Which gun?
Tap a common one, or pick any gun from the list.
Which ammo?
Any attachments?
One per slot. Only the ones that change damage, fire rate, range or magazine.
What are they wearing?
Kits were tested together, as players wear them.
Where do you hit, and how far away?
5.56 Rifle Ammo from the Assault Rifle does 100% of its damage at 5 m.
5.56 Rifle Ammo: 50 Bullet per projectile, × the weapon's 1 damage scale, × the measured 45% that reaches the chest through full metal.
Every kit
Assault Rifle · chest · 5 mTap a row to use that kit above.
Rust Weapon Damage Over Distance
Pick a distance above. From an AK, 5.56 rifle ammo holds full damage to 20 m, then falls to 80% by 100 m. Wooden arrows hold to 10 m and fall to 80% by 60 m. Some guns stretch or shrink that range: the Bolt Action holds full damage to 35 m and the Semi-Automatic Pistol only to 5 m. Past the far mark the multiplier stays put. That is on top of armour.
Headshots and limbs
Where you hit changes the damage after armour. Rifle, pistol and slug rounds do double damage to the head, arrows and thrown weapons 1.5 times, buckshot 1.25 times. Every round does 75% to the legs and feet. Chest, stomach and arms take the base damage.
Methodology
Ammo damage and each gun's damage scale, fire delay, magazine and reload are the weapons' own settings. Time to kill counts a reload when the magazine runs dry, and an attachment changes damage, fire delay, range or magazine by its own settings and the pause between bursts on burst-fire guns. Armour protection and the head and limb multipliers were tested in game on our own server: every clothing item and every kit, every damage type, every hit area. Distance uses each round's own damage falloff and each gun's range scale. Tested on the current version of Rust.
Kits: naked, hazmat, roadsign with coffee can, full metal (facemask and chest plate), heavy plate, wood, bone, and hoodie with pants. Pick a single item to see what one piece does on its own. Kit cost calculator

