Search 600+ entries — components, weapons, monuments, mechanics. Esc to close.

Combat math: armor, headshots, recoil

Damage multiplier (1 - protection) = HP gone. 2026 meta values.


1. Body-part damage multipliers

Hitbox multiplier applies before armor protection.

Hit zoneMultiplierNotes
Headx2.0All firearms
Neckx1.5Often registers as upper torso
Chest / stomachx1.0Baseline
Upper arms / thighsx0.7"Extremity" mult
Hands / feet / shinsx0.5Limb hits
Crossbow102-121 head, ~50 body, 30 limbDoesn't scale linearly
Eoka / shotgun pelletsx2.0 head per pelletFalloff/spread kills the mult past ~8m

Misses that look like body shots are often limb hits — that's why your "4-tap" AK kill sometimes takes 6.


2. Armor protection by slot

Protection % is multiplicative damage reduction on the covered zone.

DIAGRAM A — ARMOR PROTECTION % BY BODY SLOT
Each number is how much incoming bullet damage that piece of gear removes from a hit on the zone it covers. HEAD CHEST ARM ARM LEGS HEAD SLOT — protection vs bullets Coffee Can Helmet ~40% Metal Facemask ~55% Heavy Plate Helmet ~80% CHEST SLOT — protection vs bullets Hoodie ~5% (barely helps) Road Sign Jacket ~40% Metal Chest Plate ~75% Heavy Plate Jacket ~80% LEGS & ARMS — protection vs bullets Road Sign Kilt (legs) ~45% Heavy Plate Pants (legs) ~80% Roadsign Gloves (arms) ~25% Bars show damage REMOVED. A hit on bare skin takes full damage; armored zones take much less. Note: percentages are approximate in-game projectile protection and vary slightly by patch. Heavy gear costs 40% move speed.

Head slot

HelmetProjectileMeleeNotes
Bone Helmet10%25%Garbage vs guns
Wood Armor Helmet15%40%T1 starter
Coffee Can Helmet40%50%The "mid-tier" headshot eater
Metal Facemask50%60%Visor exception: AK headshot to faceplate is roughly equivalent to a chest shot
Heavy Plate Helmet60%75%-40% move cap, blocks peripheral vision

Chest slot

ChestProjectileMelee
Hide Vest5%25%
Wood Chestplate15%40%
Roadsign Vest40%50%
Metal Chestplate50%60%
Heavy Plate Jacket65%80%

Legs slot

LegsProjectileMelee
Hide Skirt5%25%
Wood Armor Pants15%40%
Roadsign Kilt35%50%
Heavy Plate Pants55%70%

Other

Heavy Plate penalty: any single Heavy piece applies the full -40% movement cap (does not stack). Locks visor FOV, drains stamina under sustained sprint. Raid defense only — never roam in it.


3. Effective HP — example math

Default HP = 100.

DIAGRAM B — EFFECTIVE HP & SHOTS-TO-KILL (CHEST HITS)
Everyone has 100 real HP. Armor does not raise HP — it makes each bullet hurt less, so you survive more hits. Effective HP = how much raw damage you absorb before dying. Higher bar = tougher. Numbers are body/chest shots. 5.56 RIFLE (AK ~40/chest) PYTHON PISTOL (~35/chest) 12-GAUGE SLUG (~80/chest) 100 EHPNaked3 shots 100 EHPNaked3 shots 100 EHPNaked2 shots ~165 EHPRoadsign5 shots ~165 EHPRoadsign5 shots ~135 EHPRoadsign3 shots ~400 EHPMetal10 shots ~400 EHPMetal12 shots ~250 EHPMetal5 shots ~500 EHPHeavy13 shots ~500 EHPHeavy15 shots ~300 EHPHeavy6 shots Shots-to-kill assume center-mass chest hits. Headshots kill far faster (see Diagram C). Values approximate, vary by patch.

4. Weapon damage table

Damage is the per-projectile body value before multipliers. TTK assumes 100 HP, no armor, all chest at the listed range (Eoka/shotgun use total pellet damage).

WeaponAmmoBodyHead (x2)RPMTTK 0mTTK 10mTTK 30m
Assault Rifle (AK)5.5640804500.27s0.27s0.40s
LR-3005.5640805000.24s0.24s0.36s
M2495.56501005000.12s0.12s0.24s
M39 Rifle5.56501003430.17s0.17s0.35s
Bolt Action Rifle5.5680160411.5s1.5s1.5s
Semi-Auto Rifle (SAR)5.5640803430.35s0.35s0.52s
MP5A4Pistol35706000.20s0.20sfalloff
Custom SMGPistol27545450.33s0.33sfalloff
ThompsonPistol35704620.26s0.26sfalloff
PythonPistol47.5951101.1s1.1s1.6s
RevolverPistol35702200.82s0.82s1.4s
Semi-Auto PistolPistol25503600.66s0.66shigh spread
M92 PistolPistol30605140.46s0.46shigh spread
EokaBuckshot/slug~140 (point blank pellets)~280 if all hit~30 effective0-1 shotunreliableuseless
Double BarrelBuckshot180 (12 pellets)360120~0.5s 2 shellsfalls offuseless
Pump ShotgunBuckshot180 (12 pellets)360901-shotfalloffuseless
Spas-12Buckshot157.5 (12 pellets)3152401-2 shotfalloffuseless
CrossbowHV Arrow~50 body / 30 limb102-121 (random)301 shot1 shotdrop
Compound Bow (charged)HV Arrow80160601-2 shot1 shotdrop
Hunting BowWood arrow50100602 shot2 shotdrop

M249 = highest sustained DPS in game (~333 DPS). Bolt is highest per-shot at 80 body / 160 head.


5. Headshot rules

DIAGRAM C — HEADSHOT DAMAGE MULTIPLIERS
In Rust a hit to the head deals 2x the body damage for nearly every firearm. The big difference is raw damage. Bars show damage of ONE unprotected headshot. The bolt-action's huge base damage makes its headshot a near one-shot kill. Python pistol ~70 head dmg (2x of 35 body) MP5 SMG ~90 head dmg (2x of 45 body) AK assault rifle ~80 head dmg (2x of 40 body) Bolt action rifle ~150 head dmg (2x of 75 body) What a HELMET does to that headshot: No helmet — full headshot damage lands (e.g. bolt ~150, often a one-shot kill) Coffee Can Helmet (~40%) — cuts headshot ~40%: bolt ~90, AK ~48 Metal Facemask (~55%) — cuts headshot ~55%: bolt ~68, AK ~36 Takeaway: the 2x head multiplier is the same for all guns — a helmet shrinks the result, but a bolt headshot still bites. Heavy Plate Helmet (~80%) reduces it even further and can survive several bolt headshots, at a heavy speed cost. Numbers are approximate base values; falloff at range and limb hits change them. Bolt one-shots naked or lightly geared heads.

6. Recoil mechanics (post-2021 rework)

Facepunch killed memorized patterns. Every auto weapon now has random elements:

DIAGRAM D — RECOIL: OLD FIXED PATTERN vs NEW RANDOM CONE
Before 2021 every gun kicked in the SAME path each spray, so players memorized it. The 2021 rework added randomness. PRE-2021 — FIXED, MEMORIZABLE PATTERN start (aim point) Same zig-zag every time — learn it, pull mouse the opposite way, perfect aim. POST-2021 — RANDOM SPREAD CONE start (aim point) Bullets scatter inside a widening cone. No fixed path to memorize — control + luck. How attachments change the cone (wider bar = worse spread / less accuracy): No muzzle / iron sightstightest cone, best accuracy Compensatorreduces spread & sway — cleaner cone Muzzle Brakecuts vertical kick ~50% BUT adds big aimcone Handmade Sight is a cheap zoom-free sight — clears the view but does NOT shrink the cone; it can feel less precise.

Attachment effects

AttachmentRecoilAim coneNotes
Muzzle Boostunchanged+aim cone (worse)+DPS via fire rate on some weapons, range hit
Muzzle Brake-50% vertical+huge aim coneUseful at close range only, ruins long shots
Silencersmall recoil dropsmall aim cone increase-25% bullet velocity, no muzzle flash, hides minimap shot indicator
Compensatorreduces lateral swaysmall aim cone increaseThe "balanced" recoil mod
Simple Handmade Sightnonesmall reductionT1 sight, blocks peripheral
Holosightnone-70% aim coneThe meta SMG/AR sight
8x ScopenonenoneADS magnification, mutually exclusive with Holo

Meta loadout: AK + Compensator + Holosight. LR + Muzzle Brake + Holo for close-range room clearing. Bolt + 8x naked recoil.


7. Damage falloff & effective range

Linear damage drop past each weapon's falloff distance, plus bullet drop.

WeaponEffectiveFalloff startPractical max
AK150m~40m~200m
LR-300120m~35m~180m
M249 / M39200m~50m~300m
Bolt Action350m+~100munlimited for heads
SAR100m~30m~150m
MP5 / Thompson40-50m~15mdead past 60m
Custom SMG35m~10mdead past 50m
Shotguns8-12m~5museless past 15m
Eoka5minstantRNG

5.56 holds well to ~100m. Pistol ammo loses ~40% damage by 30m. Shotgun pellets diverge past 10m.


8. Healing in combat

ItemHealsBleedCastUse when
Bandage+5 instant-50 bleed~3sStop bleed only, not for HP
Medical Syringe+15 instant + 20 over timenone~2.5sMid-fight, behind cover
Large Medkit+100 over time-100 bleed~8s + heal tickAfter fight, fully covered
Anti-Rad PillsnonenoneinstantPre-monument

Rule: syringe if you can stay covered 3s. Eating damage mid-cast wastes the heal. Bandages are for bleed only. Below ~40 HP with no cover: reposition first, heal second.


9. Pro tips


10. Sources

  1. Rustlabs — Weapons database — https://www.rustlabs.com/group=weapons
  2. Facepunch Wiki (official) — https://wiki.facepunch.com/rust/
  3. Rust Fandom Wiki — Best Armor Combinations — https://rust.fandom.com/wiki/Best_Armor_Combinations
  4. Rust Fandom Wiki — Damage Multipliers — https://rust-essentials.fandom.com/wiki/Damage_Multipliers
  5. Rustafied — Damage, Armor and You — https://www.rustafied.com/rust-damage-armor-and-you-guide
  6. Facepunch news — The Combat Update (recoil rework) — https://rust.facepunch.com/news/the-combat-update
  7. Corrosion Hour — 10 Best Armor Combinations — https://www.corrosionhour.com/10-best-rust-armor-combinations/
  8. RustClash Wiki — Weapon stat pages — https://wiki.rustclash.com/
  9. Tradeit.gg — Rust Recoil Patterns guide — https://tradeit.gg/blog/rust-recoil-patterns/
  10. WikiRust — AK & LR-300 (2026) — https://wikirust.com/weapons/assault-rifle-ak47/

Want more detail? Combat & PvP Guide · Loadout Builder


11. Advanced damage stacking — order of operations

Rust resolves every bullet through a fixed pipeline. Understanding the order is what separates a player who "feels" their damage from one who can predict it to the decimal. For each projectile that connects, the engine applies:

  1. Base weapon damage — the raw per-projectile number (AK = 40, Bolt = 80).
  2. Bullet damage falloff — a range-based scalar that begins past the weapon's optimal distance (see Section 7). Falloff multiplies before the body-part multiplier.
  3. Body-part multiplier — head x2, chest x1.0, legs/arms x0.5 for limbs on most rifles. The hitbox struck, not where you aimed, is what counts.
  4. Armor protection — the struck slot's protection value subtracts a percentage, not a flat number. Damage taken = incoming x (1 - protection).

The critical takeaway: because falloff and multipliers are multiplicative, a headshot at long range is not "double a body shot at long range plus the falloff" — the falloff scalar is already baked in before the x2 is applied, so the two effects compound. A bolt headshot that would do 160 up close and is reduced to 70% by falloff lands for 112 before armor, which a coffee-can helmet (25% head protection) further drops to 84. That is still a one-shot kill on a 100 HP target — but only just, and only because the helmet is the cheap tier.

Why armor never "blocks" a fixed amount

New players assume a 60% chest plate "removes 60 damage." It does not. Protection is proportional, so the same plate that turns a 40-damage AK body shot into 16 also turns an 80-damage rocket splash into 32. High-damage hits are reduced by the same fraction, never a flat cap. This is why armor is far more valuable against rapid-fire low-damage weapons (SMGs, pistols) than against burst weapons like the bolt action — the bolt simply has so much headroom that no realistic armor stack survives a clean headshot.

12. Effective HP against specific weapons

"Effective HP" (eHP) is your 100 base HP divided by (1 - protection) for the slot most likely to be hit. Because Rust players are usually struck in the chest during a spray and the head during a duel, you should track two eHP numbers. The table below assumes the common metal-face / roadsign-vest / roadsign-kilt / coffee-can stack against chest fire.

Armor stackChest protectionChest eHPAK body shots to killAK head shots to kill
Naked0%10032
Hoodie + pants~10%11132
Roadsign vest + kilt~45%18252
Roadsign + metal facemask (full)~50%20052
Heavy Plate set~63%27073

Two facts jump out. First, headshot count barely moves — even a full metal kit dies to two AK headshots, which is why aim discipline beats gear nine times out of ten. Second, the Heavy Plate set is the only kit that survives three AK head taps, but it strips your ability to aim down sights properly and removes sprint speed, so the eHP gain is paid for in mobility. Against the bolt action, every stone of armor in this table still dies to a single headshot — there is no facemask in Rust that survives a clean 5.56 bolt crit.

13. Projectile travel, drop and lead

Rust bullets are not hitscan. Every round is a simulated projectile with a velocity and a gravity drop, and at range you must account for both travel time and bullet drop.

This is also why the M249 and other high-RPM rifles feel "easier" at range despite identical bullet physics — a faster stream of rounds means a missed lead is corrected within a few hundred milliseconds, whereas a missed bolt shot costs a full 1.5 s reload-and-recycle window.

14. Time-to-kill in the real world

The TTK figures in Section 4 are theoretical floors: they assume every shot lands, on the chest, with zero armor, at point-blank range. Real fights inflate TTK for three reasons:

  1. Aim cone — only your first shot leaves the barrel true. Subsequent automatic shots scatter inside a widening cone, so a fraction of your "spray" misses entirely.
  2. Armor — every kitted opponent multiplies your required hits as shown in Section 12.
  3. Reaction and recoil-reset — the human element. Even a 0.27 s theoretical AK kill realistically resolves in 0.5-1.0 s once you include the moment you register the target and begin pulling the recoil down.

The competitive consequence: whoever lands the first clean burst almost always wins, because the loser's effective TTK is reset every time they flinch or break aim. This is why pre-aiming common angles and peeking with the gun already shouldered is worth more than any raw stat advantage.

15. Wounded state and the kill confirmation

Hits that would drop a target below 0 HP do not always kill outright. If the killing blow is not a headshot and not heavily over-killing, the target enters the wounded (downed) state instead of dying — crawling, unable to fight, with a chance to be revived by a teammate or to self-recover. Key rules a meta player exploits:

16. Choosing a weapon by the math

Stripped of personal preference, weapon selection is an optimisation problem with three axes: damage per second, damage per magazine, and ammo cost. The AK and bolt sit at opposite corners of that space and most other guns fall between them.

WeaponMagBurst damage (full mag, body)StrengthWeakness
Assault Rifle (AK)301,200Highest sustained damage, deletes kitsHard recoil, expensive 5.56
LR-300301,200Soft, controllable recoilRarer, slightly faster mag drain
M2491005,000Enormous magazine, raid-tier suppressionVery heavy, slow, ammo-hungry
Semi-Auto Rifle16640Cheap, accurate tap-fireLow DPS vs full auto in a brawl
Bolt Action Rifle4320One-shot headshot at any rangePunishing miss, slow re-fire
MP5A4301,050Fast TTK close, low recoilFalls off hard past 30 m

The decision rule that wins servers: match the weapon to the range you expect to fight at, and to the ammo you can afford to lose. A solo who can farm only a few hundred sulfur per wipe gets more kills with a semi-auto rifle and disciplined tap-fire than with an AK they cannot keep fed. A group with stable 5.56 production should always default to the AK, because its sustained damage is the only thing that reliably out-trades a full Heavy Plate push.

17. Putting the math to work — a worked duel

Consider a 50 m peek-fight: you have an AK and roadsign armor, your opponent has an AK and a full metal-face / roadsign stack (~50% effective protection, 200 chest eHP). The math says you need five clean chest hits or two head hits. At 50 m your aim cone makes shots three-onward random, so a realistic plan is: fire a controlled 4-5 round burst aimed at the upper chest, let the recoil walk the last rounds toward the neck and head, then re-peek. Statistically that burst lands two or three good hits — enough that one stray climbs into the head and converts the fight in a single exposure. Spraying the full 30 instead spreads damage across limbs (x0.5) and misses, and re-exposes you for the entire mag. The arithmetic of armor, aim cone and the head multiplier all point to the same conclusion: short, high, repeated bursts are not a stylistic choice in Rust — they are the mathematically optimal way to fire every automatic rifle in the game.