Damage multiplier (1 - protection) = HP gone. 2026 meta values.
1. Body-part damage multipliers
Hitbox multiplier applies before armor protection.
| Hit zone | Multiplier | Notes |
|---|---|---|
| Head | x2.0 | All firearms |
| Neck | x1.5 | Often registers as upper torso |
| Chest / stomach | x1.0 | Baseline |
| Upper arms / thighs | x0.7 | "Extremity" mult |
| Hands / feet / shins | x0.5 | Limb hits |
| Crossbow | 102-121 head, ~50 body, 30 limb | Doesn't scale linearly |
| Eoka / shotgun pellets | x2.0 head per pellet | Falloff/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.
Head slot
| Helmet | Projectile | Melee | Notes |
|---|---|---|---|
| Bone Helmet | 10% | 25% | Garbage vs guns |
| Wood Armor Helmet | 15% | 40% | T1 starter |
| Coffee Can Helmet | 40% | 50% | The "mid-tier" headshot eater |
| Metal Facemask | 50% | 60% | Visor exception: AK headshot to faceplate is roughly equivalent to a chest shot |
| Heavy Plate Helmet | 60% | 75% | -40% move cap, blocks peripheral vision |
Chest slot
| Chest | Projectile | Melee |
|---|---|---|
| Hide Vest | 5% | 25% |
| Wood Chestplate | 15% | 40% |
| Roadsign Vest | 40% | 50% |
| Metal Chestplate | 50% | 60% |
| Heavy Plate Jacket | 65% | 80% |
Legs slot
| Legs | Projectile | Melee |
|---|---|---|
| Hide Skirt | 5% | 25% |
| Wood Armor Pants | 15% | 40% |
| Roadsign Kilt | 35% | 50% |
| Heavy Plate Pants | 55% | 70% |
Other
- Hazmat suit: ~10% projectile, full radiation immunity. Combat-useless.
- Snow / Diver / Hoodie: ~5% cosmetic-tier mitigation.
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.
- AK chest vs Roadsign: 40 1.0 (1 - 0.40) = 24/shot → ceil(100/24) = 5 chest shots.
- AK head vs Facemask: 40 2.0 (1 - 0.50) = 40/shot → 3 to the dome (naked head = 2-tap).
- Bolt body vs Metal Chest: 80 1.0 0.5 = 40 — no longer 1-shots. Headshot 160 * 0.5 = 80, still 1-taps a facemask 100hp player.
- MP5 chest vs Roadsign: 35 * 0.60 = 21/shot, ~5 shots → kill in ~0.5s at 600 RPM.
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).
| Weapon | Ammo | Body | Head (x2) | RPM | TTK 0m | TTK 10m | TTK 30m |
|---|---|---|---|---|---|---|---|
| Assault Rifle (AK) | 5.56 | 40 | 80 | 450 | 0.27s | 0.27s | 0.40s |
| LR-300 | 5.56 | 40 | 80 | 500 | 0.24s | 0.24s | 0.36s |
| M249 | 5.56 | 50 | 100 | 500 | 0.12s | 0.12s | 0.24s |
| M39 Rifle | 5.56 | 50 | 100 | 343 | 0.17s | 0.17s | 0.35s |
| Bolt Action Rifle | 5.56 | 80 | 160 | 41 | 1.5s | 1.5s | 1.5s |
| Semi-Auto Rifle (SAR) | 5.56 | 40 | 80 | 343 | 0.35s | 0.35s | 0.52s |
| MP5A4 | Pistol | 35 | 70 | 600 | 0.20s | 0.20s | falloff |
| Custom SMG | Pistol | 27 | 54 | 545 | 0.33s | 0.33s | falloff |
| Thompson | Pistol | 35 | 70 | 462 | 0.26s | 0.26s | falloff |
| Python | Pistol | 47.5 | 95 | 110 | 1.1s | 1.1s | 1.6s |
| Revolver | Pistol | 35 | 70 | 220 | 0.82s | 0.82s | 1.4s |
| Semi-Auto Pistol | Pistol | 25 | 50 | 360 | 0.66s | 0.66s | high spread |
| M92 Pistol | Pistol | 30 | 60 | 514 | 0.46s | 0.46s | high spread |
| Eoka | Buckshot/slug | ~140 (point blank pellets) | ~280 if all hit | ~30 effective | 0-1 shot | unreliable | useless |
| Double Barrel | Buckshot | 180 (12 pellets) | 360 | 120 | ~0.5s 2 shells | falls off | useless |
| Pump Shotgun | Buckshot | 180 (12 pellets) | 360 | 90 | 1-shot | falloff | useless |
| Spas-12 | Buckshot | 157.5 (12 pellets) | 315 | 240 | 1-2 shot | falloff | useless |
| Crossbow | HV Arrow | ~50 body / 30 limb | 102-121 (random) | 30 | 1 shot | 1 shot | drop |
| Compound Bow (charged) | HV Arrow | 80 | 160 | 60 | 1-2 shot | 1 shot | drop |
| Hunting Bow | Wood arrow | 50 | 100 | 60 | 2 shot | 2 shot | drop |
M249 = highest sustained DPS in game (~333 DPS). Bolt is highest per-shot at 80 body / 160 head.
5. Headshot rules
- x2.0 head on all firearms (bolt, AK, LR, MP5, M249, M39, pistols, etc.).
- Helmets reduce headshot damage by their projectile %. AK head into facemask = 40 (same as chest).
- Visor exception: the Metal Facemask's slit can register full x2 hits bypassing helmet protection — that's why bolt one-taps still happen at certain angles.
- Heavy Plate Helmet covers the visor (closest to headshot immunity).
- Shotgun/Eoka pellets technically headshot, but spread + falloff makes the mult irrelevant past ~8m.
- Crossbow / charged Compound 1-shots any sub-Heavy helmet via the head hitbox.
6. Recoil mechanics (post-2021 rework)
Facepunch killed memorized patterns. Every auto weapon now has random elements:
- Vertical recoil largely deterministic, with per-shot kick variance.
- Horizontal recoil fully randomized within a weapon-specific arc — cannot be scripted.
- Aim cone opens the longer you hold trigger. Weighted: ~20% of bullets hit dead-center, rest scatter.
- Solution: tap-fire / short bursts at range. Full-auto = <15m only.
Attachment effects
| Attachment | Recoil | Aim cone | Notes |
|---|---|---|---|
| Muzzle Boost | unchanged | +aim cone (worse) | +DPS via fire rate on some weapons, range hit |
| Muzzle Brake | -50% vertical | +huge aim cone | Useful at close range only, ruins long shots |
| Silencer | small recoil drop | small aim cone increase | -25% bullet velocity, no muzzle flash, hides minimap shot indicator |
| Compensator | reduces lateral sway | small aim cone increase | The "balanced" recoil mod |
| Simple Handmade Sight | none | small reduction | T1 sight, blocks peripheral |
| Holosight | none | -70% aim cone | The meta SMG/AR sight |
| 8x Scope | none | none | ADS 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.
| Weapon | Effective | Falloff start | Practical max |
|---|---|---|---|
| AK | 150m | ~40m | ~200m |
| LR-300 | 120m | ~35m | ~180m |
| M249 / M39 | 200m | ~50m | ~300m |
| Bolt Action | 350m+ | ~100m | unlimited for heads |
| SAR | 100m | ~30m | ~150m |
| MP5 / Thompson | 40-50m | ~15m | dead past 60m |
| Custom SMG | 35m | ~10m | dead past 50m |
| Shotguns | 8-12m | ~5m | useless past 15m |
| Eoka | 5m | instant | RNG |
5.56 holds well to ~100m. Pistol ammo loses ~40% damage by 30m. Shotgun pellets diverge past 10m.
8. Healing in combat
| Item | Heals | Bleed | Cast | Use when |
|---|---|---|---|---|
| Bandage | +5 instant | -50 bleed | ~3s | Stop bleed only, not for HP |
| Medical Syringe | +15 instant + 20 over time | none | ~2.5s | Mid-fight, behind cover |
| Large Medkit | +100 over time | -100 bleed | ~8s + heal tick | After fight, fully covered |
| Anti-Rad Pills | none | none | instant | Pre-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
- Crouch shrinks hitbox ~30% but slows you. Crouch during shots, stand between bursts.
- Never jump in a fight. Airborne = predictable, no strafe. Jump-peek is dead meta.
- Jiggle peek: A/D + crouch tap for 0.2s exposures — bait the shot, read the angle, commit.
- Pre-fire known angles. Second peek eats a round before they can ADS.
- Never stand still after firing. Muzzle flash + tracer pins your position.
- Tap-fire past 30m. Aim cone makes auto shots after the first ~3 random.
- ADS reduces aim cone; hipfire only <8m (except shotguns / Eoka).
- Lean (Q/E) + crouch exposes ~15% of hitbox.
- Reload behind cover. AK reload ~3.5s.
- Visor headshots + neck shots beat chest spam vs facemask wearers.
- Always carry 2+ syringes in any kit fight.
10. Sources
- Rustlabs — Weapons database — https://www.rustlabs.com/group=weapons
- Facepunch Wiki (official) — https://wiki.facepunch.com/rust/
- Rust Fandom Wiki — Best Armor Combinations — https://rust.fandom.com/wiki/Best_Armor_Combinations
- Rust Fandom Wiki — Damage Multipliers — https://rust-essentials.fandom.com/wiki/Damage_Multipliers
- Rustafied — Damage, Armor and You — https://www.rustafied.com/rust-damage-armor-and-you-guide
- Facepunch news — The Combat Update (recoil rework) — https://rust.facepunch.com/news/the-combat-update
- Corrosion Hour — 10 Best Armor Combinations — https://www.corrosionhour.com/10-best-rust-armor-combinations/
- RustClash Wiki — Weapon stat pages — https://wiki.rustclash.com/
- Tradeit.gg — Rust Recoil Patterns guide — https://tradeit.gg/blog/rust-recoil-patterns/
- 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:
- Base weapon damage — the raw per-projectile number (AK = 40, Bolt = 80).
- 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.
- 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.
- 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 stack | Chest protection | Chest eHP | AK body shots to kill | AK head shots to kill |
|---|---|---|---|---|
| Naked | 0% | 100 | 3 | 2 |
| Hoodie + pants | ~10% | 111 | 3 | 2 |
| Roadsign vest + kilt | ~45% | 182 | 5 | 2 |
| Roadsign + metal facemask (full) | ~50% | 200 | 5 | 2 |
| Heavy Plate set | ~63% | 270 | 7 | 3 |
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.
- Travel time — 5.56 rifle rounds travel fast but not instantly. At 150 m an AK round takes roughly a third of a second to arrive; a strafing target will have moved more than a body-width in that time, so you must lead moving enemies.
- Bullet drop — all projectiles fall under gravity. The bolt action and other high-velocity rounds drop the least; arrows and rockets drop dramatically. Past ~200 m even a bolt requires aiming visibly above the target's head.
- Practical lead rule — for a player sprinting perpendicular at 100 m, aim roughly one full body-width ahead. Double it at 200 m. Crouch-walking targets need almost no lead; only sprinters and horse riders demand serious correction.
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:
- 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.
- Armor — every kitted opponent multiplies your required hits as shown in Section 12.
- 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:
- A clean headshot kill skips the wounded state entirely — always confirm with a head tap.
- Massive overkill damage (e.g. a rocket, a bolt body shot far beyond the HP pool) kills outright rather than downing.
- A downed player can still be finished by any further damage, and can be looted only once fully dead — so after a knockdown, spend one more round on the head rather than turning away. Half of all "they got revived" losses come from skipping that single confirmation shot.
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.
| Weapon | Mag | Burst damage (full mag, body) | Strength | Weakness |
|---|---|---|---|---|
| Assault Rifle (AK) | 30 | 1,200 | Highest sustained damage, deletes kits | Hard recoil, expensive 5.56 |
| LR-300 | 30 | 1,200 | Soft, controllable recoil | Rarer, slightly faster mag drain |
| M249 | 100 | 5,000 | Enormous magazine, raid-tier suppression | Very heavy, slow, ammo-hungry |
| Semi-Auto Rifle | 16 | 640 | Cheap, accurate tap-fire | Low DPS vs full auto in a brawl |
| Bolt Action Rifle | 4 | 320 | One-shot headshot at any range | Punishing miss, slow re-fire |
| MP5A4 | 30 | 1,050 | Fast TTK close, low recoil | Falls 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.