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How E-Day’s numbers work, and where the gaps are

What everything else is measured against

Player health 1,500 a Versus player; every kill-time figure is measured against this. A Horde Siege player starts at 1,000
Point-blank bonus, Horde Siege 1.75× per pellet. In Versus it is 2.5×
Gnasher, Horde Siege 80 damage per pellet
Gnasher, Versus 125 damage per pellet

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.

Campaign difficulty. A dash means the game sets no value.
Difficulty Your health Your damage Lives Bleed-out Enemy execution delay
Casual 2.00×1.85× 62.00× 3s
Normal 1.30×1.15× 41.82× 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.

Horde Siege difficulty. Our reading: the game’s Easy, Medium, Hard and Insane are Rookie, Infantry, Commander and Allfather in that order. A dash means the game sets no value.
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.

The Gnasher’s point-blank bonus.
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
The Gnasher shotgun

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.

The same three weapons: damage in Horde Siege beside damage in Versus.
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.

What is still missing

What most mods do — The game states a figure for 58 of 176
Gnasher, per shell — damage is stated per pellet
Horde Siege modifier amounts — 15 of 108 have a confirmed amount
Campaign mod numbers — 45 of 68 state no figure