Weapon Damage Falloff Calculator
Many shooters (Apex, CoD, Valorant and more) give weapons a "damage falloff": full damage up close, then a linear drop to a minimum value past a certain range. Enter the near/far damage and the falloff start and end ranges to get the effective damage at any distance.
Enter valid values: near damage > 0 and the falloff end range greater than the start range.
Effective damage
75
Damage %
75%
Between the start and end ranges, damage decreases linearly from the near value to the far value.
Formula
target ≤ start range: damage = near damage target ≥ end range: damage = far damage in between: damage = near + (far − near) × (target − start) ÷ (end − start)
- · Inside the falloff zone damage is linearly interpolated: it drops in a straight line from the near value to the far value as distance increases.
- · Damage is full up to the start range and stays at the minimum (far) value beyond the end range.
- · Damage percentage = effective damage ÷ near damage × 100%, handy for comparing against the base value.
- · Most games use linear falloff, but some weapons have multiple tiers or non-linear curves — check the in-game data for exact values.
- · This tool models single-shot damage only; pair it with a crit, armor-reduction or TTK calculator for headshots, armor or shots-to-kill.
Frequently asked
Is damage falloff always linear?
Most shooters use a linear drop between the start and end ranges, which is what this tool models. Some games use multiple falloff tiers (each with a different slope) or even curves; for those weapons, treat each tier as its own near/far pair and compute segment by segment.
Which value is near damage and which is far damage?
Near damage is the maximum the weapon deals at the shortest range (before falloff begins); far damage is the minimum past the end of the falloff. Near is usually higher than far, but the tool also allows them to be equal (no falloff) or far greater than near (a rare ramp-up design).
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