
Marksman Rifle · 7.62mm
Fire rate: Only as fast as you can click, so this is the ceiling. In a real fight you will be slower than this.
Base damage drops with distance to the target. We don't show the analyzed damage for each meter so that the charts and damage calculations don't lag your browser too much. That's why there are these points at growing intervals. The curve stops at 500m because that is as far as our recorded hits reach. We don't know what the damage does past that point, and it won't necessarily stay flat.
Actual damage is base damage multiplied by four things: distance, the hit area you hit, the weapon class you are holding, and armour. Hit area and weapon class are the two that never change, so multiplying them gives you the weapon's true multiplier for that body part. Armour then applies on top of that rather than replacing it. Helmets cover the head and neck, vests cover the clavicle, chest, stomach and pelvis, and nothing covers the arms or legs.
Base damage×Distance×Hit area×DMR class×Armour| Body part | Hit area | DMR | Armour | True × | Damage | HTK | TTK |
|---|---|---|---|---|---|---|---|
| Head | 1.00 | 2.80 | 0.60 | 1.68 | 89.0 | 2 | 0.34s |
| Neck | 0.75 | 2.80 | 0.60 | 1.26 | 66.8 | 2 | 0.34s |
| Clavicle | 1.00 | 1.05 | 0.60 | 0.63 | 33.4 | 3 | 0.68s |
| Chest | 1.10 | 1.05 | 0.60 | 0.69 | 36.7 | 3 | 0.68s |
| Upper stomach | 1.00 | 1.05 | 0.60 | 0.63 | 33.4 | 3 | 0.68s |
| Lower stomach | 0.95 | 1.05 | 0.60 | 0.60 | 31.7 | 4 | 1.02s |
| Pelvis | 1.00 | 1.05 | 0.60 | 0.63 | 33.4 | 3 | 0.68s |
| Upper arm | 0.60 | 0.95 | — | 0.57 | 30.2 | 4 | 1.02s |
| Forearm | 0.50 | 0.95 | — | 0.47 | 25.2 | 4 | 1.02s |
| Hand | 0.30 | 0.95 | — | 0.28 | 15.1 | 7 | 2.04s |
| Thigh | 0.60 | 0.95 | — | 0.57 | 30.2 | 4 | 1.02s |
| Calf | 0.50 | 0.95 | — | 0.47 | 25.2 | 4 | 1.02s |
| Foot | 0.30 | 0.95 | — | 0.28 | 15.1 | 7 | 2.04s |
Measured at the muzzle so the distance multiplier is 1. Every weapon has the same hit area column; the DMR column is where the classes differ (AR vs DMR etc, each class has different balance). In the armour column, 1.00 means armour could cover that body part but you have none equipped, and a line means armour never reaches there.
Every change we have recorded for the Dragunov, newest first: damage, falloff, recoil, fire rate, attachment support and spawn rate.
Vertical recoil decreased by about 20%
Horizontal recoil decreased by about 15%
DMR Rebalance: damage reduced by about 12% across DMRs
New aim punch system: ARs, LMGs and DMRs apply low level of aim punch and 7.62mm punching harder than 5.56mm
7.62mm ammo weight reduced by about 15%
0.70.6
Damage over distance slightly reduced: the longest range at which a headshot kills a target in a Lv. 2 helmet fell by 25% (not sure when this was then later changed again, but as of Aug 5 2026 dragunov does not 1-hit kill a Lv. 2 helmet at any distance...?)
108m81m
Rate of fire increased
150 RPM180 RPM
Recoil recovery improved by 11%, steadying aim after each shot
Probabilistic damage replaced with a fixed value after player feedback
58-7360
Added to the game as a 7.62mm DMR with single fire, 500m effective range, 830m/s muzzle velocity and 150 RPM. Damage probabilistic at launch (between 58 and 73). Takes AR and DMR muzzle and magazines, cheekpad, and scopes up to 15x. World spawns
Open the Dragunov in the weapon explorer to pick your own distance and armour level, or to put it side by side with another weapon.