A complete and accurate (hopefully) overview of the ballistic mechanics
📋 TL;DR: The Basics
AP is king vs. armored stalkers. If your bullet can't punch through armor, it pretty much deals no damage. AP ammo is required against anything with serious protection.
HP ammo for mutants. Mutants skip the armor system entirely; damage is calculated directly, and HP rounds boost that raw damage significantly.
Keep your barrel above 70%. Below that both damage and AP drop hard. At 50% barrel you're dealing 28% less damage with 28% less AP.
Suppressors are a hidden buff. Both attached and integrated silencers give +7% to damage AND AP against NPCs.
1. Weapon Condition & Mechanics
Barrel condition influences both your damage and AP (AP gate formula and damage formula). It is critical to keep your barrel above 70%.
📉 Barrel Condition Penalties
Both damage and AP rely on your weapon's barrel condition
70%+: No penaltyDegradedSevereLess than 50% dmgUnusable
🔢 What Weapon Stats & Upgrades Mean
STAT CARD= What the weapon description showsUPGRADE= What the upgrade at the technician does
Accuracy
STAT CARDAim cone when Aiming Down Sights (ADS). Higher the better, 100% being perfect accuracy.
UPGRADEImproves the dispersion cone, both ADS and hip-firing.
Handling
STAT CARDMeans nothing.
UPGRADEImproves hip-fire accuracy.
Recoil
STAT CARDArbitrary formula result, doesn't mean much.
UPGRADEDecreases the camera climb when shooting, but not the camera shake.
Fire Rate
STAT CARDWeapon RPM.
UPGRADEFlat RPM increase (60% upgrade means generally +60 RPM).
Reliability
STAT CARDChance for weapon parts to take damage when firing.
UPGRADEReduces how fast weapon parts break down.
STAT CARDNo upgrade paths for these
Damage: For reference only, not your "true" dmg as it gets drowned in a lot of other variables.
Max range: Distance at which the bullet despawns.
Muzzle velocity: Weapon bullet speed.
UPGRADEDoes not appear in weapons cards
Flatness: Increases bullet speed and accuracy, but does not influence damage drop-off.
🔧 How Reliability works
Every shot you take triggers a "potential damage roll" for a random weapon part
For example, a weapon in perfect condition has a ~0.3% chance per shot to damage one of its parts
This increases dramatically the more damaged your weapon is
The part that breaks is chosen at random and will lose 5–12% of its current condition
Better reliability reduces the overall risk of parts taking damage
2. Special Mechanics
🔇 Silencer Bonus
Hidden; not shown anywhere in UI
+7% to both damage AND AP against NPCs
Applies to both attached and integrated suppressors
🎯 Sniper Class Bonus
Applied to most sniper rifles
Flat +5 AP bonus on top of the ammo's value
Applies to most snipers in game
⚡ Surrendered / Downed NPCs
Finishing mechanics
When an NPC is surrendering or wounded, any bullet deals double damage
Ensures downed enemies don't frustratingly tank finishing shots
Difficulty Multipliers
Both raw damage and AP are scaled by game difficulty on every hit.
Novice
×1.30
+25% damage & AP on every hit
Stalker
×1.05
Baseline
Veteran
×0.90
−15% damage & AP on every hit
On Veteran, every bullet deals ~15% less damage and has ~15% less AP than on the default Stalker difficulty.
3. Faction Resistances
🛡️ Player Armor: BR Class & BR%
BR Class: AP resistance ceiling. Bullets with higher AP than your BR Class will penetrate your armor, results are painful.
BR%: Flat damage reduction. Always applies, even on penetrating hits, but on a non-pen hit it stacks with BR Class.
Even when a bullet punches through, BR% still softens the hit. You will bleed on penetration (phrasing :o).
Some factions have extra resistances on top of their regular armor. Here's the breakdown:
Faction
Damage Resist
AP Resist
Practical Effect
Most Stalkers / Loners
×1.00
×1.00
Baseline, no resistance
Bandits
×1.00
×1.10
Slightly easier to penetrate than baseline
Monolith
×0.80
×0.90
20% damage resist + 10% AP reduction
UNISG (ISG)
×0.70
×0.65
30% damage + 35% AP reduction.
Sin
×0.30
×0.90
70% damage reduction + 10% AP reduction.
Zombied
×0.30
×1.00
70% damage reduction, same as Sin
The SIN urban legend
There's this long-standing myth that SIN don't have any armor, just a ton of health, so using HP ammo against them is the best.
They actually behave like every other NPC. The 70% resistance applies at the end of the damage calculation, but the regular ballistic mechanics are not affected.
See them as regular NPCs that have a 3 times bigger health bar (3.3 times exactly). AP ammo will still be much more efficient against armored SIN, FMJ against light/medium, and HP ammo against the "naked" ones (all the trenchcoat guys).
4. Hit Location Multipliers (vs. Stalkers)
Every hit location has its own damage multiplier, and the gap between a headshot and a foot shot is enormous.
👁️ Head (eye level)×3.65
💀 Jaw×3.00
🔴 Neck×2.70
⬛ Default (unmapped bone)×0.75
🫀 Pelvis / Spine×0.90
💪 Upper arm / Clavicle×0.70
🦴 Forearm×0.60
🦵 Thigh×0.55
🦿 Calf×0.45
✋ Hand×0.40
👟 Foot×0.30
Head = 12× the damage of a foot shot, 4× the damage of a torso shot.
5. Ammo Types & When to Use Them
🔴 AP: Armor Piercing
Required vs. heavily armored NPCs
The only effective option against exoskeletons
High penetration value; can fully punch through heavy armor
Expensive to buy and craft
⬛ FMJ: Full Metal Jacket
Cheap all-rounder
Default for lightly to moderately armored enemies
Good for breaking down armor before switching to AP
Flexible all-rounder
🩸 HP: Hollow Point
Best against mutants
High damage multiplier; hits much harder against unarmored targets
Near-useless against armor
When HP fails to penetrate, it suffers an extra damage penalty
6. Distance Drop-off & Air Resistance
This section is about the damage drop-off with distance (not gravity pulling your bullets down). It is the earliest modifier applied in the damage pipeline, before the AP gate check and the damage formula. It influences your ability to penetrate armor and your raw damage at exactly the same rate.
The drop-off penalty is a fixed ammo property. No weapon upgrade influences it.
The Flatness upgrade you can do increases bullet speed and accuracy, it does not reduce this damage drop-off at all.
Damage & AP retention (%) by distance
Distance
air_res 0.25
5.45x39 · 7.62x54 · 7.62x51
air_res 0.30
5.7x28 · 7.62x39
air_res 0.63
9x39 SP-5 · SP-6
air_res 0.80
9x18 · .357 · 9x21 SP10
25 m
98.2%
97.7%
92.3%
85.7%
50 m
96.5%
95.5%
85.6%
75.0%
100 m
93.2%
91.4%
74.9%
60.0%
200 m
87.2%
84.2%
59.9%
42.9%
AIR_RES is basically how much friction a bullet has. The higher, the bigger the damage drop-off.
A 9x18 pistol round at 200m hits with less than 43% of its base damage and 43% of its base AP.
Enough for example to not penetrate an armor it would punch through at close range, and do effectively 0 damage.
Or simply do 57% less damage against an unarmored enemy or mutant.
Fun facts:
5.56 retains slightly more damage than 5.45 (−5.3% vs −6.8% at 100m). Small difference, but technically NATO rifles have better range.
Small "good" calibers vary a lot: 5.7x28mm of the P90/MP7 will perform almost as good as Assault-rifle ammo like 5.45, while the 9x21mm SP10 of the Veresk has the same drop-off as an 9x18mm Makarov, the worst caliber in the game.
Before any damage is applied, your bullet must pass a single check: can it punch through the target's armor? If it can't, damage drops to almost nothing; no other factor can compensate. This check happens first, every shot.
⚙ AP Value Assembly (hover a factor)
=ammo_kap × 10Ammo's base AP value
+ leg shots: small AP bonus (less for buckshot)
+ head shots: small AP bonus (less for buckshot)
+ sniper-class weapon: flat AP bonus
×bone_ap_scaleArmor density
×barrel_condBarrel wear
÷distance_falloffAP drops with range
×isg_resFaction AP resistance
×silencer_boost+7% with any suppressor
×difficulty_mult×0.80–×1.30 by mode
× 0.80 global post-calculation adjustment
←
hover a factor to inspect it
Once the AP value is finalized, it's compared against the target bone armor value (the bone is the body part you hit) to determine which of three outcomes occurs:
✅ Full Penetration
AP equals or beats the armor
Full damage. The bullet passed straight through (no armor breaking).
⚠️ Partial Penetration
Some AP, but not enough
Reduced damage. You chip down the armor with every shot. Enough shots will break it to do full damage after.
🚫 No Penetration
Low / No AP
You do a tiny "concussion" amount of dmg. Armor still chips away, but at a very reduced pace.
8. The Damage Formula
If the AP check passes, this is what determines how much damage actually lands, ordered from most to least impactful.
⚙ Raw Damage: most to least impact
=hit_powerWeapon base damage
×bone_dmg_multWhere you hit · ×0.30–×3.65
×k_hitAmmo type
×barrel_condWear and tear
÷distance_falloffDistance drop off
×silencer_boost+7% with any suppressor
×sin_resFaction resistances
×bone_ap_scaleArmor tier
×difficulty_mult×0.80–×1.30
×ammo_mult×1.0 for everything
×1.1Constant
←
hover a factor to inspect it
Weapon stat
Ammo property
Hit location
Environment
Faction modifier
Global constant
Hidden mechanic
9. Damage vs. Mutants (Separate System)
Mutants damage formula is much simpler than stalkers and completely skips the armor system. HP ammo is king vs. Mutants.
⚡ Melee Bonus · Knives and axes only · Melee weapons get +50% damage against mutants
Mutant
Base Multiplier
Critical Zone
Crit Multiplier
Snork
×1.10
Legs
×2.00
Boar
×0.95
None
No crit zone
Flesh
×0.95
Spine
×1.30
Bloodsucker
×0.85
Neck
×1.40
Psysucker
×0.85
Neck
×1.60
Lurker
×0.85
Head area
×1.50
Gigant (Pseudogiant)
×0.85
Core
×2.00
Chimera
×0.75
Head area
×2.00
Zombie (mutant)
×0.80
Head
×2.00
Fracture
×0.60
Spine
×2.20
10. Damage Cheat Sheet
❌ Wrong Ammo Type
HP and buckshot deal near-zero damage against armored enemies (until armor is broken down)
AP is required for anything with serious protection
FMJ works for light-medium armor and armor-breaking if no other option
❌ Faction Resistance
Sin / Zombied: 70% flat damage reduction
UNISG: 35% AP reduction + 30% damage reduction.
Monolith: 20% damage, 10% AP reduction.
❌ Barrel Below 70%
A 50% barrel does 28% less damage AND has a 28% AP penalty
Highest-impact on something that can be easily maintained