Weapon Comparator V1.7.1
Single-target melee comparison. Character inputs change weapon calculations; three weighted preferences only reorder the results.
| # | Weapon | Skill | Heavy | Score | 1-shot | ≤2 hits | Hits/kill | Attack | APS | Impact (s)* | Endurance/kill | Reach | Hits to break | Kills to break† |
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Difficulty scope: The named presets contain many other differences. For this comparator, only Zombie Toughness currently changes the neutral weapon calculations: it changes zombie HP distribution and the toughness-based melee crit modifier. Zombie Strength changes how hard zombies hit players/objects, not your weapon damage. Speed/sprinters, population, cognition, hearing, injuries, loot and respawn alter encounter difficulty or weapon availability, but do not directly alter the intrinsic damage/APS/endurance/reach/durability formulas under the healthy-player assumptions used here. Outbreak and Apocalypse therefore intentionally produce the same weapon calculations.
Probability model: One-shot chance is calculated deterministically from the weapon damage distribution, crit chance and selected zombie-health distribution—there is no per-weapon Monte Carlo noise in the 1-shot column. Multi-hit outcomes and expected hits/kill use common deterministic samples across all weapons to prevent arbitrary favorable rolls.
* Impact (s): Estimated time from starting a standard attack until the weapon connects with the zombie. Lower is faster/more responsive; it is different from APS, which measures sustained attack rate.
† Kills to break: Fresh-state estimate using expected hits-to-kill and overall-condition loss. The comparator assumes weapons remain sharp.
Difficulty scope: For weapon performance, V1.7.1 applies only zombie toughness: Rising = Fragile, Outbreak/Apocalypse = Random, Extinction = Tough. Other preset differences such as population, loot, speed, hearing, and respawn do not change these weapon calculations.