PUBG damage calculator: hits to kill, TTK and weapon comparison

Pick a body part, a distance and an armour setup, then read five weapons side by side: damage per hit, hits to kill, rate of fire, TTK and DPS.

The data is reconstructed by the community, not published by KRAFTON: no official source of weapon statistics exists. The numbers were captured for patches 39.2, 41.2, 42.3.

Shot conditions

Every precise part has its own coefficient, not just head, body and limbs. The coarse zone next to it feeds the weapon class coefficient.

The damage curve is sampled on a grid up to 500 m. Values between grid points are interpolated linearly and marked with ⚠.

Applies to the head and the neck only. Other parts are unaffected by the helmet level.

Applies to the clavicles, chest, stomach and pelvis. It does not apply to limbs.

Fire mode, optic or trigger speed: everything that changes the rate without changing damage per hit.

The default rate variant is our pick; the source marks none of them as primary.

Remaining armour durability after a burst is not shown: the formula converting damage into durability is not established.

Comparison

Damage per single hit: Chest, 0 m, helmet: None, vest: None.
AKMM416
ClassAssault riflesAssault rifles
Ammo7.62mm5.56mm
Base damage4840
Damage at distance4840
Body part coefficient1.11.1
Class coefficient for the zone11
What armour lets through11
Final damage52.844
Hits to kill23
Rounds per minute601698
TTK, s0.10.172
DPS528.5512.2
Data patch39.239.2
Caveats
  • The sources disagree: the historical patch 22.2 wiki gives 47 base damage. We show the datamine number from a newer patch.
n/a

⚠ marks a number that does not come straight from the source: it is either interpolated or the sources disagree.

The conditions and the weapon list live in the address, so the link opens exactly this table.

How we calculate

The calculation runs in a single pass, always in the same order. First the damage is read off the weapon curve at your exact distance, then it is multiplied by the coefficient of the specific body part, then by the weapon class coefficient for the coarse zone (head, torso, pelvis, arm, leg), and only at the end by whatever the armour lets through. Hits to kill is the ceiling of health divided by that number, and TTK counts the gaps between shots after the first one, so it uses one hit fewer than the hit count itself.

Armour does not stack. The helmet covers the head and the neck, the vest covers the clavicles, chest, stomach and pelvis; the two sets never overlap, so two levels are never multiplied together. Arms and legs are covered by nothing, so the armour level does not affect them at all, which is why a limb shot against a level 3 vest returns exactly the same number as a limb shot against no vest. A destroyed vest does not disappear from the inventory and keeps cutting part of the damage.

Distance has its own curve per weapon, sampled on a fixed-step grid. If you set a distance between two grid points, the value in between is interpolated linearly: that is our assumption rather than a number from the source, and such a result carries the ⚠ marker. Rate of fire for some weapons depends on the mode, the optic, or how fast the player pulls the trigger: every variant the source gives is listed separately, and the one that comes first is our pick.

Sources

checked 18 August 2026

Questions and answers

Why is the data unofficial?

Because no official data exists. KRAFTON publishes no damage tables, and the official API returns matches, players and telemetry only, with no weapon parameters at all. Every calculator, this one included, stands on numbers the community extracted from the game client. We say so plainly instead of hiding it behind the word data.

Why does armour not apply to an arm or a leg?

Because it does not cover them. The helmet covers the head and the neck, the vest covers the clavicles, chest, stomach and pelvis. Limbs belong to neither set, so the formula simply has no armour multiplier there. This is not a simplification on our side: in the model itself the armour multiplier is assigned by zone rather than added up.

Why is there no remaining vest durability?

Because the formula that turns absorbed damage into lost durability has never been published anywhere. We could print a plausible-looking number, but it would be invented, so the field does not exist. What is known for sure is that a destroyed vest does not disappear and keeps cutting part of the damage.

Why is there no TTK for bolt-action rifles?

Because they have no stable rate. The pause between shots depends on the optic and on how fast the player works the bolt, and the source gives several different values instead of one. Hits to kill does not depend on the rate, so that number is always shown.

Why does a number differ from the wiki?

Wiki pages are stamped with patch 22.2, which makes them historical values. Our numbers come from the client of newer patches. Wherever the two sources give different base damage we place a ⚠ and show the wiki figure inside the caveat, so the gap is visible rather than hidden.

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Unofficial tool. Not affiliated with KRAFTON, Inc.