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(Almost) Complete Guide to Projectile Damage in Rust

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Hey guys, over the last few months I've been testing different damage mechanics and compiled everything that I found in this post. This post will feature:

  • Damage drop-off of all weapons / ammo types

  • Fire Ammo

  • Fire Arrows / Explosive Ammo

  • The Spreadsheet

  • Radiation Protection

  • Open Topics

Damage Drop-Off

Damage drop-off in Rust is based on three components: The ammo used, the weapon used and the distance to the target. All ammo types have a certain minimum range up until which the damage is not reduced and a maximum range after which the damage is limited to a certain % value of the damage. The following table shows the base values for this:

Ammo Min Range Max Range Minimum Damage
Arrows & Nails 10 60 80%
9mm 10 60 80%
5.56 20 100 80%
Slug 5 40 50%

Between the min and max range the damage drop-off is linear from 100% to the minimum damage of the ammo type. Each weapon can modify both the min and max range with a multiplier. For example, the Python (9mm) has a multiplier of 80% making it's min range 8 meters and max range 48 meters. The Crossbow (Arrows) on the other hand has a 150% multiplier to end up at min range 15 meters and max range 90 meters. Here are the damage graphs for these two weapons:

r/playrust - (Almost) Complete Guide to Projectile Damage in Rust
r/playrust - (Almost) Complete Guide to Projectile Damage in Rust

And here is a list of multipliers/ranges for all weapons:

Tier / Ammo Weapon Multiplier Min / Max Range
0 / Arrows Bow 100% 10 / 60
1 / Nails Nailgun 40% 4 / 24
1 / Arrows Crossbow 150% 15 / 90
1 / Arrows Compound Bow (Full Charge) 200% 20 / 120
1 / 9mm Revolver 40% 4 / 24
1 / Slug Eoka / Waterpipe / DB / Pump 100% 5 / 40
2 / 9mm Custom SMG 70% 7 / 42
2 / 9mm Thompson 100% 10 / 60
2 / 5.56 Semi-Automatic Rifle 100% 20 / 100
2 / 9mm Semi-Automatic Pistol 50% 5 / 30
2 / 9mm Python 80% 8 / 48
3 / 9mm MP5A4 100% 10 / 60
3 / 5.56 Assault Rifle 100% 20 / 100
3 / 5.56 Bolt Action Rifle 175% 35 / 175
Mil / 5.56 LR-300 Assault Rifle 100% 20 / 100
Mil / 9mm M92 100% 10 / 60
Mil / 5.56 M39 150% 30 / 150
Mil / Slug Spas-12 100% 5 / 40
Mil / 5.56 M249 130% 26 / 130
Mil / 5.56 L96 200% 40 / 200

All damage graphs can be found on this page: https://viddie.github.io/RustInfos/#/Damage-Drop. Beware tho, the site isn't finished and is lacking polish in many areas. I just couldn't be assed to finish it before I went on a break from Rust.

These values explain why certain weapons are worse than they seem on paper. For example: The Revolver has 35 base damage, why does it feel like a pea-shooter? Answer: It has extremely high damage drop. If you fire at someone just 24 meters away the Revolver only deals 80% of it's damage, meaning just 28 damage per shot (to the upper body). If your opponent has some basic armor it does take quite a few shots to kill then...

Fire Ammo

People already know that fire ammo (9mm / 5.56) is good against people with armor but I've never really seen anyone explain how exactly it works, so here we are.

Fire 9mm or 5.56 add 12% of the weapons damage additionally on top of the original damage of the weapon as fire damage. Fire damage ignores any and all armor, EXCEPT heavy armor to which just the fire damage is multiplied by 2. An example with the AK: 50 base damage + 12% = 50 base + 6 fire damage. Against someone in full metal armor on the upper body the damage would be: 50 * 0.45 + 6 = 28.5 damage.

The fire damage portion is susceptible to damage drop-off as well as the damage modifier of the body part (75% for legs, 200% [for all non-primitive weapons] for head). A few notable cut-offs for this:

  • Below 26 meters the M249 can one-shot someone wearing a Coffee Can Helmet

  • Bolt / L96 headshots on close range deal 99.2 damage to someone wearing a Facemask

  • Below ~25 meters the AK can kill someone wearing the Heavy Plate Helmet in 3 shots

Fire Arrows / Explosive Ammo

Both fire arrows and explosive ammo deal bonus damage in an area around the location that was shot. The bonus damage ignores both range and body part modifiers.

Fire arrows deal a flat 20 bonus damage, regardless of the bow used. This damage is unaffected by armor, except heavy armor to which is deals some kind of extra damage (couldn't figure this one out tho...). The downside of fire arrows however is that the arrow itself (not the bonus damage) deals 20% reduced damage compared to regular Wooden Arrows. This makes fire arrows best be used with a Bow (50 base - 20% => 40 base +20 flat) and the Compound Bow yields the worst results (100 base - 20% => 80 base + 20 flat). Of course the usefulness depends on the armor of the target, so if your enemies have a lot of armor fire arrows always deal quite a lot more damage, especially if you are shooting on a range that would typically feature a lot of damage drop-off.

Explosive ammo is somewhat similar to fire arrows, except they have a smaller blast radius and only add 5 flat damage. They do however not reduce the base damage of the 5.56 weapon but the bonus damage IS reduced by the explosion protection of the target (a full metal kit only has 8%).

The Spreadsheet

For almost everything I've listed here I made a spreadsheet which shows exactly how much damage to all kinds of armor all weapons do. You can easily modify max HP of the target, distance to the target or use fire ammo/arrows and inspect the value changes in damage per hit, hits to kill, damage per second and fastest time to kill. Small excerpt here:

r/playrust - (Almost) Complete Guide to Projectile Damage in Rust

Here is a Google Spreadsheet link to the document where you can inspect the values for the maximum damage drop-off however to edit the values you will need to copy the spreadsheet using this link to your own Google account. Alternatively, here is a direct download link for the spreadsheet in Excel. Since I originally made this spreadsheet in Excel the import feature of Google f'ed up the graphs at the bottom but those were only used during my testing and are of no importance otherwise.

Radiation Protection

I also wanted to compile a list of the radiation protection needed for the various monuments so here is the list of that. I don't have fancy images for the radiation spots so you'll have to figure that one out on your own:

Monument (subsection) Needed Rad Protection
Airfield 10
Dome 10
Giant Excavator 10
Junkyard 0
Launch Site (Most) 10
Launch Site (Backside around the rocket and the crane) 25
Launch Site (Main building) > Hazmat
Military Tunnels (Most) 10
Military Tunnels (Tower on the outside, Recycler, Wagon at the front, Near Armory, Right part of Laboratory, Around Silo) 25
Military Tunnels (Around Storage) 0
Power Plant (Most) 0
Power Plant (Closed “Hyperboloid Cooling Tower“, Blue Puzzle Floor, Junk Pile, On top of the Silos, Some pipes) 25
Power Plant (Partly destroyed “Hyperboloid Cooling Tower“) > Hazmat
Sattelite Dish (Most) 2
Satellite Dish (Bigger Parts of the Satellite Dish) 10
Sewer Branch (Most, including Puzzle) 2
Sewer Branch (The big above-ground pipes, Recycler house, small container opposite of the Recycler house, On top of a certain box in the puzzle) 10
Trainyard (Most) 10
Trainyard (Puzzles, Tall Switch Building, Water Tower) 25
Trainyard (Some parts like the tipped over wagon or the house next to it) 0
Water Treatment Plant (Most) 0
Water Treatment Plant (Junk Piles, Red Silos, Below Jump & Run) 25

In my research for these values I stumbled upon very different results. For example, a few sources claim Airfield to be 12 rad protection instead of 10 and in my testing I noticed something weird: 10 rad protection is not equal to 10 rad protection. When you put on a Hoody and Pants (or any other 5% protection items) you have 10 rad protection and (at least in my tests) this was always enough for all locations needing 10 rad protection in the table above. However put on a Hide Vest (3%), Hide Pants (2%), Bandana (3%) and Boonie Hat (2%), you also get 10 rad protection but you do sometimes get radiation in those locations. Then I also noticed that when I do get radiation damage despite having 10 rad protection, unequipping and reequipping certain clothing items sometimes led to enough protection, even tho neither the radiation protection nor the used items changed, just the order that I equipped them in. I didn't however find a way to reproduce this (first getting radiation, unequipping and reequipping to no longer get radiation) issue and left it at that. IDK what is going on there, probably some kind of internal miscalculation or rounding error when equipping clothing.

Open Topics

These are all the questions I originally wanted to answer before making this post but couldn't due to taking a break from Rust:

  • How do fire arrows impact heavy armor?

  • What does the "range" stat in the weapon info screen ingame mean?

  • How tf does radiation protection work?

  • How do other sources of damage (fall damage, bleeding, freezing) exactly work?

Thanks for reading. If you have any opinions or any info on the open topics, let me know. Otherwise, have fun smashing your stone on nakeds' heads on the beach!

Edit: As someone suggested, I also tested HV ammo and the results are quite disappointing: HV Ammo doesn't change the damage drop-off behavior at all. Except for the higher velocity and increased cost, HV ammo is identical to regular 5.56 ammo. See AK 5.56 vs AK HV 5.56 and Bolt 5.56 vs Bolt HV 5.56

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for a data junkie, this is real nice. mad respect to the time it took to do this

In the time before streaming and gameplay videos, we had the guide paradigm in which good souls like the OP commonly shared their research.

It was a much better system reflective of the good will that existed before every single aspect of gaming was monetized to the greatest degree possible. Now I've got to weed through 50 click bait yt titles to find decent info -- if it's even out there to be found.

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u/viddie- avatar

Also another fun fact not a lot of people know: The Thompson has neither 38 damage (as stated ingame) nor 37 (as stated on Rustlabs), it actually has 37.5 damage.

u/Paradepth avatar

Interesting, fp rounded up while rustlabs rounded down. I am very curious about how slugs worked before the infamous 50 meter update.

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Just wow. Thank you so much for posting, the effort you put into this shines through. I feel like I have a way better understanding of this thanks to you, and its not something I would've thought to go out of my way to learn. Appreciate this OP.

u/Krisp24 avatar

This is a great guide. Just a sort of off-topic question, how is damage reduction calculated? Because It's 3 AK shots to kill someone with metal facemask, but the math says you need 2 shots (50x2x0.5), Or maybe I'm wrong, and up close it's only 2 shots? I have no idea.

u/viddie- avatar
Edited

Yes it's 100 base damage. The actual damage will depend on the distance to the target. The AK deals full damage at and below 20 meters, so double HS on <20 meters is always a kill. Above that the bullets will not deal 100 damage, but if it's really close to 100 the bleeding might give them the rest before they get the chance to heal. If a med stick takes 2.5 seconds to use (idk the actual time) and bleeding causes 1 damage per second, a double headshot will also kill up to 30 meters. Above that it's dependent on the enemies reaction time.

The precise formula is a little convoluted but this is it:

W * B * A * R

With

  • W = Weapon base damage

  • B = Body part modifier (75% Legs, 100% Upper Body, 150%/200% Head for Bows/Guns)

  • A = Armor modifier

  • R = Range modifier

R is calculated like this:

1 - ((D - MinR) * (C / (MaxR - MinR))

With

  • D = Distance to target in meters

  • MinR = The min drop-off range of the weapon as seen in the table in my post

  • MaxR = The max drop-off range of the weapon

  • C = Damage reduction cap of the weapon, e.g. "0.2" for all non-slug weapons

  • Additionally R is capped between 1 and (1 - C)

This is of course without any additional damage like fire ammo or such.

u/Krisp24 avatar

Sweet, thanks for responding. I got a few more questions: What is generic damage, and how is it calculated? Noticed that NPCs do it. Also, is the damage done to NPCs the same as damage done to other players? Because I Shot a sea dweller with 2 sar headshots, but math says it should be 3 (Since they have 125 hp)

u/viddie- avatar

I never tested damage against NPCs but it's definitely interesting as there are a lot of misconceptions floating about around that

it delivers diffrent damages on each armor.

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u/swordsaintzero avatar

I'm not sure if you posted this because I private messaged you and asked you about it, but thank you so much. This is valuable information and few people take the time to compile it in a meticulous fashion.

u/viddie- avatar

Yes that's the reason, I had totally forgotten about this :D

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u/Fawaz06 avatar

If you’re bleeding or you have radiation, for each amount that you have, you will lose the same hp. For example if I got 10 ears and they slowly wear off, I would have lost 10hp at the end. Same thing for bleeding. That’s just what I think and what I’ve seen

u/viddie- avatar

Yea that's also how I think it works. But I don't know which weapon causes how much bleeding, or if bleeding is dependent on the distance to the target or w/e.

I'm not sure if this is stated, but I know head shots cause significantly more bleeding stacks than other shots to the body or legs.

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u/Kapem1 avatar

How is damage to arms different to upper body do u know. I'm pretty sure it's less than chest, but idk if it's 75%

u/viddie- avatar

I always thought arms and chest is the same. You can see that indicated ingame by hovering over your character in the inventory. But quite frankly, I mostly tested the damage against horses so IDK :shrug:

u/Kapem1 avatar

It's definitely not the same, cos if u ever check combat log. Stomach and chest always does more damage

u/viddie- avatar

You actually made me start the game again just to test this, but now I can confirm: Arms take exactly the same damage as chest / stomach. This screenshot was just performed on a test server against someone wearing a Hazmat. The AK is expected to deal 50 * 0.7 = 35 damage if the body part modifier is 100% and as you can see, both chest and arm took exactly 35 damage.

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Thanks for the data and your hard work. Keep it up my man.

With dmg and armor, is there any reduction where the armor does not cover the body? I remember there was an update, long ago, that it actually mattered where you got shot. That still apply? Like if your not wearing gloves and it hits your hands. Or the open spot with bucket helmet, etc

u/viddie- avatar

I don't know if that was ever a thing or just a myth because I've never played when (and if) that was a thing. I only ever knew the current system where the entire area is protected the same way. Also arms count towards the upper body protection and take that same damage.

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u/viddie- avatar

If that description is genuine I could image it either increases the max range, or the min and the max range, or the minimum damage the weapon does (implicitly reducing the drop-off slope). I could maybe test this later because this is really interesting and I never thought about testing that before.

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u/viddie- avatar

Ok I just did a quick test on HV ammo and I'm going to have to disappoint you: HV ammo doesn't change the damage behavior at all. It's the same min/max range and same minimum damage. Here are a few comparison images:

AK 5.56 | AK HV 5.56

Bolt 5.56 | Bolt HV 5.56

The data points are nearly identical. I guess the "dealing more damage over longer distances" part is meant to be taken more on a meta level because you are going to hit more shots or something...

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You should repost this, it is still relevant. ^^

u/iwouldbemadtoo avatar

amazing dude, fantastic work i saved it to refer to whenever i need. good fckin job bruh 100