How E-Day’s numbers work, and where the gaps are
What everything else is measured against
Shots to kill = 1,500 ÷ (damage × pellets), rounded up. Time to kill = (shots to kill − 1) ÷ (rounds per minute ÷ 60). The first round leaves the barrel immediately, so a weapon that kills in one shot has a time to kill of 0.00s however slowly it fires. That is why the Longshot reads 2,400 damage per second, well above the Lancer Mk1’s 1,000, while feeling nothing like it in a fight.
Enemy health is on the enemy pages. These figures use a fixed 1,500-health Versus player as the benchmark so weapons can be compared with each other. They assume every shot connects and every pellet lands, so time to kill in play is always longer, and longest on the multi-pellet weapons.
What campaign difficulty changes
In the campaign, difficulty barely touches the enemy’s own stats. Every level changes you instead: your health, your damage output, how many times you can go down, and how long you bleed out. It also sets how long an enemy squad waits before executing you once you are down: 3 seconds on Casual, 11.5 on Inconceivable.
| Difficulty | Your health | Your damage | Lives | Bleed-out | Enemy execution delay |
|---|---|---|---|---|---|
| Casual | 2.00× | 1.85× | 6 | 2.00× | 3s |
| Normal | 1.30× | 1.15× | 4 | 1.82× | 5s |
| Hardcore | — | — | 2 | 1.28× | 5s |
| Insane | 0.90× | 0.88× | — | 1.28× | 7s |
| Inconceivable | 0.40× | 0.66× | — | 0.60× | 11.5s |
Inconceivable gives you 400 effective health against Casual’s 2,000, a five-fold swing, while the thing shooting at you never changes. Your damage only drops to 0.66×, so enemies do not take much longer to kill. You just die far faster.
The game also has an unnamed “Guardian Angel” system with a cooldown that depends on difficulty: 15 seconds on Casual, 20 on Normal, 45 on Insane, and no number on Inconceivable. In multiplayer, while it is active it cuts incoming damage by 90%, though melee damage ignores it entirely. The campaign has its own version; its number is not known. The 90% is confirmed for multiplayer. What turns it on (a revive, a health threshold, something else) is not known.
Horde Siege has its own levels
Horde Siege has four difficulty levels, easiest to hardest: Rookie, Infantry, Commander, Allfather. It is a different system, not the campaign one renamed.
| Level | Your damage | Your health | Lives |
|---|---|---|---|
| Rookie | 1.4× | 2× | 5 |
| Infantry | — | — | 4 |
| Commander | 0.5× | 0.55× | 3 |
| Allfather | 0.3× | 0.3× | 3 |
Each level draws on a pool of match modifiers, and plenty of those are about the enemy: Enemy Health Regeneration, Bosses Increased Health, Reavers Increased Health, Large Locusts Damage Increase, Enemy Snipers Damage Increase. Most have no confirmed amount; the mission modifiers page lists them. A promotion system raises class stats at Allfather, and squad perk pools vary by difficulty.
The point-blank bonus
The Gnasher multiplies the damage of each pellet that lands inside a set distance. The multiplier and the distance both change with the mode: in Versus the multiplier is bigger, 2.5× against 1.75×, and the distance is slightly shorter. The game gives the distance as a bare number, with no unit.
| Mode | Damage per pellet | Point-blank bonus | Damage with the bonus | Distance |
|---|---|---|---|---|
| Horde Siege | 80 | 1.75× | 140 | 300 |
| Versus | 125 | 2.5× | 312.5 | 280 |

How many pellets a Gnasher shell carries is not published, so there is no damage-per-shell number on this site and no shots-to-kill for the stock gun. A slug is the exception: it replaces the spread with one round, so fitting one fills the figure in rather than changing it.
Horde Siege and Versus have separate numbers
Every weapon has one base set of numbers, and each mode may change them. Versus changes a lot, with its own damage value for most guns. Horde Siege changes no damage at all, so in Horde Siege you fire the weapon with its base numbers. Most figures in circulation are Versus figures, and most of the figures here are Horde Siege.
| Weapon | Horde Siege damage | Versus damage | Which way it goes |
|---|---|---|---|
| Prototype Lancer | 55 | 73 | Harder in Versus |
| Gnasher | 80 | 125 | Harder in Versus |
| Longshot | 1,200 | 900 | Softer in Versus |
Six guns hit harder in Versus: the Gnasher, Prototype Lancer, Lancer Mk1, Hammerburst, Ripper and Troika. Four hit softer: the Longshot, Breechshot, Snub Pistol and Vulcan. The other six have no separate Versus damage. Every one is side by side on the weapon database.