.8 |
| 100 | 30.8% | 69.2 |
| 225 | 50.0% | 50.0 |
| 450 | 66.7% | 33.3 |
| 675 | 75.0% | 25.0 |
| 900 | 80.0% | 20.0 |
| 1500 | 87.0% | 13.0 |
| 2000 | 89.9% | 10.1 |