Contagion

Contagion

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Contagion Damage Chart
By Medicare and 1 collaborators
This is a damage chart for the contagion weapons, detailing the damage each weapon will do to different parts of the body.
The chart is current as of 24/1/2014

(Splash image from http://media.indiedb.com/cache/images/games/1/13/12566/thumb_620x2000/contagion_sig_pro.jpg)
   
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Introduction
This guide details the damage each weapon deals in Contagion.

Note that there is no damage spread or randomisation factor, damage dealt is always a flat value.

There are also hitbox anomalies when hitting the arms and the legs, it appears as though a shot to the lower leg (from the knee down) and the lower arm (from the elbow down) is not registered as a hit and thus will deal no damage.

Parts of this guide are currently incomplete, and will be updated at a later point in time.

UPDATE (24/01/2014)
FINALLY added damage info for the magnum.
Melee Weapons
This section details the damage dealt by melee weapons in Contagion.
(Currently incomplete, will be updated later)

Weapon Name
Default
Head
Chest
Stomach
Leg
Hand / Arm
General Melee (Pressing melee key)
Not Obtained
100+
74
67
45
74
Baseball Bat
290 *
Not Obtained
Not Obtained
Not Obtained
Not Obtained
Not Obtained
Metal Baseball Bat
310 *
Not Obtained
Not Obtained
Not Obtained
Not Obtained
Not Obtained
Fireaxe
340 *
Not Obtained
Not Obtained
Not Obtained
Not Obtained
Not Obtained
Kabar Knife
320 *
Not Obtained
Not Obtained
Not Obtained
Not Obtained
Not Obtained
Sledgehammer
350 *
Not Obtained
Not Obtained
Not Obtained
Not Obtained
Not Obtained

* I assume these damage values represent the maximum base damage the weapon can deal after performing a charged melee attack (by holding down right click).
Firearms
This section details the damage dealt by each of the firearms in Contagion.

Note - The default value is the damage a gun will deal without any hitbox damage scaling. (e.g. the damage a weapon would deal when attacking a breakable brush or prop)

Damage
Weapon Name
Default
Head
Chest
Stomach
Leg
Hand / Arm
1911
34
100+
36
23
12
16
SigSauer
16
99
17
15
8
11
AR-15
24
100+
25
23
12
16
AK-74
24
100+
21
19
10
14
MP5k
13
80
13
12
6
9
KG9
16
99
17
15
8
11
Remmington (Rifle)
84
100+
89
80
42
58
Revolver
n/a
100+
52
47
21
34

Weapon Name
Default
Number of bullets

Mossberg
20
12
Overunder
28
10

Damage Falloff
Weapon damage decrease after a certain range.

Note - These values have been taken directly from weapon script files, have not been tested in game and their values have been interpreted as damage falloff after a certain distance.

An example of how damage falloff works :
A 1911 bullet can travel 2500 game units and deal 100% damage to a target. If the bullet travels further, the shot will do 75% damage.

Weapon Name
Falloff Range
Falloff Damage Scaling
1911
2500
0.75
SigSauer
2500
0.75
AR-15
3500
0.95
AK-74
3200
0.95
MP5k
2500
0.75
KG9
2500
0.75
Remmington (Rifle)
9500
0.99
Mossberg
1300
0.7
Overunder
2100
0.75

Weapon Penetration
Damage scaling after firing through an object.

Note - As with damage falloff, these values have been taken directly from weapon script files. It is possible they have different meanings to the ones given here.

Weapon Name
Number of Objects that can be Penetrated
Penetration Power *
Max Distance after Penetration
Max Distance after Penetrating a Person (player / zombie)
1911
3
60
3500
3100
SigSauer
2
40
2500
2100
AR-15
4
50
4800
4200
AK-74
4
50
4800
4200
MP5k
2
40
2500
2100
KG9
2
40
2500
2100
Remmington (Rifle)
4
90
9800
9200
Mossberg
3
50
1500
1300
Overunder
3
40
1200
1200

* I assume this means damage is reduced to this percentage of its original damage after penetrating through an object. e.g if a 1911 shot penetrates through one object, it'll deal 40% less damage (60% of original damage), then 74% less damage (26% of original damage) after the second object, then 95.6% less damage (4.4% of original damage) after a third. This is assuming damage falloff is calculated multiplicatively and not additively. An example sequence would be :

Where damreduction is by how much the damage should be reduced.

damreduction x initialdam = damafter1pen
damreduction x damafter1pen = damafter2pen
damreduction x damafter2pen = dfinal

And with this example for the 1911 (assuming default damage)

0.4 x 34 = 13.6 After 1 object
0.4 x 13.6 = 5.44 After 2 objects
0.4 x 5.44 = 2.176 After 3 objects
Misc Info
Note - Fire rate is measured in time to wait after firing before the weapon can fire again. (e.g. After firing the 1911, there is a 0.35 second window in which the weapon cannot be fired)

Weapon Name
Fire Rate (sec)
Clip Size
Ammo Type
Firing Type
1911
0.35
7
AMMO_TYPE_1911
Semi-Automatic
SigSauer
0.25
15
AMMO_TYPE_9MM
Semi-Automatic
AR-15
0.066
30
AMMO_TYPE_RIFLE
Fully-Automatic
AK-74
0.044
38
AMMO_TYPE_RIFLE
Fully-Automatic
MP5k
0.060
30
AMMO_TYPE_9MM
Fully-Automatic
KG9
0.05
30
AMMO_TYPE_9MM
Fully-Automatic
Remmington (Rifle)
0.7
4
AMMO_TYPE_SNIPER
Bolt-Action
Mossberg
0.30
6
AMMO_TYPE_SHOTGUN
Pump-Action
Overunder
0.24
2
AMMO_TYPE_SHOTGUN
Semi-Auto
Explosives
Considering there is currently only one explosive in the game, this details the damage dealt by the grenade.

Weapon Name
Damage
Grenade
180

Grenade damage falloff is unknown, but it is probably a reciprocal damage decrease from the explosion centre.
49 Comments
🎃Snowy's Pet🎃 21 Apr, 2024 @ 2:20pm 
hey you plaese move update plaese
MrTrolly 4 Dec, 2023 @ 4:12pm 
hello
Spy149 16 Mar, 2022 @ 7:18pm 
Zual, I think the others mean THIS thread is dead, not the game itself....
jabberjay 28 Oct, 2021 @ 3:52pm 
Good hunting, Stalker.
Krylov ™ 1 Oct, 2021 @ 4:15pm 
This game is only for cool kids :jake:
Dr. Heavy Pootis-Man 1 Aug, 2021 @ 10:27pm 
@Insomniac probably because this was made in 2014 and that weapon is new?
Insomniac 27 May, 2021 @ 8:04pm 
Why isn't the Guitar or Banjo added into the Melee Category?
Zennec 27 Jun, 2018 @ 6:00pm 
This could use an update since the community is super small. Disregarding the reviewers saying it's dead and abandoned.
BACKSHOTSMACHINE⭐ 19 Feb, 2018 @ 3:26am 
gay!
David 袋 2 Jun, 2017 @ 11:07pm 
i got it