Weapon Stats - Basic Concepts

Damage

Ace of Spades: 40



Shuriken: 100



Javelin: 3250



Throwing axe/knife: 1100

Zoom

FOV 63: Sniper rifles, Chimano 88, Chimano Custom, STRYK, Interceptor, Swedish K, SpecOps, KSP, KSP58, MG42, Saw, Blaster, Cobra, Uzi, Patchett, Thompson, Queen's Wrath, Lion's Roar, Minigun, akimbo Chimano Custom, akimbo Chimano 88, akimbo Interceptor



FOV 60: RPK



FOV 50: AMR-16



FOV 45: Peacemaker, bows

FOV index +0: Iron sights, Raven Flip-Up Sight



FOV index +1: Marksman Sight, bipod



FOV index +2: Surgeon Sight



FOV index +3: See More Sight, Speculator Sight, Holographic Sight, Compact Holosight, Professional, Combat Sight, Pistol Red Dot Sight, Nagant iron sight



FOV index +4: Solar Sight, Trigonom Sight, Military Red Dot, Milspec Scope, Reconnaissance Sight



FOV index +5: Acough Optic Scope, JP36 Original Sight



FOV index +6: Default sniper scope



FOV index +7: Broomstick Barrel Sight



FOV index +10: Theia, Box Buddy Sight, A5 Scope

Suppression

The current suppression , which is increased by the suppression amount every time he builds up suppression. More weapon threat equals faster buildup of this value.



, which is increased by the suppression amount every time he builds up suppression. More weapon threat equals faster buildup of this value. The duration until the suppression wears off completely and all suppression variables are deleted. It is randomly chosen in an interval depending on the enemy type.

Easy enemies: 10-15 seconds

Hard-defensive enemies: 5-10 seconds

Hard-aggressive enemies: 5-8 seconds

until the suppression wears off completely and all suppression variables are deleted. It is randomly chosen in an interval depending on the enemy type. The threshold that the current suppression must exceed to make the enemy lower his head . Randomly chosen like the duration.

Easy enemies: 0-20

Hard-defensive enemies: 0-20

Hard-aggressive enemies: 20-50

that the current suppression must exceed to make the enemy . Randomly chosen like the duration. The threshold that the current suppression must exceed to make the enemy abandon his objective .

Easy enemies: 30-50

Hard-defensive enemies: 50-60

Hard-aggressive enemies: 50-60

that the current suppression must exceed to make the enemy .

Delay between shots (if single-fire) or bursts (if auto-fire) of enemies is multiplied by 1.5.



Aim delay of enemies when acquiring target is multiplied by 1.5. This aim delay is often really small though and may in fact be 0 for certain enemies.



Enemy chance to hit is multiplied by 0.5. The original chance to hit never exceeds 1, so this truly cuts their chance to hit in half. Projectiles will still fly past you and reset your armor regeneration.

will

Concealment and Alert Radius

Spread

+0.2 if Marksman aced



+0.4 if Far Away basic



+0.2 if Fire Control aced



+0.1, +0.19, +0.271 or 0.3439 if Desperado

20% accuracy bonus: 7/6 = 1.167



34.39% accuracy bonus: 1.256



40% accuracy bonus: 9/7 = 1.286

0% 20% 34.39% 40% 54.39% 60% 74.39% 80% 0 4 4 4 4 4 4 4 4 8 8 8 8 8 8 8 8 12 12 12 16 16 16 16 12 16 20 20 20 20 20 20 16 20 24 24 24 24 28 28 20 24 28 28 32 32 32 32 24 32 32 32 36 36 36 40 28 36 40 40 40 40 44 44 32 40 44 44 48 48 48 48 36 44 48 48 52 52 56 56 40 48 52 56 56 60 60 60 44 52 60 60 64 64 68 68 48 60 64 64 68 68 72 72 52 64 68 68 72 76 76 80 56 68 72 76 80 80 84 84 60 72 80 80 84 84 88 92 64 76 84 84 88 92 96 96 68 80 88 92 96 96 100 100 72 88 92 96 100 100 100 100 76 92 100 100 100 100 100 100 80 96 100 100 100 100 100 100 84 100 100 100 100 100 100 100 88 100 100 100 100 100 100 100 92 100 100 100 100 100 100 100 96 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100

Crossbow: *3.1



Crouching while stationary, or using bipod: *2.2



Else: *4

Recoil

CMP, Mark 10, Swedish K: -1.2 / 1.2, -1 / 1



Jacket's Piece: -0.6 / 1.2, -1 / 1



Thompson: 0.3 / 1.5, -1.2 / 1.2



Micro Uzi: -0.1 / 0.6, -1.2 / 1.2



Queen's Wrath: 0.8 / 1.1, -1.2 / 1.2



Crossbows, Kross Vertex: -0.2 / 0.4, -1 / 1



Remaining assault rifles and submachine guns: 0.6 / 0.8, -1 / 1



Non-Akimbo Pistols: 1.2 / 1.8, -0.5 / 0.5



Akimbo Chimano Compact: 1.4 / 1.2, -0.5 / 0.5



Akimbo Deagle: 1 / 0.9, -0.3 / 0.4



Akimbo Bernetti: 1.5 / 1.2, -0.3 / 0.3



Remaining akimbo pistols: 1.6 / 1.3, -0.3 / 0.3



Predator: 1.8 / 1.5, -0.5 / 0.8



Peacemaker, Mosconi, Joceline and Judge: 2.9 / 3, -0.5 / 0.5



Remaining shotguns when not using the sights: 1.9 / 2, -0.2 / 0.2



Remaining shotguns when using the sights: 1.5 / 1.7, -0.2 / 0.2



Brenner: -0.2 / 0.8, -0.8 / 1



Remaining LMGs: -0.2 / 0.8, -1 / 1.4



R93: 3 / 3.8, -0.1 / 0.1



Thanatos: 3 / 3.8, -0.5 / 0.5



Remaining sniper rifles: 3 / 4.8, -0.3 / 0.3



Minigun: -0.1 / 0.2, -0.3 / 0.4

For most stats, the game has one table for each stat defining all possible values. The same table is used for all weapons. Most tables are just straightforward sequences of numbers, e.g. damage is just {1,2,3,...,n}, so these stats behave as though there aren't any tables at all.Zoom and threat do use more complicated tables. To illustrate the table behavior, consider the threat table:Let's take the Crosskill pistol with 10 threat. Attaching the Punisher Compensator (+10 threat) gives a new threat value of 20. When additionally attaching the Vented Slide (+2 threat), the new threat value is 24.The reason is as follows: Weapon mods show the effect that they would have if the weapon had no other mods attached. To correctly deduce the expected effect, one needs to check for each mod how much further to the right (or left) the new threat value is found. The Punisher Compensator moves from 10 to 20. The relevant part of the table is 10, 11, 12, 13, 14, 20. The new threat value is found 5 to the right of the old one. I refer to this as an index shift of +5. The Vented Slide has an index shift of +2. The total index shift is the sum of the individual shifts, i.e. +7. The threat after attaching both mods is given by going 7 to the right from 10 in the threat table, i.e. 24.This example was somewhat contrived; many weapons have no stat table issues at all. For some stats, I will not explicitly mention how mods act on the base weapon stats. They work exactly as described by the game.The damage shown by the inventory is the damage of the weapon given permanent bonuses. These bonuses are commonly additives or percentage point based. The damage may be further increased by situational skills, which act as multipliers.Damage applied to enemies has granularity, so the actual damage dealt is a multiple of 1/512 of the total enemy hitpoints. The weapon damage is rounded upwards to the higher granule, and thus slightly increased depending on the weapon damage and hitpoints of the enemy. Put simply, weapon damage roughly goes in steps of 0.2% of the enemy hitpoints. Dealing 0.25% damage against a Bulldozer would round the damage up to slightly less than 0.4%. Take a weapon with 38*1.05 = 39.9 damage against an enemy who dies after taking 80 damage to the head (considering the 25% headshot damage bonus). Without granularity, he would survive the second hit. With granularity, take the product 39.9/80 * 512 = 255.36 to obtain the granule, then round it up to 256. Taking granularity into account, each hit deals 256/512 damage, and 2 hits deal 512/512 damage, killing the enemy.Damage of throwables:The throwing knife is better than the throwing axe in virtually every respect. Compared to the throwing knife, the javelin has a longer delay to throw and between throws, but travels faster and has more damage.The field of view (FOV) table in degrees is. As usual, mods add or subtract from the index of the gun by the same amount, so attaching the same sight to different weapons will give you a different zoom if the weapons differed without mods. The table is used only when using the sights; hip fire always uses 65. The FOV is modified by the FOV slider in the game: The hip FOV is multiplied by 1 (slider minimum) to 1.4 (slider maximum), whereas the FOV when using sights is multiplied by 1 to 1.2. As the impact of the FOV slider is much smaller when using the sights, targets can still be accurately acquired even with the slider at its maximum.Most weapons have a default FOV of 55. Exceptions are:Weapon attachments add to the FOV index as follows:Some index shifts (e.g. Theia) exceed the FOV table; this results in an FOV of 20° as the game clamps the index. Rifleman aced adds +2 to the index. Thus the AMR-16 with a Solar sight and Rifleman aced has the same zoom as the Theia scope.The grenade launcher has an FOV of 55 with the standard sight and 63 with the flip-up sight. Similarly, the angled sniper sights force the FOV to 63.Theia and Box Buddy Sight automatically mark special enemies by aiming at them, similar to High Value Target aced; but the latter has a range of only 40 m whereas the sights have 200 m. Does not work through glass.Merely attaching the bipod increases the FOX index by +1 as seen in the list above. When the bipod is actually deployed however, the FOV is forced to 50 (and then multiplied by the hip FOV slider).The FOV value (including the slider) corresponds to the horizontal FOV of a 4:3 aspect ratio. The vertical FOV remains the same regardless of aspect ratio. As a result, for aspect ratios greater than 4:3, the horizontal FOV is greater than the FOV+slider value.Apart from the FOV index shift, most sights only differ in how much of your screen they block, so there are in fact good and bad sights. For index +3 (the average weapon sight) I recommend the See More sight or the Speculator sight. For index +4, the Solar sight is arguably the best.The tricky part with weapon zoom is that the game by default uses the same sensitivity even when you are zoomed in. If you had to move your mouse 5 cm to make a full 360° turn without the sight, then it takes the same 5 cm with the sight. If for example you saw a target on the right edge of your screen, you would need to move the mouse less when using the sights. Most other games normalize the sensitivity to a lower value with the sights, which is much more intuitive. There is an option in the game to normalize the value which I highly recommend.The game implements breathing, which moves (translation, not rotation) your camera up and down, left and right, along an infinity symbol. This breathing is purely visual and does not affect any mechanics of the game, be it spotting guards or being detected or firing a gun, which all use the camera location of the player if there wasn't breathing (the location at the center of the infinity symbol).This breathing is easily seen when not using the sights at all: If it wasn't there, the weapon would not move at all (as in fact, it does not). This creates a parallax error. Whenever you are at the center of the infinity symbol, bullets hit the center of your screen and your camera is lined up correctly with the sights. Otherwise, your camera is slightly off; bullets will still hit the exactly the same spot as before, but this spot will not be exactly at the center of your screen anymore. When looking through the sights, the game reduces the absolute camera movement due to breathing, when compared to looking from the hip. However, the magnitude is independent of zoom/FOV. Thus the stronger the zoom, the more pronounced the breathing becomes. The laser pointer is attached to the gun itself, so it is not affected by breathing and correctly shows where the bullets will land at all times. with a constant offset depending on the position of the laser pointer relative to the camera at the center of the infinity symbol (not the barrel! The projectiles are fired from your camera and the barrel of the gun has no actual purpose).Breathing is most noticeable at short range. Recall that if you are at the center of the infinity symbol, the bullets always go towards the center of the screen regardless of range. Otherwise, the angle from the center of the screen to the bullet impact becomes greater the closer you are to your target. At reasonably long ranges, the deviation due to breathing has barely any effect; you don't see people in the distance shaking up and down very much due to your breathing. Now, the annoying part is, the one thing that is always very close to you and thus affected the most are your weapon sights. While it makes sense for iron sights to be affected by this (though due to their low zoom, the effect is negligible), the remaining weapon sights suffer from a rather poor implementation. The reticle you see appears to be a texture placed just a short distance behind the scope itself, with the distance from the camera to the reticle being maybe 50 cm. Basically, the distance of the reticle to your camera defines the distance where the parallax error is fully compensated (which is rather easy to illustrate; if your gun was aimed at an enemy and the reticle distance was just about the distance to the enemy, you would see the reticle being moved by breathing in the same manner as the enemy). In reality, even the simplest reflex sight would just send a collimated beam into your eye, which corresponds to a dot infinitely far away, while other sights may have parallax compensation at a fixed distance. The correct implementation would've been to move the reticle texture not 50 cm away, but 50 m (or maybe a bit less for non-sniper sights), and then force it to be rendered in front of anything else.Sniper scopes (FOV index +6 and more without Rifleman aced) have special handling so that bullets land wherever the reticle is pointed at. In contrast, all other sights have a sweet spot (center of the infinity symbol) that does not change while the reticle keeps moving around.Right after entering bleedout or being affected by melee, bullets do not go anywhere near the center of screen. If you have a laser, it will show you where your gun is actually aimed. The sights also correctly show you where your bullets land.The suppression value is defined as. The threat table is:The maximum suppression is 45 at a threat of 43 and the minimum is 2 at a threat of 0.Threat does not affect Domination, Stockholm Syndrome basic or shouting at civilians. High threat also does not give you higher priority as a target compared to your crew. Its sole purpose is to suppress enemies. When suppressed, enemies first lower their head a bit. They become less accurate and fire less often. When further suppressed, they abandon their objective to get to cover.Suppression is built up by either damaging the enemy, which instantly suppresses the enemy for the maximum amount, or by shooting in the direction of the enemy. In the latter case, the suppression is at most increased by the suppression value of the weapon. The actual increase varies depending on the angle as described in the appendix, but the general rule is that the further away from the enemy you aim (while still staying below the maximum allowed angle which depends on the distance), the greater the suppression amount. Clear line of sight is not required to suppress. Enemies hiding behind furniture or cars are suppressed just as easily as those in plain sight. In fact, you may hide behind cover yourself when shooting. You can sit behind a desk and keep shooting against it and you will suppress enemies 20 meters away if they are within the allowed angle. Some walls however do block suppression (some, not all, completely solid walls with no windows at all).In the following, "building up suppression" will solely refer to the action of hitting the enemy directly or firing in his direction. (Effects like an actual reaction of the enemy shall not be included in this definition. A fully suppressed enemy shall still be able to build up suppression.)When an enemy builds up suppression for the first time, he gets a few variables:Guard, cop, sniper, gangsterFBI, FBI SWAT, City SWAT, Hector without armorSWAT, Heavy SWAT, FBI Heavy SWATGenSec and special enemies other than snipers cannot be suppressed.The thresholds and duration remain the same until the duration runs out. Whenever the enemy builds up suppression, the duration will be reset. E.g. if an enemy builds up suppression every 4 seconds, his suppressed state will never vanish, as the duration is at least 5 seconds for any enemy type.The current suppression value does not decrease with time. It can only be increased (by building up suppression) and once it reaches the maximum value (the abandon-threshold), it remains constant. The only way for it to disappear is by letting the duration expire.After the duration runs out, the enemy has a 50% resistance to suppression for the next 30 seconds, i.e. his current suppression builds up at half the speed. Enemies hit directly will still be fully suppressed with a single hit.The first threshold makes enemies lower their head slightly, occasionally blocking line of sight, which may be good or bad depending on your situation (snipers love to duck out of sight for the next 10-15 seconds just to pop up in the worst moment). They may also dive for cover. It has three other, not so visible effects:The second threshold makes enemies abandon their objective and then proceed to find cover, which can be anything as long as it blocks line of sight to you. Only rarely does an enemy take a position which allows him to shoot at you. Finding cover may take about 5 seconds or even longer. The enemies in cover will keep sitting there until the suppression wears off. Theyfire if they have line of sight. If you run into a group of suppressed enemies in cover, they will seek cover elsewhere.As an example of suppression, assume you want to make a Tan lower his head. Upon shooting in his direction, he gets a duration of 7.1 and a threshold (for lowering his head) of 38. Your weapon has 24 threat, which means 26 suppression. Let's say that your don't hit closely, but don't stray too far either, so the suppression amount is half of your suppression value, i.e. 13. It thus takes 3 shots to make the Tan lower his head. As long as you shoot at him every 7 seconds, he will remain in his suppressed state. As the maximum value for the abandon-threshold (and thus the maximum value for the current suppression) is 60, he will additionally abandon his objective on the first or second hit after the initial three.Shotguns can suppress cool enemies during stealth. Such enemies do not become uncool.The saw, and projectile weapons do not use the threat stat at all. Damaging an enemy causes full suppression as usual, but firing in the general direction has no effect.These are explained in the stealth section. Alert radius is completely independent of the threat of a weapon. Adding a suppressor reduces both threat and alert radius, but an M308 with a suppressor may have 10 threat and an alert radius of 1 m, while a Gruber without suppressor may have 4 threat and the usual alert radius of 45 m. Hearing an alert turns people instantly uncool during stealth. When going loud, you have higher priority as a target if your alerts are heard.The base spread (in degrees) is given byThat is, the accuracy value is actually interpreted as a percentage. The accuracy table is 0, 4, 8, ..., 100, which corresponds to spread values of 2, 1.92, 1.84, ..., 0. Put another way, 0 accuracy is 2 spread, 100 accuracy is 0 spread, and everything in between is linearly interpolated.It follows that a weapon with 50 accuracy has half the spread as a weapon with 0 accuracy. A weapon with 75 accuracy has half the spread as a weapon with 50 accuracy, and so on.The accuracy value from above is not just the value shown in the inventory; it includes situational skills as well.The game calculates the sum of the addends (+x accuracy bonuses), and the multiplier (2 - 1/skills) where skills = 1 + ...The accuracy is then (accuracy + addends + 4)*multiplier -4, rounded up to the nearest valid accuracy value, i.e. multiple of 4 between 0 and 100. The 4 is due to the table indexing. An equivalent calculation is (accuracy index + addend indexes) * multiplier.The most common values for that multiplier:The effect of these bonuses for each accuracy value (the 0% column shows the original accuracy):The base spread is then multiplied by one of the following values (take the first thing that matches):Finally, if using weapon sights: *0.8E.g. you have a pistol with 60 accuracy before skills. If you have Marksman aced and the pistol is set to single-shot and you are using the sights, the accuracy becomes 64*7/6 -4 = 70.7, rounded to 72. Thus base spread = 0.56. The stance is most likely a *4 multiplier, and then there is a final *0.8 due to sights. => 0.56*4*0.8 = 1.792°The actual trajectory is calculated from the spread value as follows: The spread is multiplied by π/180°. The game randomly draws three numbers from uniform distributions: The angle between 0° to 360°, and x and y from the interval [0, spread] each. x is then multiplied by the sin of that angle, and y by the cos. Both x and y are measured in m. The position of the ideal trajectory after traveling 1 m is then shifted by x and y, and that defines the new trajectory (which still originates from the player camera).So the spread value in radians is actually never used as directly as an angle but instead is the maximum allowed deviation in m from the ideal trajectory, when looking a wall perpendicular to the ideal trajectory which is 1 m away from you. Only for small angles, we have a=sin(a) and the spread value is the maximum angle that the actual trajectory may deviate from the ideal trajectory. E.g. sin(1°) = π/180° = 0.017, which with a circle radius of 1 m means a deviation of up to 1.7 cm, as seen below.Histogram of absolute frequency vs the distance (in cm) from the ideal trajectory from a wall that is 1 m away, using a weapon with 1° spread. 10^7 samples.So if you try to use your weapon beyond its abilities (low accuracy SMG), your chance of hitting that sniper far away is really low. On the other hand, very inaccurate shots are also somewhat unlikely.2D histogram of the same data, but with x and y treated separately. Relative frequency vs the x and y offset from the ideal trajectory.So there is a cross structure that dominates where your bullets land.The base recoil (in degrees) is given byLike accuracy, the stability value is actually interpreted as a percentage. The stability table is 0, 4, 8, ..., 100, which corresponds to recoil values of 3, 2.9, 2.8, ..., 0.5. Put another way, 0 stability is 3 recoil, 100 stability is 0.5 recoil, and everything in between is linearly interpolated.The base recoil acts as a multiplier for the actual recoil values of the weapons, which are not shown in the inventory. Those values determine the lower and upper bounds of the vertical and horizontal recoil; basically defining the recoil pattern of the gun. The values are as follows (the first two values specify the vertical bounds, the remaining two the horizontal bounds, positive numbers mean up or right respectively, whereas negative numbers mean down or left):The Locomotive does not get the reduced recoil when using the sights. Recoil is removed entirely when using a bipod.As an example for the final recoil pattern, take a pistol with 100 base stability. The base recoil becomes 0.5 and the actual recoil has the values 0.6 / 0.9, -0.25 / 0.25.