Remington 870 information
Caliber:12 gauge. The Remington Model 870 is a pump-action shotgun manufactured by Remington Arms Company, LLC. It is widely used by the public for sport shooting, hunting, and self-defense and used by law enforcement and military organizations worldwide.
All Modded items are available on MyDayZ Servers Chernarus & Namalsk
Also Known As: Remington Model 870, Remington 870, Model 870, Remington M870
Weapon stats
Basics
Damages
Performance
More
• barrelArmor = protective factor of the barrel (resistance multiplier)
• damageBarrel = damage applied to the barrel per shot
Notes: • High values → the barrel can sustain more shots before being ruined.
• Low values → the barrel degrades quickly, leading to faster ruin.
• 0 → calculation is not applicable (e.g. if any variable is invalid or zero).
Ballistics
• initSpeedMultiplier = a modifier applied by attachments, ammunition, or other factors
More
• Low values (close to 0) → the bullet goes subsonic quickly, reducing the audible crack.
• 0 → the bullet is subsonic from the start, no crack at all.
Formula: Where: • v0 = initial projectile speed (m/s)
• airFriction = bullet drag coefficient (negative value in DayZ configs)
Handling
Size
Scores
It combines three types of damage applied to the player: • Health damage (direct injury)
• Shock damage (unconsciousness potential)
The score is normalized on a 1–100 scale, where 100 = maximum effect within realistic gameplay ranges. Formulas: Where: • = base health damage dealt by the projectile
• = shock damage dealt by the projectile
Explanation: • Each damage type is scaled to a cap (200 for health, 150 for shock/blood).
• The scaling ensures that extreme values don’t push the score above 100.
• For the Damage Score, only Health and Shock are averaged, since these two define immediate incapacitation.
• Blood damage is exposed separately but not included in the final score.
Example: • Health = 120 → HealthScore=60HealthScore = 60HealthScore=60
• Shock = 150 → ShockScore=100ShockScore = 100ShockScore=100
Final Damage Score = (60+100)/2=80(60 + 100) / 2 = 80(60+100)/2=80. More
Stats radar
Scores radar
Weapon stats per Ammos
- 12ga 00 Buckshots
- 12ga Rifled Slugs
- 12ga Rubber Slugs
• initSpeedMultiplier = a modifier applied by attachments, ammunition, or other factors
More
• Low values (close to 0) → the bullet goes subsonic quickly, reducing the audible crack.
• 0 → the bullet is subsonic from the start, no crack at all.
Formula: Where: • v0 = initial projectile speed (m/s)
• airFriction = bullet drag coefficient (negative value in DayZ configs)
• barrelArmor = protective factor of the barrel (resistance multiplier)
• damageBarrel = damage applied to the barrel per shot
Notes: • High values → the barrel can sustain more shots before being ruined.
• Low values → the barrel degrades quickly, leading to faster ruin.
• 0 → calculation is not applicable (e.g. if any variable is invalid or zero).
It combines three types of damage applied to the player: • Health damage (direct injury)
• Shock damage (unconsciousness potential)
The score is normalized on a 1–100 scale, where 100 = maximum effect within realistic gameplay ranges. Formulas: Where: • = base health damage dealt by the projectile
• = shock damage dealt by the projectile
Explanation: • Each damage type is scaled to a cap (200 for health, 150 for shock/blood).
• The scaling ensures that extreme values don’t push the score above 100.
• For the Damage Score, only Health and Shock are averaged, since these two define immediate incapacitation.
• Blood damage is exposed separately but not included in the final score.
Example: • Health = 120 → HealthScore=60HealthScore = 60HealthScore=60
• Shock = 150 → ShockScore=100ShockScore = 100ShockScore=100
Final Damage Score = (60+100)/2=80(60 + 100) / 2 = 80(60+100)/2=80. More
• initSpeedMultiplier = a modifier applied by attachments, ammunition, or other factors
More
• Low values (close to 0) → the bullet goes subsonic quickly, reducing the audible crack.
• 0 → the bullet is subsonic from the start, no crack at all.
Formula: Where: • v0 = initial projectile speed (m/s)
• airFriction = bullet drag coefficient (negative value in DayZ configs)
• barrelArmor = protective factor of the barrel (resistance multiplier)
• damageBarrel = damage applied to the barrel per shot
Notes: • High values → the barrel can sustain more shots before being ruined.
• Low values → the barrel degrades quickly, leading to faster ruin.
• 0 → calculation is not applicable (e.g. if any variable is invalid or zero).
It combines three types of damage applied to the player: • Health damage (direct injury)
• Shock damage (unconsciousness potential)
The score is normalized on a 1–100 scale, where 100 = maximum effect within realistic gameplay ranges. Formulas: Where: • = base health damage dealt by the projectile
• = shock damage dealt by the projectile
Explanation: • Each damage type is scaled to a cap (200 for health, 150 for shock/blood).
• The scaling ensures that extreme values don’t push the score above 100.
• For the Damage Score, only Health and Shock are averaged, since these two define immediate incapacitation.
• Blood damage is exposed separately but not included in the final score.
Example: • Health = 120 → HealthScore=60HealthScore = 60HealthScore=60
• Shock = 150 → ShockScore=100ShockScore = 100ShockScore=100
Final Damage Score = (60+100)/2=80(60 + 100) / 2 = 80(60+100)/2=80. More
• initSpeedMultiplier = a modifier applied by attachments, ammunition, or other factors
More
• Low values (close to 0) → the bullet goes subsonic quickly, reducing the audible crack.
• 0 → the bullet is subsonic from the start, no crack at all.
Formula: Where: • v0 = initial projectile speed (m/s)
• airFriction = bullet drag coefficient (negative value in DayZ configs)
• barrelArmor = protective factor of the barrel (resistance multiplier)
• damageBarrel = damage applied to the barrel per shot
Notes: • High values → the barrel can sustain more shots before being ruined.
• Low values → the barrel degrades quickly, leading to faster ruin.
• 0 → calculation is not applicable (e.g. if any variable is invalid or zero).
It combines three types of damage applied to the player: • Health damage (direct injury)
• Shock damage (unconsciousness potential)
The score is normalized on a 1–100 scale, where 100 = maximum effect within realistic gameplay ranges. Formulas: Where: • = base health damage dealt by the projectile
• = shock damage dealt by the projectile
Explanation: • Each damage type is scaled to a cap (200 for health, 150 for shock/blood).
• The scaling ensures that extreme values don’t push the score above 100.
• For the Damage Score, only Health and Shock are averaged, since these two define immediate incapacitation.
• Blood damage is exposed separately but not included in the final score.
Example: • Health = 120 → HealthScore=60HealthScore = 60HealthScore=60
• Shock = 150 → ShockScore=100ShockScore = 100ShockScore=100
Final Damage Score = (60+100)/2=80(60 + 100) / 2 = 80(60+100)/2=80. More
Compatible Ammo(s)
Discover the compatible ammunition for your Remington 870. Optimize your performance by choosing between standard and tracer rounds for better visibility of your shots.
Remington 870, Can receive ...
Customize your Remington 870 with a range of accessories. Choose from different buttstock models to improve stability and recoil, or suppressors to reduce the sound of your shots and visibility.
- pistol Optics
Weapon optic stats (Iron Sight)
Understand the basic aiming stats of your Remington 870. These details are for the default iron sights, without any optic attachments, and provide information on the zoom level and zeroing distance for your shots.