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.