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Damage Falloff is a mechanic that affects the damage of guns outside of their optimal range.

Description[]

Every gun has two falloff ranges, falloff start and falloff end. When hitting an enemy within the weapon's falloff start range, the shot will experience no damage falloff and will simply deal the full amount of damage. Beyond the falloff start range, damage will fall linearly such that it would reach zero at the falloff end range - however, the damage can never fall below 10% of its initial value. Beyond the falloff end range the weapon will always just deal 10% of its initial damage.

Formula[]

The formula for the damage a bullet does () at a range is given by:

Where is the falloff start range, is the falloff end range, and is the initial damage of the bullet. Note the unusual terminals for where falloff ends, this is due to the fact that the linear falloff would reach zero by the falloff end range, but is not allowed below 10% of the initial value, thus falloff actually ends slightly before falloff end.

Falloff Ranges by Weapon[]

Melee weapons never experience damage falloff.

Main Weapons
Weapon Falloff Start (m) Falloff End (m)
Shelling S49 Pistol Shelling S49 Pistol 9 45
Shelling Nano Burst Pistol Shelling Nano Burst Pistol 7 47
Bataldo 3RB HEL Revolver Bataldo 3RB HEL Revolver 10 80
Raptus Treffen 2 Machine Pistol Raptus Treffen 2 Machine Pistol 5 35
Raptus Steigro HEL Autopistol Raptus Steigro HEL Autopistol 5 55
Accrat Golok DA Bullpup Rifle Accrat Golok DA Bullpup Rifle 10 65
Van Auken LTC 5 SMG Van Auken LTC 5 SMG 6 55
Accrat STB PDW Accrat STB PDW 5 47
Accrat ND6 Heavy SMG Accrat ND6 Heavy SMG 7 60
Van Auken CAB F4 Carbine Van Auken CAB F4 Carbine 10 65
TR22 Hanaway DMR TR22 Hanaway DMR 50 100
Hanaway PSB Double Tap Rifle Hanaway PSB Double Tap Rifle 40 90
Malatack LX Assault Rifle Malatack LX Assault Rifle 10 70
Malatack CH 4 Burst Rifle Malatack CH 4 Burst Rifle 20 85
Drekker Pres MOD 556 Rifle Drekker Pres MOD 556 Rifle 22 80
Buckland SBS III Sawed-off Shotgun Buckland SBS III Sawed-off Shotgun 6 40
Bataldo J 300 HEL Shotgun Bataldo J 300 HEL Shotgun 4 40
Bataldo Custom K330 Slug Shotgun Bataldo Custom K330 Slug Shotgun 6 40
Special Weapons
Weapon Falloff Start (m) Falloff End (m)
Malatack HXC Heavy Assault Rifle Malatack HXC Heavy Assault Rifle 12 80
Drekker CLR Short Rifle Drekker CLR Short Rifle 8 58
Buckland S870 Shotgun Icon Buckland S870 Shotgun 4 40
Buckland AF6 Combat Shotgun Buckland AF6 Combat Shotgun 5 45
Drekker INEX Drei Scattergun Drekker INEX Drei Scattergun 4 30
Buckland XDIST2 Choke Mod Shotgun Buckland XDIST2 Choke Mod Shotgun 15 80
Mastaba R66 Revolver Icon Mastaba R66 Revolver 12 80
Techman Arbalist V Machine Gun Techman Arbalist V Machine Gun 15 80
Techman Veruta XII Machine Gun Techman Veruta XII Machine Gun 15 80
Techman Klust 6 Burst Cannon Techman Klust 6 Burst Cannon 15 80
Omneco EXP1 HEL Gun Omneco EXP1 HEL Gun 15 90
Shelling Arid 5 High Caliber Pistol Shelling Arid 5 High Caliber Pistol 8 65
Drekker Del P1 Precision Rifle Drekker Del P1 Precision Rifle 30 70
Köning PR 11 Sniper Rifle Icon Köning PR 11 Sniper 60 100
Omneco LRG HEL Rifle Omneco LRG HEL Rifle 40 80

Example Calculations[]

Range at which the High Cal Pistol stops bodyshotting Strikers[]

Assuming this range is somewhere within the linear falloff region, we know that the total damage inflicted by a bodyshot () at some range is:

Rearranging for gives:

For the shot to exactly kill, we need to be equal to the Striker's health (20). So substituting in all our values we have:

The High Cal Pistol will bodyshot Strikers out to 27.13m. Any distance beyond this, and the damage will fall below this breakpoint.

Range at which the Pistol stops three-shotting Strikers[]

Assuming this range is somewhere within the linear falloff region, we know that the total damage inflicted by a headshot and two bodyshots () at some range is:

Rearranging for gives:

For the shots to exactly kill, we need to be equal to the Striker's health (20). So substituting in all our values we have:

The Pistol will three-shot Strikers out to 11.27m. Any distance beyond this, and the damage will fall below this breakpoint.

As a quick sanity check, we could verify that one shot still breaks the head at this range. The damage of a single shot at this range is:

Which, when headshotting a Striker, deals damage, which is still enough to break the Striker's head (the head having 10HP).

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