Damage Model

24 January 2020
News
Cuisine Royale features many realistic weapon models and every bullet shot is subject to the strict laws of physics. We have published a number of weapons’ characteristics, and here is the guide to how the damage calculation works. 

Health (HP)

The most basic stat of your character is their health (HP) 🧑. Full health equals 25, or 35 with a cigar! As long as you have some HP - you are alive. If you lose all of it as a solo player, you die. And in duo or squad mode - you will become downed and your teammates will be able to hurriedly practice some medical skill to restore some of your HP  🧑. If someone gets no help from their teammates or receives damage too high to become downed - they die, the only way to help them - is to bring their heart to the bonfire for mystic resurrection.

Besides, a character has a pain threshold πŸ–€ (12 at full capacity, auto regenerating over time) - the ability to withstand pain from weapons with stopping power characteristics.

Stopping Power

Is the capacity for a bullet not just to poke a hole in the target, but to transfer kinetic energy to it as much as possible. The best of which are the bullets with a lower speed (those not going through the target) and higher calibre.  This type of bullet usually remains in the body it hits, converting all of its energy into damage to the tissue and causing extra shock. 

Pain threshold πŸ–€ can absorb some of the kinetic energy coming from the bullet’s stopping power. If energy received goes beyond it faster than the normal recovery rate, all stopping power starts converting into extra damage taken from the shot 🧑!

Armor

Armor in Cuisine Royale has one simple characteristic of analog steel sheet thickness and lowers the damage being dealt from enemy weapons. At the same time armor does not affect the stopping power of a bullet. So, a simple version of the formula for damage taken from a single shot looks like this:

(1 - Armor Thickness / Armor Piercing) * Damage

Even with the thickest armor a bullet always deals at least 10% of its damage. For example, the M1 Garand with 15 Damage and 10 Armor Piercing shot at a character wearing Eagle Low vis vest with 4 Thickness results in: (1-4/10)*15=9 basic health damage.

Physics step in

But it is more complex than that. Kinetic energy decreases as the bullet flies through the air, fighting gravity and air friction. Meaning it’s armor penetration, damage and stopping power all fall off at distance. So, the real damage taken will be lower because of this - since both variables in the formula go down. 

The hit point is also important - body parts differ in their damage multipliers:

  • Legs — 60% damage
  • Body and arms — 100% damage
  • Head — 180% damage
  • Neck — 200% damage

Uncovered body parts obviously remain particularly vulnerable too.

Since bullet speed and the mass of a pistol round, smg round or shotgun buck is usually lower, it suffers more energy fall off at a distance compared to a rifle or machine gun. But they feature stopping power. For shotguns - it is calculated for every buck in the shot (9 pieces in one shell) - now you can see why they are so dangerous in close quarters. 

Examples

How armor works

A player fires the MP-35 with 5.5 damage and 5 armor piercing. Their target: in Eagle low T3 vest with 4 armor thickness stat. One MP-35 shot causes then (1-(4/5))*5.5 = 1.1 damage in a single shot. Looks not too dramatic? But the MP-35, being SMG, features stopping power as well! 

How stopping power works

A player fires the weapon with 2 damage and 4 stopping power at set distance to a target.

Their target health currently is: 🧑🧑🧑🧑🧑🧑🧑🧑🧑🧑

And pain threshold is at: πŸ–€πŸ–€πŸ–€πŸ–€πŸ–€πŸ–€πŸ–€πŸ–€πŸ–€πŸ–€

First hit:

 

 

Second consecutive hit from a burst: 

 

 

Third consecutive hit from a burst: 

 

So, at the third shot taken from that burst, the pain threshold is depleted and has no time to recover and the stopping power  πŸ–€ begins converting into damage 🧑. So, if you don’t want to receive this - try to avoid taking shots too often - move fast or take cover and allow some seconds to restore.