33 weapons across 9 classes. Damage and fire rate are now recorded for 22 of them — and they reveal a rule that changes how loadouts work.
Damage belongs to the calibre, not the weapon. That source states base damage is per calibre rather than per weapon. We checked it: the rule holds across all 8 calibres with recorded damage, including 5.56x45 across 8 weapons, 7.62x54 across 4 and 9x19 across 4. No calibre contradicts itself. 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: PP-19 Vityaz · MP43 · M500 · PKM · SKS · MK22 · AMR 50 · GGX 17 · Judge · Compound Bow · RPG7 · MAWS · MGL40 — these weapons 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.