survev.io damage calculator

Survev Ballistics

Gun, armor and perk stats come from the survev.wiki.gg infoboxes and its Guns, Equipment and Perks pages (pulled 11 Sep 2026). Distances are in map units; one map cell is 16 units.

Weapon

★ = only spawns in certain modes
Group list by

Loadout

what the target wears · what you run
Target armor
Target damage-reduction perks
Your damage perks
Magazine
High-Value Targets
0 u

Outcomes

Multi-weapon damage

combine body-shot rounds from several weapons

Weapon comparison

compare several weapons against one target loadout

Grenade damage

uses the target armor and active defense-perk tab above
0 u
80%
Shrapnel-hit override

Automatic mode uses the target’s distance on the movable scope map. Enable this only to test an exact number of connected fragments.

Blast area + shrapnel

Schematic: blast rings use the wiki’s full-damage and maximum radii. Shrapnel lines show travel reach; MIRV landing positions are illustrative. The Strobe layout uses the supplied three-lane pattern: 20 bombs per lane, with 2.4 u spacing.

4× scope: fixed blast view

drag the target player to set blast distance

This uses the supplied 4× visibility window: 5 × 3.5 map cells. With wiki map cells at 16 u per side, the view is 80 × 56 u. Click or drag inside it to move the target player; Strobe evaluates its distance from every bomb in the three-lane pattern.

What the numbers mean

examples use the gun above against the first armor row

True DPS

How much damage you really put out per second in a 5-second fight that starts with a full magazine. Reloads count, so guns that empty fast and reload slowly drop well below their nominal DPS.

True DPS = damage from every round fired in the first 5 s ÷ 5 s

True Time-to-Kill

How long a kill takes when you start with an empty magazine: you reload first, then fire until the target drops. Every later reload needed before the killing shot counts too, just like it does for True DPS.

True TTK = initial reload + firing time + every mid-fight reload before the kill

Accuracy

how far a shot can stray, out to max range

Range effectiveness

damage per bullet over distance

How the numbers are worked out

From the wiki

  • Falloff is linear: 100% of base damage at the muzzle, down to the falloff value at the gun's max distance. Past max distance the bullet is gone.
  • Body shots take (1 − helmet DR) × (1 − vest DR). Helmets cut 7.5 / 12 / 16.5 / 21%, vests 25 / 38 / 45 / 60%.
  • Headshots skip the vest and take 1 − helmet headshot reduction: 25 / 40 / 55 / 70%. Every bullet has a 15% headshot chance; guns with a 1× multiplier never headshot.
  • DPS uses the wiki's formula: damage × pellets × burst ÷ (burst delay × burst + fire delay). Average DPS weights each round 85% body shot, 15% headshot.
  • Perks: Hollow-Points +8% bullet damage. Combat Stimulants +12% bullet damage for 5 s after a consumable. One in the Chamber +25% on the first and last round of each magazine (not shotguns). Explosive Rounds +3 explosive damage per bullet, +45 against obstacles (not the USAS-12). AP Rounds ignore 20% of armor (a Level 3 vest cuts 36% instead of 45%) and deal +50% to obstacles. High-Value Targets adds 25% bullet damage against a player with any perk. Hyperfragmentation doubles shrapnel and adds 50% shrapnel damage for Frags, MIRVs, Strobe airstrikes and the USAS-12. Flak Jacket −10% bullet and −90% explosive damage. Cast Ironskin −45% from everything.
  • Health defaults to 100. That matches the wiki's M9 (8 shots at 13 damage) and M1911 (7 shots at 16 damage) kill counts.

Modelling choices assumed

  • Damage multipliers from perks, armor and target perks stack by multiplying together.
  • Combat Stimulants counts as active for the whole fight.
  • Explosive Rounds' +3 and the USAS-12 blast skip falloff and headshots. Armor reduces them, following the wiki changelog's note that armor protects against explosions; AP Rounds do not add to that.
  • Grenade panel: the wiki gives each explosion a full-damage and maximum radius. The calculator models explosion damage as linear between those radii; shrapnel damage is calculated from the number of fragments you say connect. High-Value Targets affects bullets only, not grenade explosions or shrapnel.
  • The first shot fires at 0 s. A reload starts the instant the last round leaves the gun, and the next shot waits for both the reload and the fire delay.
  • Guns that reload shell by shell refill the whole magazine (shells × reload time). The Mosin-Nagant uses its 3 s full reload when empty.
  • Time-to-kill assumes every round hits the body. Max figures assume every round is a headshot.
  • Dual pistols use their dual stats. The dual template has no speed field of its own, so player speed shows the base 12.