NightClub Simulator · Combat guide
Understand hit locations, melee impulse, strength and firearm damage before choosing a loadout.

What the hit-location numbers mean
For player hits in the single-player damage routine, the head weight is 1.0, torso 0.7, hips 0.5, leg 0.3 and arm 0.2. Hands, feet and held props have a zero weight in this routine. These values describe nominal health damage, not every stagger, break or scripted defeat condition.
Melee: force has a ceiling
The normal player-melee path first clamps collision impulse to 0–30. It then multiplies by the body-part weight and the item’s multiplier, clamps that product to 0–10,000, and finally applies the player strength multiplier. Increasing impulse beyond 30 does not increase this particular health-damage calculation.
An example you can compare
At impulse 30 and strength 1, a 1.8× weapon gives 54 nominal damage at a 1.0 body weight, or 37.8 at the torso’s 0.7 weight. A 1.3× bat gives 39 and 27.3 under the same assumptions. This compares equivalent registered contacts; it does not measure swing speed, reach or ease of handling.
Weapons for different priorities
Knuckles use a 2.0× item multiplier, while the nail bat uses 1.8× and the crowbar 1.5×. The fire axe has both 1.8× and 2.0× instances. For pure per-contact damage, the higher multiplier wins under equal conditions; for a practical loadout, keep whichever weapon lets you land clean contacts without losing control.
Firearms use a different input
The firearm path uses the gun’s damage value instead of the melee impulse cap and does not apply the player’s melee-strength multiplier. The verified SMG and shotgun configurations combine base damage 100 with a 1.5× item multiplier; AP85 combines 100 with 1.0×. An armor-tagged hit returns before this normal damage routine.
Why a shotgun is not a simple DPS ranking
The shotgun configuration lists ten pellets and a 0.066667-second firing cooldown. Reloading, chambering and the number of registered pellet contacts still matter. A cooldown field is not a promise of fifteen complete shots per second, and the calculator models one registered hit rather than an entire blast.
Keep quest combat and free play separate
If your aim is a clean quest outcome, talk and hand over items before experimenting with weapons. If your aim is combat practice, do it outside an active story objective. This preserves dialogue branches and avoids mixing quest failure conditions into weapon comparisons.
NightClub Simulator · Steam · © mandegames