In DayZ there are a lot of weapons and matching ammo, which have different balistics. Each calibre has its own properties such as velocity, penetration, reflectivity and dealt damage. The type of weapon does not affect the properties of shots, but only the recoil and shooting speed.

Calibers, muzzle velocity and matching weapons:
  • .45 ACP (260 m/s) – Derringer, Colt 1911, FNX, UMP
  • .380 (300 m/s) – Makarov, PM73 RAK
  • .357 (360 m/s) – Magnum, Repeater
  • .308 (850 m/s) – Blaze 95, Winchester 70, Longhorn
  • .22 (380 m/s) – Sporter 22, Amphibia, Trumpet
  • 12 Gauge (400 m/s) – Every shotgun
  • 9 mm (350 m/s) – MP5, CR 75, Walther P1
  • 7.62x39mm (730 m/s) – SKS, AKM, CR 527, Izh 18
  • 7.62x54mm (860 m/s) – Mosin, SVD
  • 5.56x45mm (890 m/s) – M4A1, Steyr AUG, AK 101
  • 5.45x39mm (910 m/s) – AK 74, AKS-74U
Velocity of shot:

The speed of shot ammunition is logicaly decreasing with traveled distance. The main things that influence it are gravity and air friction. Wind, humidity and the shape of the cartridge case are not affecting anything. The blood losses and shock damages are also decreasing with smaller velocity of the shot (but health losses are constant for all the time, so it does not matter how far the shooter was!). The deceleration should be proportional to the distance and to the dealt damage. That means if the deceleration after 100 meters is 10%, the damage is 10% less significant, than the damage dealt from the absolute proximity, where the shot has the highest velocity. The overall injury of the player is determined by these factors:

  1. Caliber properties
  2. Velocity of the bullet
  3. Part of the body that was hit
  4. Protection of the character (clothing and loot)


Each caliber has the starting velocity of the shot set in the game. But already at the 300 meters of distance the velocity of the shot is halved, while the bigger is the muzzle velocity, the shot is more affected by air friction. The smallest decrease of the velocity is at the .45 ACP, .380 and 9 mm claibers. Calibers that have high muzzle velocity (rifles and carbines) are loosing velocity exponentialy, so first the velocity loss is drastic, but when the diance is bigger, the balistic curve is more balanced. On the other hand shos with smaller muzzle velocity (mostly pistols) are more stable, the velocity decrease is more-less the same after travelled distance and it has balanced balistic curve.

Note: If the shot character is naked, the engine does not apply the decrease of the velocity! This player is
injured by a bullet of given muzzle velocity.

Reflections and penetration:

There are 4 basic materials in the game – glass, wood, metal and stone. Each of them in some circumstances could be shot through (except the shotguns), thereby there is a loss of velocity (so there is a decrease of the damage). Otherwise when the bullet does not come through, it can reflect. It depends on these factors:

  1. Toughness of the surface
  2. Thickness of the surface
  3. Angle of incidence
  4. Velocity of the bullet

The toughness is given by the material of the obstacle, so it is logical that you can shot through glass easily and the stone can stop almost all of the bullets. But you can shoot through the stone walls. The factor of this is the thickness. You can not shoot through the center of the wall, but when you shoot through the corner, the bulet will come through! But you have to choose right angle of incidence, which decides whether the bullet will come through or not. When the angle is too actue, there is a big change, that the bullet will reflect. The biggest chance for reflect has stone, then metal and then wood.


The velocity of the shot gives the ability of the caliber to shoot through the surface of given thinckess,
toughness and under chosen angle of incidence. The muzzle length or different kind of weapon does not affect the penetration.

Glass, metal and wooden surfaces are pretty slim in the game, so when the bullet come through, it still has lethal efect. The passage slows down the shot of course, and there is an increase of the scatter. There is a rule, that the smaller calibers (.22, 5.45x39mm, .556…) get slower than the bigger ones, and they scatter more (the bigger calibers are more “stable”). The heavier calibers have the tendency to reflect under the acute angle. Shooting with silencer does not affect the ability to penetrate, it just makes the shots scatter a little bit more.

Note: Shot near the character does a little shock increase and heavy breathing. That also aplies to everyone who stands in 1 meter circle of shot landing. Even when they are behind the wall.

Generally you can not shoot through:
  • Reinforced concrete walls (around NWAF…)
  • House walls (even they are wooden)
  • Most of the big objects (containers, metal tanks…)
  • The doors of the fire station – applies to pistols, submachine guns of small caliber and .357 magnum
  • Players and infected

All other objects such as doors (metal and wooden), dust bins etc. can be shot through.

Note: You can shoot through the trees, bu only through the edges of trunks (by thickness, toughness and angle of incidence). Shot into the center of the trunk will stop any caliber.