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Damage is the harm or injury of an entity from attacks or natural causes.

Damage calculators are only accurate for Unturned Classic.

Calculation

All Weapons in Unturned have a base damage value. This is the damage without reductions. Before an entity is damaged the base damage gets reduced by various factors.

  • Target Type (Player, Zombie, Animal, Object )
  • Clothing (Armor)
  • Hit Location (Head, Chest, Legs/Arms)
  • Skills ( Warrior )

The following formulas can be used to calculate the damage a player would do.

Player Damage (Gun)

   finalDamage = baseDamage * hitLocationFactor * armorFactor

Player Damage (Melee)

   finalDamage = baseDamage * attackerSkill * hitLocationFactor * armorFactor * defenderSkill

Zombie Damage (Gun)

   finalDamage = baseDamage * hitLocationFactor

Zombie Damage (Melee)

   finalDamage = baseDamage * attackerSkill * hitLocationFactor

Structure Damage (Gun)

   finalDamage = baseDamage * 2

Structure Damage (Melee)

   finalDamage = baseDamage * attackerSkill

Skill Factors

The Skill factor calculation for the "attackerSkill" and "defenderSkill" can be found on the Warrior Skill page. Remember that you have to use the attackers skill level for "attackerSkill" and the defenders skill level for "defenderSkill" !

Base Damage

A Table listing the base damage values can be found on the "Weapons" page.

Power Attack

Melee power attacks add a multiplier of 1.5 to damage formulas.

Reductions

Hit Location Factors (Player)
Name Reduction (Easy/Normal1) Reduction (Hard)
Shin 0.1 (-90%) 0.25 (-75%)
Thigh 0.3 (-70%) 0.4 (-60%)
Arm 0.1 (-90%) 0.25 (-75%)
Shoulder 0.3 (-70%) 0.40 (-60%)
Head 1.05 (+5%) 1.25 (+25%)
Chest 0.6 (-40%) 0.95 (-5%)
Hit Location Factors (Zombie)
Name Reduction (Easy/Normal1) Reduction (Hard)
Shin 0.2 (-80%) 0.1 (-90%)
Thigh 0.4 (-60%) 0.2 (-80%)
Arm 0.2 (-80%) 0.1 (-90%)
Shoulder 0.4 (-60%) 0.2 (-80%)
Head 1.55 (+55%) 1.00
Chest 0.6 (-40%) 0.5 (-50%)


Armor Factors (Head)
Name Reduction
Construction Helmet 0.95 (5%)
Fire Helmet (ID: 4) 0.95 (5%)
Fire Helmet (ID: 6) 0.95 (5%)
Desert Helmet 0.8 (20%)
Forest Helmet 0.8 (20%)
Military NVG 0.8 (20%)
Miner Helmet 0.95 (5%)
Armor Factors (Chest)
Name Reduction
Civilian Armor 0.85 (15%)
Desert Armor 0.8 (20%)
Forest Armor 0.8 (20%)
Police Armor 0.9 (10%)
Animal Shirt 0.95 (5%)
Forest Fatigues 0.95 (5%)
Desert Fatigues 0.95 (5%)
Armor Factors (Pants)
Name Reduction
Forest Fatigues 0.95 (5%)
Desert Fatigues 0.95 (5%)
Animal Pants 0.975 (2.5%)


Everything else has a factor of 1.0 and therefore does not protect.

It also seems that Protection Vests such as Cilvilian Armor override the protection of clothes such as Forest Fatigues. This means that only the reduction of the vest will be taken into account.

Example

Scenario

A Player is shooting another player with a Magnum in the chest. The attacked player is wearing Civilian Armor. The Server is running on "Easy" mode.

Calculation

We are using the Player to Player damage formula for guns.

   finalDamage = baseDamage * hitLocationFactor * armorFactor
  • baseDamage = 65 (for a Magnum, see Weapons)
  • hitLocationFactor = 0.6 (on "Easy" Mode, see tables above)
  • armorFactor = 0.85 (for Civilian Armor, see tables above)
   65 * 0.6 * 0.85 = 33.15

The Player would therefore lose 33,15% of his Health.

   100 - 33.15% = 66.85% left.

Footnotes

1 Maybe it is (Easy) and (Normal/Hard). #Todo