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Weapon damage refers to the damage dealt by weapons to zombies in Project Lazarus. Weapon damage is not the same as weapon effectiveness since many more factors, such as ammo count and fire rate, are held into account for weapon effectiveness.
Base Weapons[]
The following chart estimates the relative damage of weapons by their ability to one-hit kill zombies with a headshot. For each weapon, Double Tap is equipped and all hits are complete headshots. "1 HK" stands for "One hit kill." The "1 HK up to round..." is found by walking up to an undamaged zombie and firing the same weapon right in the zombie's head each round until the weapon no longer kills the zombie. Once the weapon no longer one-hit kills with a headshot, the previous round is designated as the "1 HK" round. For this chart, a "hit" is a single tap of the left mouse button. For example, even though the B93 Raffica is triple-burst-fire, all three bullets count as a single hit. All the pellets in a shotgun shot count as a single hit.
Example on chart usage: The Desert Eagle, with Double Tap, kills a zombie in a single headshot on Round 18 (and every round before 18) but takes two shots on Round 19 (and even more shots as the rounds progress).
Warning: The following weapons are NOT PAP'ED. The following damage values are the normal gun + Double Tap ONLY. (+headshot multiplier)
(*): The B93 Raffica and the M16A4 fire a 3-round burst, resulting in higher "up to" values.
(**): The AN-94 fires a 2-round burst, resulting in a higher "up-to" value.
(***): Shotguns fire multiple pellets at a time, resulting in very high "up-to" values.
Phantom Crucifix Headhunter Module[]
The Phantom Crucifix, the upgraded Crossbow, has the Headhunter module. This increases headshot damage by 0.50% for each headshot kill with the weapon.
The following chart details the headshot breakpoints of the Headhunter module for each round.
Round | Phantom Crucifix Headshots Required To One Shot |
37 | 0 |
38 | 1 |
39 | 22 |
40 | 44 |
41 | 68 |
42 | 95 |
43 | 124 |
44 | 156 |
45 | 192 |
46 | 231 |
47 | 274 |
48 | 322 |
49 | 374 |
50 | 431 |
∞ | Can be modeled using the parametric function y=((3.3109)(1.10952)^t) - 165.06 over the interval 37 ≤ t ≤ ∞ where "t" is the round number. |
This image is assuming we start off with Phantom Crucifix on round 1 and all kills are ours.
If the player used the Phantom Crucifix from round one to kill every zombie, while performing head shots 100% of the time, the damage increase would become less than the health increase of the zombies at round 88 on solo. This is why, even if a player is exploiting with the Phantom Crucifix with unlimited ammo, they will be unable to one shot zombies at round 88, which is the theoretical limit of this weapon. Of course, the more players there are the more zombies spawn, so in a game with 6 players (still assuming all kills are yours) the limit of the weapon's module would increase to round 108.
Note: As of Update "Law Enforcement Update v1.0" the Phantom Crucifix can last you theoretically infinite rounds if used correctly. Therefore this graphic and information about the Phantom Crucifix can be disregarded.
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