Mk14 weapon icon

Mk14

Marksman Rifle · 7.62mm · Care package only

Base damage
54.0
at the muzzle
Fire rate
400
RPM (full-auto)
Measured range
0–500m
damage outside unknown
Last change
12 Aug 2025
patch 37.1

Fire rate: This is the full-auto mode, which the weapon sets. Single fire is as fast as you can click.

Damage falloff

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.

0153045600m130m250m380m500m0m · 54.0 dmg20m · 54.0 dmg40m · 54.0 dmg60m · 54.0 dmg80m · 54.0 dmg100m · 54.0 dmg120m · 54.0 dmg140m · 53.7 dmg160m · 53.2 dmg180m · 52.8 dmg200m · 52.3 dmg220m · 51.7 dmg240m · 51.2 dmg260m · 50.6 dmg280m · 50.0 dmg300m · 49.5 dmg320m · 48.9 dmg340m · 48.4 dmg360m · 47.9 dmg380m · 47.4 dmg400m · 47.0 dmg420m · 46.7 dmg440m · 46.4 dmg460m · 46.1 dmg480m · 46.0 dmg500m · 45.9 dmg

Damage multipliers

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
Helmet
Vest
Mk14 hit area, weapon class and armour damage multipliers per body part, with the resulting damage, hits to kill and time to kill
Body partHit areaDMRArmourTrue ×DamageHTKTTK
Head1.002.350.601.4176.120.15s
Neck0.752.350.601.0657.120.15s
Clavicle1.001.050.600.6334.030.30s
Chest1.101.050.600.6937.430.30s
Upper stomach1.001.050.600.6334.030.30s
Lower stomach0.951.050.600.6032.340.45s
Pelvis1.001.050.600.6334.030.30s
Upper arm0.600.950.5730.840.45s
Forearm0.500.950.4725.640.45s
Hand0.300.950.2815.470.90s
Thigh0.600.950.5730.840.45s
Calf0.500.950.4725.640.45s
Foot0.300.950.2815.470.90s

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.

Change history

Every change we have recorded for the Mk14, newest first: damage, falloff, recoil, fire rate, attachment support and spawn rate.

  1. 37.1patch notes
    • Damagenerf

      DMR Rebalance: damage reduced by about 12% across DMRs

    • Fire ratenerf

      DMR Rebalance: rate of fire reduced by about 33%

  2. 35.1patch notes
    • Handling

      New aim punch system: ARs, LMGs and DMRs apply low level of aim punch and 7.62mm punching harder than 5.56mm

  3. 34.1patch notes
    • Ammobuff

      7.62mm ammo weight reduced by about 15%

      0.70.6

  4. 32.1patch notes
    • Damagenerf

      Base damage decreased

      6160

    • Fire ratenerf

      Rate of fire decreased

      667 RPM600 RPM

Open the Mk14 in the weapon explorer to pick your own distance and armour level, or to put it side by side with another weapon.

Other DMR weapons