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.
|
|
|
|
|
|
|
|
Unarmed |
25 %
|
|
|
|
|
|
|
Hunting Knife |
75 %
|
|
|
|
|
|
|
Throwing Knife |
150 %
|
10
|
1
|
|
12
|
10
|
1
|
PP7 Special Issue |
50 %
|
800
|
7
|
|
814
|
50
|
10
|
PP7 (Silenced) |
50 %
|
800
|
7
|
|
814
|
50
|
10
|
DD44 Dostovei |
50 %
|
800
|
8
|
|
816
|
50
|
10
|
Klobb |
30 %
|
800
|
20
|
|
840
|
100
|
10
|
KF7 Soviet |
50 %
|
400
|
30
|
|
460
|
100
|
10
|
ZMG (9 mm) |
50 %
|
800
|
32
|
|
864
|
100
|
10
|
D5K Deutsche |
50 %
|
800
|
30
|
|
860
|
100
|
10
|
D5K (Silenced) |
50 %
|
800
|
30
|
|
860
|
|
|
Phantom |
70 %
|
800
|
50
|
|
900
|
|
|
AR33 Assault Rifle |
70 %
|
400
|
30
|
|
460
|
100
|
10
|
RC-P90 |
90 %
|
800
|
80
|
|
960
|
100
|
10
|
Shotgun |
100 %
|
100
|
5
|
|
110
|
|
|
Automatic Shotgun |
150 %
|
100
|
5
|
|
110
|
30
|
5
|
Sniper Rifle |
50 %
|
400
|
8
|
|
416
|
50
|
10
|
Cougar Magnum |
100 %
|
200
|
6
|
|
212
|
50
|
5
|
Golden Gun |
5000 %
|
100
|
1
|
|
102
|
10
|
3
|
Silver PP7 |
100 %
|
800
|
7
|
|
814
|
|
|
Gold PP7 |
5000 %
|
800
|
7
|
|
814
|
|
|
Military Laser |
100 %
|
|
|
|
|
|
|
Watch Laser |
100 %
|
|
300
|
|
300
|
|
|
Grenade Launcher |
~350 %
|
12
|
6
|
|
24
|
6
|
3
|
Rocket Launcher |
~350 %
|
3
|
1
|
|
5
|
3
|
1
|
Grenade |
~350 %
|
12
|
1
|
|
13
|
5
|
1
|
Timed Mine |
~350 %
|
10
|
1
|
|
11
|
5
|
1
|
Proximity Mine |
~350 %
|
10
|
1
|
|
11
|
5
|
1
|
Remote Mine |
~350 %
|
10
|
1
|
|
11
|
5
|
1
|
Taser |
50 %
|
|
|
|
|
|
|
Tank (Missiles) |
~350 %
|
29
|
1
|
|
30
|
|
|
Here are the Color Codes for the weapons:
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:
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!