Tools · Armoury
Compare weapons
Pick up to three firearms and compare real damage over distance, hits to kill through a vest, rate of fire, magazines, and handling. Values come from vanilla DayZ configs; muzzle velocity of each weapon is applied to its chambered round.
Add a weapon
Damage per shot over distance
Open-air estimate: muzzle speed = ammo initSpeed × weapon
initSpeedMultiplier, then v = v₀ · exp(airFriction · distance).
Health damage scales with
min(1, v / (typicalSpeed × damageOverride X))
(vanilla defaultDamageOverride / Health pair). Vest residual factors
come from clothing Projectile protection. Not a full ballistic simulator.
Side-by-side stats
Popular comparisons
About this tool
Weapon Compare turns vanilla DayZ firearm and ammo configs into a side-by-side readout. Pick up to three guns, choose chambered ammo, set a vest and distance, and the page recalculates damage, hits to kill, muzzle velocity, spread, fire modes, magazine size, weight, inventory footprint, durability, and jam chances.
Damage is not the raw Health number on the bullet. Each weapon multiplies ammo
initSpeed by its own initSpeedMultiplier, then damage falls
once speed drops below typicalSpeed × damageOverride. That is why a short
barrel can deal less damage than a longer one with the same round.
Hits to kill assume 100 upper-body health with no bleeding or shock knockout. Share a comparison by copying the URL — selected weapons, ammo, vest, and distance stay in the query string.
Questions
- How is damage per shot calculated?
-
Muzzle speed =
initSpeed × initSpeedMultiplier. Health scales withmin(1, v / (typicalSpeed × X)), whereXcomes from HealthdamageOverrideordefaultDamageOverride. - Do vest values change hits to kill?
- Yes. The vest control applies Projectile residual protection to health damage and hits to kill. Shock and blood rows stay unarmored point-blank estimates.
- Are these values measured in game?
-
No. They are read from vanilla DayZ configs and calculated with the same velocity
and damage-threshold rules the game uses. Fire rates come from mode
reloadTime.