Character Status - RedemptionDayZ/Info GitHub Wiki
This page has not been updated for a few versions where a lot has changed in terms of armour etc. the mechanics might not have changed much but the values will.
Health
Every DayZ character has a global health stat of 100HP, once you hit 0HP your character dies. Your global health is reduced when a body part (or multiple) take damage.
Global Health is what you are shown in your HUD. There are 5 different stages to the icon:
Icon | Health Range |
---|---|
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100 - 80 |
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79 - 50 |
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49 - 30 |
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29 - 15 |
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14 - 1 |
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0 |
Hitzones
However it is not always as simple as global health - damage taken
because different body parts behave in different ways.
The table below shows these stats:
Zone | Local Health | Damage Transfer | Fatal |
---|---|---|---|
Head | 33HP | 200% | Yes |
Torso | 100HP | 100% | No |
Arms | 100HP | 33% | No |
Legs | 100HP | 33% | No |
Hands | 100HP | 10% | No |
Feet | 100Hp | 10% | No |
- Local Health: How much HP that local zone has until it is considered 'dead'
- This only actually affects the Head zone in the current build of DayZ
- Damage Transfer: How much of the damage inflicted upon this zone is transferred to the Global Health Pool
- Fatal: Whether your character will die once the local health of this zone hits 0HP
Headshots
As we all know headshots in DayZ increase the damage you take but by how much? To answer that there are 3 factors that set headshots apart from body shots.
- Local HP only 33
- It is a fatal hitzone
- Damage Transference 200%
Points one and two tie together nicely. To simply put it, your head has 33HP and once that reaches 0HP your character will die regardless of your Global Health. This means that most rifle calibres will kill you in one shot to the head without any helmet on.
However what happens if you don't outright die from the first shot due to a lower calibre, helmet or from the damage drop off over range? Let's say a 9x19mm round (26DMG)
- The base damage is applied to the local zone (head) leaving it with 7HP but still alive
- The global health damage is then calculated and applied using the damage transference value of 200% (2.0)
Damage applied: 26 * 2.0 = 52DMG
- Global Health pool is reduced by that damage, from full health you'd now have 48HP (yellow HP)
Factoring Armour
There is another factor that changes how much damage you take and that is your armour/equipment.
Damage is calculated roughly as so:
Damage Received * Equipment Protection (if applicable) * Damage Transference
This new damage value is then subtracted from your global health. Below I will write out a few scenarios that hopefully will help demonstrate this.
- Full health character wearing no armour gets shot in the chest with a .308 Winchester round (110DMG)
- Character is wearing no armour so ignore Equipment Protection
Damage applied: 110 * 1.0 = 110DMG
- Damage is now subtracted from the 100HP global pool leaving you with -10HP and very much dead
- Full health character wearing a standard plate carrier (50% prot.) gets shot in the chest with a .308 Winchester round (110DMG)
- Character is wearing a plate carrier so Equipment Protection = 0.5
Damage Applied: 110 * 0.5 * 1.0 = 55DMG
- Damage is now subtracted from the 100HP global pool leaving you with 45HP (yellow HP)
- Full health character wearing a Mich style helmet (50% prot) gets shot in the head with a 5.56x45mm (55DMG)
- Character is wearing a Mich style helmet so Equipment Protection = 0.5
- Headshot so Damage Transference is 2.0
Damage Applied Locally: 55 * 0.5 = 22.5HP
- less than 33HP so still aliveDamage Applied: 55 * 0.5 * 2.0 = 55
- Damage is now subtracted from 100Hp global pool leaving you with 45HP (yellow HP)