Goldeneye 007 Weapon Analysis


GoldenEye 007
All Weapons Statistics
calculated by David Wonn

Color Codes of chart
How to calculate damage inflicted

First, here is an explanation of what each column in the table means:

Weapon - Name of Weapon. All are listed in the order found in the All Guns cheat.
Damage - Amount of damage inflicted when the weapon is used to its full potential.
Reserve Max Ammo - Maximum ammunition you can hold in reserve (not using infinite ammo).
Round - Number of times weapon can be used before reloading.
# - Number of weapons you can hold at once.
Total Max Ammo - Derived from Reserve Max Ammo + Round * #.
Ammo Box Pickup - Amount of Ammo you can pick up at a time from a green box in Multiplayer mode.
Weapon Pickup - Amount of Ammo you can pick up at a time from a weapon in Multiplayer mode.
 
Weapon
Damage
Reserve
Max
Ammo
Round
#
 Total Max Ammo
Ammo
Box
Pickup
Weapon
Pickup
Unarmed
25 % 
 
 
1
 
 
 
Hunting Knife
75 % 
 
 
2
 
 
 
Throwing Knife
150 % 
10 
2
12 
10 
PP7 Special Issue
50 % 
800 
2
814 
50 
10 
PP7 (Silenced)
50 % 
800 
2
814 
50 
10 
DD44 Dostovei
50 % 
800 
2
816 
50 
10 
Klobb
30 % 
800 
20 
2
840 
100 
10 
KF7 Soviet
50 % 
400 
30 
2
460 
100 
10 
ZMG (9 mm)
50 % 
800 
32 
2
864 
100 
10 
D5K Deutsche
50 % 
800 
30 
2
860 
100 
10 
D5K (Silenced)
50 % 
800 
30 
2
860 
 
 
Phantom
70 % 
800 
50 
2
900 
 
 
AR33 Assault Rifle
70 % 
400 
30 
2
460 
100 
10 
RC-P90
90 % 
800 
80 
2
960 
100 
10 
Shotgun
100 % 
100 
2
110 
 
 
Automatic Shotgun
150 % 
100 
2
110 
30 
Sniper Rifle
50 % 
400 
2
416 
50 
10 
Cougar Magnum
100 % 
200 
2
212 
50 
Golden Gun
5000 % 
100 
2
102 
10 
Silver PP7
100 % 
800 
2
814 
 
 
Gold PP7
5000 % 
800 
2
814 
 
 
Military Laser
100 % 
 
 
2
 
 
 
Watch Laser
100 % 
 
300 
1
300 
 
 
Grenade Launcher
~350 % 
12 
2
24 
Rocket Launcher
~350 % 
2
Grenade
~350 % 
12 
1
13 
Timed Mine
~350 % 
10 
1
11 
Proximity Mine
~350 % 
10 
1
11 
Remote Mine
~350 % 
10 
1
11 
Taser
50 % 
 
 
1
 
 
 
Tank (Missiles)
~350 % 
29 
1
30 
 
 

Here are the Color Codes for the weapons:

Calculation of Weapon Damage, In General

Here's a more in-depth analysis of how weapon damage is calculated:

For most guns, these figures have been calculated based on shots to the head in multiplayer mode based using default health levels. Note the following:

Here's how the damage system works for most weapons: The slapper (unarmed) works the same way, but has one additional hit detection area: Calculation of the Golden Gun

So now I'm sure you must be asking, "How on earth did you calculate the power of the Golden Gun?!" To do this, I selected multiplayer mode and changed one player's health to +10 Health. A quick analysis of other weapons shows that it takes 10 times as many hits to inflict the damage of one shot to a player with default health! In essense, a player with full health would now have 1000% without body armor, and 2000% with body armor! I fired one shot from the Golden Gun to the foot of a +10 Health player with Body Armor. Guess what? The player didn't die!! Try it for yourself and you'll see what I mean. The player lost 125% health, which to a +10 Health player is in fact 1250%. Since a head shot is 4 times as powerful, that means a head shot will do precisely 5000% damage!

Calculation of Non-Multiplayer Weapons

In order to calculate the power of such weapons as the Hunting Knife, Shotgun, and the Phantom, I had to pick a fixed target. I just happened to choose Baron Samedi in the Egypt stage in 007 mode with enemy health levels up to 1000%. With a careful analysis of the known strengths of the multiplayer weapons, I was able to conclude that the first time Baron Samedi appears, he has 5000% health. So the calculations were just a matter of figuring out how many head shots it took to defeat him, and then divide that number into 5000% to determine the strength of one shot. I found it very helpful to use DK mode and Invincibility while doing this.

Calculation of Shotgun and Auto Shotgun

The Shotgun and Auto Shotgun have a unique property in that they actually fire five shots at the same time! I used the combined total of these five shots to calculate its power. Keep in mind that if only one of the five shots hits an enemy, you will only end up doing one-fifth the damage of a direct hit. In essense, a Shotgun can be as weak as 20% and the Auto Shotgun can be as weak as 30% in these cases. Since five shots are actually fired at once, this can often result in an accuracy glitch.

Calculation of Explosives

OK, this is more difficult than the rest, so the figures won't nesessarily be as accurate. If you manage to hit someone directly with an explosive, it can be as powerful as 350%, but the aftermath of the explosion can also do some serious damage. The results of an explosion may often vary, so the figures in the table for the 7 explosive weapons can't be taken too seriously. The table does however give you an idea of the relative strengths of all weapons, so the explosives are generally the most powerful weapons underneath the Golden Gun and the Gold PP7.


With this knowledge of the weapons, you can now take on your opponents!

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