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.