Definition
The Health Damage is the amount of direct damage a bullet deals to a player’s health pool at point-blank range (0 m).
It is derived from the weapon’s initSpeed
, typicalSpeed
, and possible damageOverride
multipliers defined in the damageApplied
block of the ammo’s projectile.
Formula
General case:
\(HealthDamage = \frac{InitSpeed \times InitSpeedMultiplier}{TypicalSpeed \times Multiplier} \times BaseHealthDamage\)
Where
- \(InitSpeed\) = muzzle velocity from config (projectile)
- \(InitSpeedMultiplier\) = optional multiplier from the weapon (default = 1.0)
- \(TypicalSpeed\) = reference speed defined in the ammo config
- \(Multiplier\) = damageOverride (per type or global); defaults to 1.0 if not present
- \(BaseHealthDamage\) = raw health damage from
damageApplied → Health.damage
Explanation
The calculation ensures that ammo behaves consistently across different weapons.
If a weapon fires the same bullet at a lower speed (for example, a revolver vs. a rifle),
the effective health damage is reduced. Conversely, higher muzzle velocity increases the effective damage.
The defaultDamageOverride
and damageOverride
entries allow fine-tuning per ammo type or damage type.
Example
For Ammo_357 (from the Colt Python):
InitSpeed = 440
TypicalSpeed = 520
BaseHealthDamage = 65
defaultDamageOverride = 0.85
\(HealthDamage = \frac{440}{520 \times 0.85} \times 65 \approx 65.4\)
This bullet does ~65 points of health damage at point-blank range.