ARC Raiders Weapon Stats Guide: Damage, RPM, Magazine
A weapon stat sheet is a collection of inputs that interact with one another. Reading the numbers separately can be misleading, so the useful approach is to connect each statistic to shots to kill, timing and sustained output.
Table of Contents
Read a weapon stat sheet
A stat sheet is a collection of inputs, not a final verdict. Damage describes the impact of one successful hit, RPM describes firing speed, magazine capacity describes available rounds and reload time describes the cost of restoring that magazine.
Tie every stat to a target scenario. Once you test the same weapon across different health pools and ranges, its strengths and weaknesses become clearer.
Damage per shot
Damage is most useful when connected to a target profile. If the target's effective health is close to a multiple of the weapon's damage, a small change can move the weapon into a different shots-to-kill breakpoint. That is why raw damage should always be interpreted with target health.
Tie every stat to a target scenario. Once you test the same weapon across different health pools and ranges, its strengths and weaknesses become clearer.
RPM and shot intervals
RPM becomes easier to compare after converting it into time between shots. This is the timing component behind TTK. Two weapons with similar damage can feel completely different if their follow-up shot intervals are far apart.
Tie every stat to a target scenario. Once you test the same weapon across different health pools and ranges, its strengths and weaknesses become clearer.
Magazine capacity
Magazine size determines how long the weapon can continue its firing sequence before a reload. It is especially important for targets with high health or encounters involving multiple targets. Compare magazine capacity with shots required, not as an isolated number.
Tie every stat to a target scenario. Once you test the same weapon across different health pools and ranges, its strengths and weaknesses become clearer.
Reload and sustained output
Reload time creates downtime. When a fight ends before a reload, it may not matter much. When a fight regularly reaches the magazine limit, it becomes a major part of practical performance. This is why reload-aware TTK is a useful secondary metric.
Tie every stat to a target scenario. Once you test the same weapon across different health pools and ranges, its strengths and weaknesses become clearer.
Build your own comparison sheet
For each weapon, record damage, RPM, magazine size, reload time, body-shot shots to kill and TTK against the same target. Add a second row for a longer-range target if relevant. This creates a simple, transparent reference that can be updated whenever values change.
Tie every stat to a target scenario. Once you test the same weapon across different health pools and ranges, its strengths and weaknesses become clearer.
Frequently Asked Questions
Is weapon statistics the only metric that matters?
No. It is one part of the comparison. Damage, shots to kill, TTK, magazine size, reload time and range can change the practical result.
How should I use the calculator?
Set one target profile, compare one variable at a time, and record the result before changing the next assumption.
Can the result change after a balance update?
Yes. Any change to damage, RPM, magazine, reload or range behavior can change the calculated outcome.
Conclusion
A weapon stat sheet is a collection of inputs that interact with one another. Reading the numbers separately can be misleading, so the useful approach is to connect each statistic to shots to kill, timing and sustained output. The best conclusion is therefore conditional: use the option that fits the target, distance and role you are actually preparing for. The calculator is most useful when it makes those assumptions visible and repeatable.