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Background & Ballistics Formulas

ABOUT WARDOGTOOLS.GG

A fast, responsive tactical companion designed to give players real numbers without clunky spreadsheets.

The Project & Background

Hey! I'm a solo developer, ex-pro FPS player, and longtime fan of tactical shooters like Battlefield, Squad, ARMA, Counter-Strike, and Rainbow Six Siege. Over years of playing competitive shooters, I developed a passion for learning game mechanics, weapon statistics, and any other data that I could use to get an advantage.

Often people end up relying on anecdotal experiences to determine which gun they think is the best. It's something that I've fallen victim to myself. I built this to try and provide a simple and easy to use solution that players can use to get an answer to the question that they have about what they should be using and when, without any guesswork.

A major priority for me was ensuring the site feels great to use on both desktop and on mobile. Whether you are quickly checking mortar elevation between spawns on your phone or studying recoil groupings and TTK charts on your PC, the interface is built to stay fast and readable.

Desktop Experience

Expansive interactive layout with full 13-zone anatomical damage inspection, side-by-side weapon filtering, and high-res MGRS artillery maps.

Mobile Cockpit

Designed from the ground up with touch-friendly sliders, quick mobile action sheets, and fast azimuth/elevation lookups you can check on your phone.

Data Extraction & In-Game Verification

Every statistic on this site starts with direct extraction from the game's unpacked client archives using FModel to convert Unreal Engine `.pak` DataTables (`DT_Weapons`, `DT_Ammo`, and `DT_CaliberData`) into structured data.

However, raw data tables don't always tell the whole story. To ensure the formulas match live gameplay, every weapon curve, damage multiplier, and armor threshold is cross-verified through in-game hit testing and cross-referenced with community test logs.

Ballistics & Fire-Control Math

Calculation Engine & Reference Tables

Standardized fire-control trigonometry, ballistic equations, and damage multiplier reference tables:

1. Euclidean Spatial Distance (d)
d = sqrt((x_target - x_battery)² + (y_target - y_battery)²)

Calculated in exact 2D map meters from battery origins to target coordinates.

2. Azimuth Bearing (NATO STANAG 4119 Standard)
theta_deg = ((atan2(Δx, Δy) × 180 / π) + 360) mod 360
Azimuth_mil = round((theta_deg / 360) × 6400)

Standard military angular compass measurement (6,400 mils = 360°, where 1 mil ≈ 0.05625°).

3. Elevation Solution (Piecewise Linear Interpolation)
Elevation_mil(d) = m1 + ((d - d1) / (d2 - d1)) × (m2 - m1)

Interpolated between verified empirical firing tables for Mortars (132m–684m) and SPH-2 Howitzers (780m–2629m, Low & High Arc).

4. Time of Flight (TOF)
t_tof = d / v_horizontal

Average horizontal velocity: 81mm Mortar ≈ 75 m/s, SPH-2 Howitzer ≈ 240 m/s.

5. MOA Precision & Bullet Spread Dispersion
spread_cm = (MOA × 2.90888) × (distance_meters / 100)

1 MOA equals roughly 1 inch at 100 yards (2.91 cm at 100 meters), calculated linearly across all engagement distances up to 1,000 meters.

6. Universal Hitbox Multipliers (13-Zone Engine Baseline)
Hitbox RegionDamage MultiplierArmor Coverage Threshold
Head2.00xProtected by Helmets (Tier 1+)
Neck1.50xProtected by Heavy Helmets (Tier 3+)
Upper Chest1.10xProtected by Vests (Tier 1+)
Lower Chest1.00xProtected by Vests (Tier 1+)
Stomach0.95xProtected by Juggernaut Armor (Tier 4)
Pelvis0.90xProtected by Juggernaut Armor (Tier 4)
Upper Arms0.60xProtected by Juggernaut Armor (Tier 4)
Lower Arms0.55xUnarmored (Full Damage)
Hands0.40xUnarmored (Full Damage)
Upper Legs0.70xUnarmored (Full Damage)
Lower Legs0.65xUnarmored (Full Damage)
Feet0.40xUnarmored (Full Damage)
7. Weapon Class Final Hitbox Multipliers (Universal × Class)
Weapon ClassHeadNeckU. ChestU. StomachL. StomachPelvisArms (U/L)Legs (U/L)Hand/Feet
Assault Rifles2.35x1.76x1.10x1.00x0.95x0.90x0.54 / 0.45x0.54 / 0.45x0.27x
SMGs2.10x1.58x1.16x1.05x1.00x0.95x0.78 / 0.65x0.78 / 0.65x0.39x
DMRs2.50x1.88x1.43x1.30x1.23x0.90x0.60 / 0.50x0.60 / 0.50x0.30x
Sniper Rifles3.20x2.40x1.98x1.45x1.38x1.17x0.72 / 0.60x0.72 / 0.60x0.36x
LMGs2.30x1.72x1.16x1.05x1.00x0.90x0.54 / 0.45x0.54 / 0.45x0.27x
Shotguns1.50x1.13x0.99x0.90x0.85x0.81x0.63 / 0.53x0.63 / 0.53x0.32x
Pistols / Sidearms2.10x1.58x1.16x1.05x1.00x0.95x0.78 / 0.65x0.78 / 0.65x0.39x
Combat Bow2.30x1.72x2.09x1.90x1.42x0.90x0.48 / 0.40x0.48 / 0.40x0.24x
8. Armor Damage Mitigation & Ammo Multipliers

Armor reduces incoming bullet damage according to vest tier:

TIER 1 (LIGHT)15% Reduction
TIER 2 (MEDIUM)30% Reduction
TIER 3 (HEAVY)50% Reduction
TIER 4 (JUGGERNAUT)65% Reduction

Hollow Point (HP) deals +100% damage to flesh/unarmored limbs, but suffers a -55% penalty against armor. Armor Piercing (AP) deals +30% armor penetration damage, but suffers a -20% penalty against unarmored targets.

Get in Touch

Spot a stat change after a game patch or have an idea to make the artillery map or weapon tester even better? Feel free to reach out via email or Discord: