Definition

The Recoil Modifier in DayZ defines how much a weapon’s base recoil pattern is amplified or reduced. It is stored as a 3-component vector {x, y, z}, where each axis affects a different aspect of recoil: X = horizontal sway of hands, Y = vertical kick of the weapon, Z = camera shake. A value of 1.0 means no change, values below 1 reduce recoil, and values above 1 increase it.

Formula

Per-axis application:

\(Recoil_{final}(axis) = Recoil_{base}(axis) \times RecoilModifier(axis)\)

Each axis is multiplied independently, so attachments or weapon configs can selectively alter horizontal, vertical, or camera recoil.

Overall Recoil Modifier (average):

\(RecoilModifier_{overall} = \frac{X + Y + Z}{3}\)

The parser uses the average of the three axes to produce a single recoil control percentage for UI display.

Where

  • \(Recoil_{base}(axis)\) = default recoil defined in the weapon’s recoil pattern
  • \(RecoilModifier(axis)\) = multiplier from weapon config or attachments
  • \(X, Y, Z\) = the three per-axis modifiers

Explanation

Recoil Modifiers allow weapons and attachments to change how difficult it is to control recoil. For example, a suppressor or stock may reduce vertical kick (Y axis), while a muzzle brake may reduce horizontal sway (X axis). The parser stores both the raw values and a normalized percentage to compare weapons fairly. An overall score closer to 100% means the weapon is easier to control.

Example

If a weapon has recoilModifier[]={1.2, 0.9, 1.0}:

  • X = 1.2 → horizontal recoil increased by 20%
  • Y = 0.9 → vertical recoil reduced by 10%
  • Z = 1.0 → no change to camera recoil

Overall Recoil Modifier = \(\frac{1.2 + 0.9 + 1.0}{3} = 1.03 \approx 103\%\) → Slightly harder to control than the baseline.