diff --git a/code/modules/mob/living/brain/brain_item.dm b/code/modules/mob/living/brain/brain_item.dm
index d635a4adb9..a60ec41961 100644
--- a/code/modules/mob/living/brain/brain_item.dm
+++ b/code/modules/mob/living/brain/brain_item.dm
@@ -10,7 +10,7 @@
organ_flags = ORGAN_VITAL
attack_verb = list("attacked", "slapped", "whacked")
///The brain's organ variables are significantly more different than the other organs, with half the decay rate for balance reasons, and twice the maxHealth
- decay_factor = STANDARD_ORGAN_DECAY / 2 //30 minutes of decaying to result in a fully damaged brain, since a fast decay rate would be unfun gameplay-wise
+ decay_factor = STANDARD_ORGAN_DECAY / 4 //30 minutes of decaying to result in a fully damaged brain, since a fast decay rate would be unfun gameplay-wise
maxHealth = BRAIN_DAMAGE_DEATH
low_threshold = 45
@@ -251,6 +251,7 @@
/obj/item/organ/brain/on_death()
if(damage <= BRAIN_DAMAGE_DEATH) //rip
brain_death = FALSE
+ applyOrganDamage(maxHealth * decay_factor)
/obj/item/organ/brain/applyOrganDamage(var/d, var/maximum = maxHealth)
diff --git a/code/modules/surgery/organs/heart.dm b/code/modules/surgery/organs/heart.dm
index 3a64955f84..5fea801ba0 100644
--- a/code/modules/surgery/organs/heart.dm
+++ b/code/modules/surgery/organs/heart.dm
@@ -6,7 +6,7 @@
slot = ORGAN_SLOT_HEART
healing_factor = STANDARD_ORGAN_HEALING
- decay_factor = 5 * STANDARD_ORGAN_DECAY //designed to fail about 5 minutes after death
+ decay_factor = 4 * STANDARD_ORGAN_DECAY //designed to fail about 5 minutes after death
low_threshold_passed = "Prickles of pain appear then die out from within your chest..."
high_threshold_passed = "Something inside your chest hurts, and the pain isn't subsiding. You notice yourself breathing far faster than before."