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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)

Weapon Category 1 HK up to round...
Knife N/A 1
Beretta M9 Handgun 0
B93 Raffica(*) Handgun 11
Desert Eagle Handgun 18
Glock 17 Handgun 10
TEC-9 Handgun 9
S&W 500 Handgun 22
JS 9 Submachine Gun 7
KEDR-B Submachine Gun 7
MP5 Submachine Gun 7
TMP Submachine Gun 7
UMP45 Submachine Gun 7
K1A Submachine Gun 9
P90 Submachine Gun 6
PM-9 Submachine Gun 7
AKS-74U Submachine Gun 9
R0635 Submachine Gun 8
M14 Assault Rifle 5
SKS Assault Rifle 5
AN-94 Abakan(**) Assault Rifle 16
AK-47 Assault Rifle 12
AUG A3 Assault Rifle 10
F2000 Assault Rifle 8
HK416 Assault Rifle 11
M16A4(*) Assault Rifle 22
Masada Assault Rifle 12
SL9SD Assault Rifle 14
AK-12 Assault Rifle 11
M4 SOPMOD II Assault Rifle 10
Ranger(***) Shotgun 12
Remington 870(***) Shotgun 19
Benelli M4(***) Shotgun 20
M26 MASS(***) Shotgun 20
USAS-12(***) Shotgun 19
AWP Sniper 36
Barrett .50cal Sniper 35
Dragunov SVU Sniper 28
MSSR Sniper 14
SA58 OSW Battle Rifle 9
Kentucky Long Rifle Battle Rifle 36
MCX-SPEAR Battle Rifle 13
DP-27 Light Machine Gun 10
M249 SAW Light Machine Gun 12
RPD Light Machine Gun 7
SCAR-HAMR Light Machine Gun 8
RPK-74 Light Machine Gun 9
Carl-Gustaf M2 Launcher 31
Crossbow Launcher 25
Nail Gun Launcher 9
Ray Gun Wonder Weapon 27
Frostbite Wonder Weapon

(*): 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.
BeardFace's infomation

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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