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DAMAGE ENGINE

Combat Data

Real HP damage per hit. Weapon damage profiles, body part effects, and sphere impact.

💥 Interactive Damage Calculator

225
Real HP/hit ranges 0.4 to 50 HP depending on weapon, grade, and armor.
Final Damage
50.0
Mitigation
50.0%
Absorbed
50.0
Damage Dealt Absorbed by Armor
50.0
50.0

📈 Armor Mitigation Curve

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.

🧬 Verified Combat Constants

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.

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🎯 Hitbox Analysis

Hit distribution

EnemyHead
13.4%
of all hits
EnemyBody
24.9%
of all hits
EnemyArms
27.8%
of all hits
EnemyLegs
33.8%
of all hits
ALL HITBOX ZONES TAKE IDENTICAL DAMAGE

Headshots award +RP bonus but do NOT increase damage

💡 Damage Facts

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.

💥 Real Weapon Damage

HP damage per hit against a max-armor target.

WeaponTierAvg HP/HitHits
DDRS50UGGold38.7105
TAC50PLATPlatinum34.0131
TAC50GGold32.420
TPAR EliteSupreme29.6301
TPAR300Mythic29.169
XM500Legendary15.8168

📈 Grade Scaling Effect

TPAR Elite damage by weapon grade. Grade increases damage by ~74% from lowest to max.

Grade RangeAvg HP/Hitvs MaxHits
<20018.457%13
200-24026.583%50
240-25027.887%69
250+32.1100%169

🎯 Headshot & Body Part Analysis

HEADSHOT IS A KILL BYPASS, NOT A DAMAGE MULTIPLIER. Head hits deal the LEAST HP damage but are 42x more lethal.

Body PartHit RateAvg HP/HitLethality
EnemyLegs40.5%22.9~0.5%
EnemyBody14.0%20.0~0.5%
EnemyArms27.2%17.9~0.5%
EnemyHead18.4%13.0 (lowest)21.3%

🔮 Sphere Combat Effects

Real sphere effect magnitudes.

SphereCategoryEffectActivations
UntouchableDefense84% damage reduction (8.95 → 1.42 HP/hit)22,379
Heat Trap PRODefense+0 to +9,729 (RP/score bonus)43,397
King of the HillCombatScoring modifier (signed values)33,323
SabotageDefense-6% to -15% (opponent debuff)7,954
StalkingDefense-6% to -12% (opponent debuff)5,046
Defenseless TargetDebuff-25% to -75% vulnerability3,394
BankruptDefense-6% to -15% (opponent debuff)2,960

🏆 Kill Bonus Events

All 8 bonus event types

Event Description Protocol ID
killStandard kill56
firstbloodFirst kill of match36
headshootHeadshot (RP bonus only)37
onehitkillOne-shot kill38
combokillKill streak39
fastkillerQuick kill40
killassistAssist41
revengekillRevenge42

📊 Armor Lookup Table

Pre-calculated mitigation values at common gear ratings

Gear Rating Mitigation Damage (base 100)
00.0%100.0
5018.2%81.8
10030.8%69.2
22550.0%50.0
45066.7%33.3
67575.0%25.0
90080.0%20.0
150087.0%13.0
200089.9%10.1