33 weapons across 9 classes. Damage and fire rate are now recorded for 28 of them, and they reveal a rule that changes how loadouts work.
Damage belongs to the calibre, not the weapon. Base damage is per calibre, not per weapon, and the rule holds across all 11 calibres with recorded damage, including 5.56x45 across 8 weapons, 7.62x54 across 4 and 9x19 across 5. What differs between weapons of one calibre is the hit-zone multiplier, which is set by weapon class. So switching weapon within a calibre changes fire rate and handling, never damage per shot.
The DPS raceEach lane is a weapon racing against the clock. Markers move at the weapon's sustained damage rate; the leader's pace sets the axis. FAL wins on raw DPS, but the spread is tighter than the trade-off chart suggests.
Racefinish
Insufficient data: MP43 · M500 · PKM · GGX 17 · RPG7 · MAWS · MGL40 are missing either damage or RPM in the source data.
Base damage by calibre
Damage per shot, by calibreEvery weapon firing a given calibre deals the same base damage. Verified across all eight calibres with recorded data.
Damage against fire rate
The trade-offUp is harder-hitting, right is faster. Only the corners are labelled; hover any point for its name, calibre and DPS. The flat rows are the calibre rule made visible: eight 5.56 weapons all sit at 28 damage, separated only by fire rate.
Damage per second
Sustained DPSDamage × fire rate ÷ 60. DPS needs no knowledge of player health, which is why it is available when TTK is not. Ignores reloads, falloff and accuracy.
* derived from the calibre rule rather than directly recorded. Prices are not yet recorded from a primary source. Every row shows the same gap so it can be counted, not papered over.
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