Definition
The Shock Damage represents how much unconsciousness shock a bullet delivers at point-blank range (0 m).
Unlike Health Damage, Shock Damage does not directly reduce health, but instead fills the player’s shock bar, potentially knocking them out when it exceeds the threshold.
It is calculated using the same speed-ratio system with optional damageOverride
values.
Formula
General case:
\(ShockDamage = \frac{InitSpeed \times InitSpeedMultiplier}{TypicalSpeed \times Multiplier} \times BaseShockDamage\)
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
- \(BaseShockDamage\) = raw shock damage from
damageApplied → Shock.damage
Explanation
Shock Damage simulates the stopping power of a round.
It is crucial in close combat since even if the health pool is intact, a high Shock Damage value can instantly knock down an opponent.
Weapons with higher muzzle velocity or ammo with tuned damageOverride
multipliers tend to generate more shock.
Example
For Ammo_357 (from the Colt Python):
InitSpeed = 440
TypicalSpeed = 520
BaseShockDamage = 90
defaultDamageOverride = 0.85
\(ShockDamage = \frac{440}{520 \times 0.85} \times 90 \approx 90.6\)
Thus the bullet inflicts ~91 points of shock damage at point-blank range, which is often enough to render a target unconscious if their shock resistance is already lowered.