For the stock rocket launcher: Short range hit is going to be 105-112 damage. Medium range hit (which is about 15-45 feet or so) is 50-90 damage. Long range hit is 45-60 damage. Being an explosive weapon, enemies within a certain range (9.1 feet according to the wiki) will take splash damage. Damage drops by 1% every 1/16 foot they are away. In Rust, rockets are the ammunition for rocket launchers, which fire aoe damage that can hit up to 4 walls at once. This type of ammunition is particularly effective against buildings. In terms of trajectory, rockets are launched forward with a considerable speed upon firing.
How damage is affected by distance.The distance modifier is a number between 1.5 and 0.5 that sinusoidally decreases as the distance between the attacker and the target increases. The trough of the wave is at 1024 units, and all distances beyond 1024 are treated as 1024 for the purposes of damage calculation. In this formula, there is a random variation in the distance of ±102.5 units (shown in the graph around 512 units, as an example). This means that you may be treated as being up to 102.5 closer or farther than you actually are, for purposes of the formula. This is the 15% variation many players have heard of; it is not simply a 85–115% multiplier on the final damage.The distance modifier is altered for, (when detonated within 5 seconds),.
When the distance used in the formula is less than 512 units, the damage ramp is flattened. As a result, the maximum damage you can have is 125% for Rocket Launchers, and 120% for Stickybomb Launchers, Syringe Guns, Righteous Bison, and Pomson 6000 (shown by the maroon offshoot in the graph). Main article:Critical hits and have two effects each.A critical hit adds damage equal to 2 times the base damage, while a mini-crit adds 0.35 times the damage following falloff compensation.Both critical hits and mini-crits check to see if the final distance is greater than 512: if it is, then any damage lost is offset by an equal increase in damage. The end result is that the weapon does not lose damage due to the distance modifier when the player is more than 512 units away; if the attack were not a crit or mini-crit, damage would continue to decrease out to 1024 units.The extra damage added on by critical hits and mini-crits - including that from rampup or offsetting falloff - is of the 'critical' type instead of the weapon's standard type (e.g. Bullet or explosive).
This affects the calculation of damage resistances.Note: A deals 2 times the victim's current health, but, under normal conditions, it also always crits, increasing the damage to 6 times the victim's current health.While active, the protects team members from critical hits and mini-crits, treating them as normal damage instead. The 's protective shield blocks 100% of critical damage from attacks of the selected type.Damage typesEach weapon has an associated type of damage that it deals.
Some weapons can deal more than one damage type at once; for instance, the 's charged shot deals explosive damage as well as fire afterburn damage. Bullet damage is typically associated with weapons, though the damage caused by most projectile impacts is treated as such as well (such as syringes, arrows, and energy beams, excluding the 's beam). Explosive damage is usually caused by explosive.
Players killed via explosive damage will often. Fire damage is caused by both flaming weaponry and the they induce.
Bleed damage is applied to players that are. Melee damage is dealt by weapons. Melee damage can destroy stickybombs and causes players to scream loudly on kill.
Critical damage is caused by critical hits and mini-crits, playing distinctive sound effects and producing louder kill screams. Fall damage is applied to players that hit the ground after too high and/or too fast a drop.
Crush damage results when a player has been sandwiched between two objects (such as between a closing door and the ground). Being killed by crush damage causes the screen to flash red.Damage vulnerability, resistance, and blockingA player may take a modified amount of damage due to certain items. These effects stack multiplicatively. MeleeOn Hit by Fire: Fireproof for 1 second and Afterburn immunity for 10 seconds.PDA 2+20% damage resistance when.+20% damage resistance when.When being damaged (activating Dead Ringer), blocks 75% of incoming damage and gives afterburn immunity for 3 seconds.After Dead Ringer has been activated, 65% damage resistance on wearer which fades to 20% in 3 seconds.Update history.
Fixed the hit detection. Undocumented Melee weapons no longer deal bullet damage.
Undocumented Melee weapons no longer count as bullet weapons when accounting for damage vulnerabilities.See also.
Jill bennett, london uk. When solid-fuel rockets launch, they release chlorine gas directly into the stratosphere, where the chlorine reacts with oxygen to form ozone-destroying chlorine oxides. Increased international space launches and the potential commercial space travel boom could mean that rockets will soon emerge as the worst offenders in terms of ozone depletio. Soot and aluminum oxide in rocket oxide depletes upper-atmosphere ozone, which shields the Earth's surface from damaging ultraviolet rays. In 1987, an international agreement limited releases of chloroflurocarbon chemicals, or CFC's, that led to ozone depletion.
Rocket launches by the year 2050 could result in more ozone destruction than was ever realized by CFCs,' says study co-author Darin Toohey of the University of Colorado, in a statement.