Damage Falloff: How Far Each Weapon Keeps Its Damage
How STALCRAFT weapons lose damage with distance, the typical falloff ranges of each weapon family, how upgrades and ammunition change them, and how to use falloff when choosing a weapon for your fights.
This guide explains mechanics that the Weapon DPS Table uses. Open it in another tab to try them on your own gear.
Open the Weapon DPS TableA weapon's damage number is only true up close. Past a certain distance every bullet does less, and that distance differs a lot between weapon families. Knowing where a weapon's falloff starts tells you which fights it is built for.
The falloff model
Each weapon's data has a starting damage, a minimum damage and two distances:
- Up to the falloff start, every hit does full damage.
- Between the falloff start and the falloff end, damage drops in a straight line.
- Beyond the falloff end, damage stays at the minimum.
There is no curve and no second drop. If you know the four numbers, you can work out the damage at any distance.
Typical ranges by weapon family
Master and Legend weapons in the current game data fall into clear groups:
- SMGs (9 mm): falloff starts at 10 to 14 m and reaches the minimum at 43 to 51 m.
- SMGs and rifles in 9x39: 13 to 16 m, minimum at 50 to 64 m.
- Assault rifles in 5.45 and 5.56: 16 to 28 m, minimum at 68 to 82 m.
- Rifles in 7.62: 16 to 30 m, minimum at 74 to 88 m.
- Machine guns: 18 to 25 m, minimum at 74 to 80 m.
- Marksman and sniper rifles: 20 to 40 m, minimum at 60 to 80 m.
Some marksman rifles, such as the SVD-M and the Mk 14 EBR, have the same starting and minimum damage, so their falloff distances never reduce damage. The Gauss Rifle has no falloff before 200 m.
Two rifles, two ranges
Assault rifles with similar close-range damage can behave very differently at range. In the current data at +15:
- A-545: 44.13 damage, falling from 18 m to 33.13 at 72 m.
- FN F2000 Tactical: 44.13 damage, falling from 28 m to 39.88 at 80 m.
Up close they hit equally hard. At 60 m the F2000 Tactical keeps most of its damage while the A-545 has lost a large share of its own.
Upgrades and ammunition
- Upgrades raise starting and minimum damage, but they do not move the falloff distances. A +15 weapon loses damage at exactly the same range as a +0 weapon.
- Ammunition with a range modifier stretches both distances by
1 + modifier ÷ 100. A +20% modifier turns an 18 m to 72 m falloff into 21.6 m to 86.4 m.
Damage drop is not the whole story
Falloff tells you how hard each hit lands. Whether those hits land depends on recoil and spread, which grow more important with distance. A rifle that keeps its damage at 60 m is only useful there if you can control its spray. The Recoil Visualizer plots how recoil moves the aim point at distances from 5 to 100 m.
Using falloff to choose a weapon
- If most of your fights happen inside buildings, a short falloff barely matters, and fire rate and handling matter more.
- If you fight across open ground, look for falloff that starts at 25 m or later, and check how much damage is left at 50 m.
- A weapon that changes its shots-to-kill between 25 m and 50 m will feel inconsistent at those ranges. The DPS Table shows shots-to-kill at 0, 25 and 50 m side by side.
See it for any weapon
Every weapon page in the Wiki draws its damage-at-distance chart for the chosen upgrade level. The DPS Table compares many weapons at 0, 25 and 50 m, and the TTK Calculator simulates full fights at any distance you set.