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GTA - Special Ammo Information

GTA V/ Online Special Ammo Information

Table can be found here:- https://docs.google.com/spreadsheets/d/1T4C3uop2KmhiDcCzVfNDkcROKmYtJVaZkh1pnYc7L_s/edit?usp=sharing

[tpb]Some important notes - please check first:[/tpb]

- All firearms in the game must first remove the armour of a ped or player, before removing health. This rule doesn't apply to weapons fitted with Armour Piercing (AP) rounds, however.

- My results were obtained by using the GTA V (single player) on PC in conjunction with the Menyoo trainer menu. Pedestrians were spawned in and their health and armour set to 1000, they were shot and their remaining health and/ or armour was recorded after every bullet, for the entire magazine of that firearm.

- All results show the MAXIMUM possible damage dealt to personnel (which means peds and players) as well as vehicles (which means the engine; it determines overall health and when it'll catch fire and eventually blow up). This means all shots were taken at close ranges to the "centre of mass" to prevent any damage modifiers from being on - for example, headshots obviously cause more damage, and that's handled by multiplying the damage.

- I didn't bother doing "time to kill" as I found that mostly irrelevant - your targets aren't likely to be standing still and if they are, they shouldn't be once the first bullet hits. Other people have already done time to kill tests anyhow.

- All Mk.2 weapon tests were carried out with those firearms upgraded with scopes, grips, barrels and muzzles, where applicable.

- Heavy barrels don't seem to increase the damage dealt, regardless of what the game's files or in-game HUD bar says.

- The game's files haven't been found to be 100% accurate in terms of real-world experiences - for example the damage on some guns is different in-game to what the file suggests.

- All results with vehicles were conducted with the 100% armour upgrade from LSC, unless that isn't available, or otherwise stated. Weapon damage is essentially halved if vehicles have 100% armour, so it takes double the shots required to set vehicles on fire than if the vehicle didn't have any armour upgrade from LSC.

- Vehicles were empty and didn't have any other player(s) in them for the testing, however, the only thing which should change is the explosive resistance with certain vehicles and weapons. Generally, the results for the Explosive rounds used with the Heavy Sniper Mk.2 didn't change depending on whether that vehicle was occupied or not. 

- I'm not sure how much health enemies in GTA Online have by default, but I would hazard a guess it's around 250 (or 200 health and 50 armour perhaps). This would suggest why they can survive one explosive round from the Heavy Sniper Mk.2 (200 damage) and one incendiary round from the Combat MG Mk.2 (42.3 + 165-175 from the fire).

[tpcolor=#FF0000][tpb]![/tpb] DPR stands for Damage Per Round, meaning the damage value for each individual bullet. 
[tpb]![/tpb] DPM stands for Damage Per Magazine, meaning the total amount of damage a full magazine is capable of doing. 
[tpb]![/tpb] STK stands for Shots To Kill, meaning the minimum number of bullets required to kill a target. This was always conducted with players over Rank 100 (with full health of 328). Tests with armour was with players using Super Heavy Armour (the best, giving 50 armour in total). [/tpcolor]

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[tpsize=4][tpb]Stock ammunition, known as "base damage"[/tpb][/tpsize]
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[tpcolor=#FF0000][tpb]![/tpb] Same damage to vehicles and personnel, as with other firearms in the game.[/tpcolor]

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[tpb]Pistol Mk.2 :-[/tpb] DPR = 32, DPM = 384 / 512, magazine capacity = 12 / 16
STK Rank 100(+) :- 11, with armour = 12
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[tpb]SMG Mk.2 :-[/tpb] DPR = 27.5*, DPM = 825 / 1650, magazine capacity = 30 / 60
STK Rank 100(+) :- 12, with armour = 14
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[tpb]Assault Rifle Mk.2 :-[/tpb] DPR = 40, DPM = 1200 / 2400, magazine capacity = 30 / 60
STK Rank 100(+) :- 9, with armour = 10
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[tpb]Carbine Rifle Mk.2 :-[/tpb] DPR = 33, DPM = 990 / 1980, magazine capacity = 30 / 60
STK Rank 100(+) :- 10, with armour = 12
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[tpb]Combat MG Mk.2 :-[/tpb] DPR = 47, DPM = 4700 / 9400, magazine capacity = 100 / 200
STK Rank 100(+) :- 7, with armour = 9
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Heavy Sniper Mk.2 :-[/tpb] DPR = 230, DPM = 1380 / 1840, magazine capacity = 6 / 8
STK Rank 100(+) :- 2, with armour = 2
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*The SMG Mk.2 is the only firearm out of the Mk.2 weapons which actually does more damage than what the game's file about this weapon states - which is 25, although 25 is applicable with certain ammo types. 

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[tpsize=4][tpb]Tracer Rounds:[/tpb][/tpsize]
[tpi]"Bullets with bright visible markers that match the tint of the gun - random chance"[/tpi]
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[tpcolor=#FF0000][tpb]![/tpb] Only differences from stock ammunition are the particles / effects of the tracers and max ammo count is different, as follows:[/tpcolor]
Overall / Magazine (Total):

[tpb]Pistol Mk.2 :-[/tpb] 348 / 12 (360)
[tpb]SMG Mk.2 :-[/tpb] 330 / 30 (360)
[tpb]Assault Rifle Mk.2 :-[/tpb] 330 / 30 (360)
[tpb]Carbine Rifle Mk.2 :-[/tpb] 330 / 30 (360)
[tpb]Combat MG Mk.2 :-[/tpb] 500 / 100 (600)

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[tpsize=4][tpb]Hollow Point Rounds:[/tpb][/tpsize]
[tpi]"Increased damage to targets without body armour"[/tpi]
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[tpcolor=#FF0000][tpb]![/tpb] If a player or ped is wearing body armour, these bullets will do less than base damage - they only get a boost in damage when they're depleting health.[/tpcolor]

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[tpb]Pistol Mk.2 :-[/tpb] Max ammo = 232 / 8 (240)
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[tpb]Personnel :-[/tpb] DPR = 48, DPM = 384, [tpb]STK Rank 100(+) :-[/tpb] 7
[tpb]with armour :-[/tpb] DPR = 28.8125*, DPM =  230 / 231*, [tpb]STK Rank 100(+) :[/tpb]- 9
[tpb]Vehicles :-[/tpb] DPR = 32, DPM = 256, shots to set on fire = 32

* Damage sequence (for armoured peds & players) :- 29, 29, 29, 29, 28 - bullets do 29 damage, but every fifth bullet will do 28 damage instead, until they've been depleted of their armour, and then it'll be 48 DPR. 

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[tpb]SMG Mk.2 :-[/tpb] Max ammo = 220 / 20 (240)
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[tpb]Personnel :-[/tpb] DPR = 41.25*, DPM = 825, [tpb]STK Rank 100(+) :-[/tpb] 8
[tpb]with armour :-[/tpb] DPR = 24.75*, DPM = 495, [tpb]STK Rank 100(+) :-[/tpb] 10
[tpb]Vehicles :-[/tpb] DPR = 27.5*, DPM = 550, shots to set on fire = 37

* Damage sequence (for armoured peds & players) :- 25, 25, 25, 24 - bullets do 25 damage, but every fourth bullet will do 24 damage instead, until they've been depleted of their armour, and then it'll be 41.25 DPR
* Damage sequence (for peds & players without armour) :- 42, 41, 41, 41, 42 - first and then every fourth bullet will do 42 damage, all others do 41 instead
* Damage sequence (for vehicles) :- 28, 27, 28, 27 - odd number bullets (first, third, fifth etc) will do 28 damage, even number bullets do 27 (second, fourth etc).

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[tpsize=4][tpb]Incendiary Rounds:[/tpb][/tpsize]
[tpi]"A random chance to set targets on fire when shot"[/tpi]
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[tpcolor=#FF0000][tpb]![/tpb] Fire will remove an extra 165-175 health from peds (NPCs), but its much less from players.
[tpb]![/tpb] STK (Shots To Kill) has been calculated with enemies that were fireproof (in case none of your bullets set the target on fire).[/tpcolor]

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[tpb]Pistol Mk.2 :-[/tpb] Max ammo = 232 / 8 (240)
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[tpb]Personnel :-[/tpb] DPR = 28.8125*, DPM =  230 / 231*
[tpb]STK Rank 100(+) :-[/tpb] 12, with armour = 14
[tpb]Vehicles :-[/tpb] DPR = 32, DPM = 256, shots to set on fire = 32

* Damage sequence (for peds & players) :- 29, 29, 29, 29, 28 - bullets do 29 damage, but every fifth bullet will do 28 damage instead.

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[tpb]SMG Mk.2 :-[/tpb] Max ammo = 220 / 20 (240) 
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[tpb]Personnel :-[/tpb] DPR = 24.75*, DPM = 495
[tpb]STK Rank 100(+) :-[/tpb] 14, with armour = 16
[tpb]Vehicles :-[/tpb] DPR = 27.5*, DPM = 550, shots to set on fire = 37

* Damage sequence (for peds & players) :- 25, 25, 25, 24 - bullets do 25 damage, but every fourth bullet will do 24 damage instead
* Damage sequence (for vehicles) :- 28, 27, 28, 27 - odd number bullets (first, third, fifth etc) will do 28 damage, even number bullets do 27 (second, fourth etc).

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[tpb]Assault Rifle Mk.2 :-[/tpb] Max ammo = 220 / 20 (240)
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[tpb]Personnel :-[/tpb] DPR = 36, DPM = 720
[tpb]STK Rank 100(+) :-[/tpb] 10, with armour = 11
[tpb]Vehicles :-[/tpb] DPR = 40, DPM = 800, shots to set on fire = 25

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[tpb]Carbine Rifle Mk.2 :-[/tpb] Max ammo = 220 / 20 (240)
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[tpb]Personnel :-[/tpb] DPR = 29.725*, DPM = 594 / 595*
[tpb]STK Rank 100(+) :-[/tpb] 12, with armour = 13
[tpb]Vehicles :-[/tpb] DPR = 33, DPM = 660, shots to set on fire = 31

* Damage sequence (for peds & players) :- 30, 30, 30, 29 - bullets do 30 damage, but every fourth bullet will do 29 damage instead.

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[tpb]Combat MG Mk.2 :-[/tpb] Max ammo = 400 / 80 (480)
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[tpb]Personnel :-[/tpb] DPR = 42.3*, DPM = 3384
[tpb]STK Rank 100(+) :-[/tpb] 8, with armour = 9
[tpb]Vehicles :-[/tpb] DPR = 47, DPM = 3760, shots to set on fire = 22

* Damage sequence (for peds & players) :- 43, 42, 42, 43 - first and then every three bullets do 43 damage, all others do 42 instead. 

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[tpb]Heavy Sniper Mk.2 :-[/tpb] Max ammo = 36 / 4 (40)
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[tpb]Personnel :-[/tpb] DPR = 207, DPM = 828
[tpb]STK Rank 100(+) :-[/tpb] 2, with armour = 2
[tpb]Vehicles :-[/tpb] DPR = 230, DPM = 920, shots to set on fire = 5 

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[tpsize=4][tpb]Armour Piercing (AP) Rounds:[/tpb][/tpsize]
[tpi]"Increased penetration of body armor"[/tpi]
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[tpcolor=#FF0000][tpb]![/tpb] AP bullets will do 10% extra damage of the Damage Per Round to ped & player armour. 
[tpb]![/tpb] Damage is dealt to both health and armour at the same time. 
[tpb]![/tpb] STK is identical whether they're wearing armour or not usually, as the player's health will be fully depleted before their armour is. 
[tpb]![/tpb] No extra effectiveness against vehicles, armoured or not. [/tpcolor]
 
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[tpb]Assault Rifle Mk.2 :-[/tpb] Max ammo = 220 / 20 (240)
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[tpb]Personnel :-[/tpb] DPR = 40, DPM = 800, [tpb]STK Rank 100(+) :-[/tpb] 9
[tpb]with armour :-[/tpb] DPR = 40 (to health) + 4 (to armour), DPM = 800 + 80, [tpb]STK Rank 100(+) :-[/tpb] 9
[tpb]Vehicles :-[/tpb] DPR = 40 DPM = 800, shots to set on fire = 25

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[tpb]Carbine Rifle Mk.2 :-[/tpb] Max ammo = 220 / 20 (240)
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[tpb]Personnel :-[/tpb] DPR = 33, DPM = 660, [tpb]STK Rank 100(+) :-[/tpb] 10
[tpb]with armour :-[/tpb] DPR = 33 (to health) + 3.3 (to armour)*, DPM = 660 + 66, [tpb]STK Rank 100(+) :-[/tpb] 10
[tpb]Vehicles :-[/tpb] DPR = 33 DPM = 660, shots to set on fire = 31

* Damage sequence (for armoured peds & players, damage to armour as follows) :- 4, 3, 3, 4 - first and every three bullets do 4 damage to armour, all others do 3 instead. 

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[tpb]Combat MG Mk.2 :-[/tpb] Max ammo = 400 / 80 (480)
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[tpb]Personnel :-[/tpb] DPR = 47, DPM = 3760, [tpb]STK Rank 100(+) :-[/tpb] 7
[tpb]with armour :-[/tpb] DPR = 47 (to health) + 4.7 (to armour)*, DPM = 3760 + 376 / 377*, [tpb]STK Rank 100(+) :-[/tpb] 7
[tpb]Vehicles :-[/tpb] DPR = 47 DPM = 3760, shots to set on fire = 22

* Damage sequence (for armoured peds & players, damage to armour as follows) :- 5, 5, 5, 4, 5, 5, 4 - first three bullets will do 5 damage to armour but fourth will 4, etc. 

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[tpb]Heavy Sniper Mk.2 :-[/tpb] Max ammo = 36 / 4 (40)
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[tpb]Personnel :-[/tpb] DPR = 230, DPM = 920, [tpb]STK Rank 100(+) :-[/tpb] 2
[tpb]with Armour :-[/tpb] DPR = 230 (to health) + 23 (to armour), DPM = 920 + 92, [tpb]STK Rank 100(+) :-[/tpb] 2
[tpb]Vehicles :-[/tpb] DPR = 230, DPM = 920, shots to set on fire = 5 

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[tpsize=4][tpb]Full Metal Jacket (FMJ) Rounds:[/tpb][/tpsize]
[tpi]"Increased damage to vehicles. Also penetrates bullet resistant glass"[/tpi]
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[tpcolor=#FF0000][tpb]![/tpb] Will break through armoured vehicle's glass and do damage to the person inside in just one shot. 
[tpb]![/tpb] FMJ rounds do exactly double (2x) base damage to vehicles. [/tpcolor]

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[tpb]Pistol Mk.2 :-[/tpb] Max ammo = 232 / 8 (240)
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[tpb]Personnel :-[/tpb] DPR = 28.8125*, DPM =  230 / 231*
[tpb]STK Rank 100(+) :-[/tpb] 12, with armour = 14
[tpb]Vehicles :-[/tpb] DPR = 64, DPM = 512, shots to set on fire = 16

* Damage sequence (for peds & players) :- 29, 29, 29, 29, 28 - every fifth bullet will do 28 damage instead.

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[tpb]SMG Mk.2 :-[/tpb] Max ammo = 220 / 20 (240) 
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[tpb]Personnel :-[/tpb] DPR = 24.75*, DPM = 495
[tpb]STK Rank 100(+) :-[/tpb] 14, with armour = 16
[tpb]Vehicles :-[/tpb] DPR = 55, DPM = 1100, shots to set on fire = 19

* Damage sequence (for peds & players) :- 25, 25, 25, 24 - bullets do 25 damage, but every fourth bullet will do 24 damage instead.

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[tpb]Assault Rifle Mk.2 :-[/tpb] Max ammo = 220 / 20 (240)
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[tpb]Personnel :-[/tpb] DPR = 36, DPM = 720
[tpb]STK Rank 100(+) :-[/tpb] 10, with armour = 11
[tpb]Vehicles :-[/tpb] DPR = 80, DPM = 1600, shots to set on fire = 13

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[tpb]Carbine Rifle Mk.2 :-[/tpb] Max ammo = 220 / 20 (240)
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[tpb]Personnel :-[/tpb] DPR = 29.725*, DPM = 594 / 595*
[tpb]STK Rank 100(+) :-[/tpb] 12, with armour = 13
[tpb]Vehicles :-[/tpb] DPR = 66, DPM = 1320, shots to set on fire = 16

* Damage sequence (for peds & players) :- 30, 30, 30, 29 - bullets do 30 damage, but every fourth bullet will do 29 damage instead.

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[tpb]Combat MG Mk.2 :-[/tpb] Max ammo = 400 / 80 (480)
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[tpb]Personnel :-[/tpb] DPR = 42.3*, DPM = 3384
[tpb]STK Rank 100(+) :-[/tpb] 8, with armour = 9
[tpb]Vehicles :-[/tpb] DPR = 94, DPM = 7520, shots to set on fire = 11

* Damage sequence (for peds & players) :- 43, 42, 42, 43 - first and then every three bullets do 43 damage, all others do 42 instead. 

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[tpb]Heavy Sniper Mk.2 :-[/tpb] Max ammo = 36 / 4 (40)
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[tpb]Personnel :-[/tpb] DPR = 207, DPM = 828 
[tpb]STK Rank 100(+) :-[/tpb] 2, with armour = 2
[tpb]Vehicles :-[/tpb] DPR = 460, DPM = 1840, shots to set on fire = 3

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[tpsize=4][tpb]Explosive Rounds:[/tpb][/tpsize]
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[tpb]Heavy Sniper Mk.2 :-[/tpb] Max ammo = 36 / 4 (40)
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[tpb]Personnel :-[/tpb] DPR = 200, DPM = 800
[tpb]STK Rank 100(+) :-[/tpb] 2, with armour = 2
[tpb]Vehicles :-[/tpb] One shot will destroy all vehicles unless otherwise stated, as below. Normal roadcars with 100% armour will survive 1 shot and thus are destroyed in two shots. 
Generally speaking, 100% armour means that it resists weapon and explosive damage twice as much as usual - this is also confirmed by, for example, Assault Rifle Mk.2 bullets doing exactly half the damage when the vehicle has this armour upgrade from LSC - so instead of removing 40 of the vehicle's health, it removes 20.

Below is a list of hopefully all the relevant vehicles and how many explosive rounds it takes from the Heavy Sniper Mk.2 to destroy the vehicle (blow it up in this case). 

[tpb]Aircraft (except Cargobob) :-[/tpb] 2
[tpb]APC :-[/tpb] 20
[tpb]Cargobob :-[/tpb] 4
[tpb]Duke O' Death :-[/tpb] 4 - see notes below
[tpb]Dune FAV :-[/tpb] 2
[tpb]Half-Track :-[/tpb] 12
[tpb]Hauler & Phantom Custom :-[/tpb] 28
[tpb]Insurgent :-[/tpb] 10 - if you manage to get 100% armour on the Insurgent, the vehicle will be destroyed after 12 shots instead of 10. 
[tpb]Insurgent Pick-Up :-[/tpb] 12
[tpb]Kuruma - Armoured :-[/tpb] 4 - having a 100% armour upgrade - which isn't available from LSC - won't increase this vehicle's explosive resistance at all. 
[tpb]Lightly-Armoured Vehicles :-[/tpb] 4 - see notes below
[tpb]Mobile Operations Centre (MOC) :-[/tpb] 48
[tpb]Oppressor :-[/tpb] 2
[tpb]Police Riot :-[/tpb] 2
[tpb]Police Transporter :-[/tpb] 1
[tpb]Rhino Tank :-[/tpb] 10
[tpb]Special Vehicles (Import / Export) :-[/tpb] 1 - see notes below
[tpb]Special Vehicles with 100% armour :-[/tpb] 2 - see notes below
[tpb]Standard Vehicles :-[/tpb] 2
[tpb]Turreted Limo :-[/tpb] 2
[tpb]Weaponized Tampa :-[/tpb] 2

[tpb]- "Lightly-Armoured Vehicles"[/tpb] include the following: Baller LE (Armoured) and Baller LE LWB (Armoured), Cognoscenti (Armoured) and Cognoscenti 55 (Armoured), Schafter V12 (Armoured) and Schafter LWB (Armoured), and finally the XLS (Armoured).
[tpb]- "Special Vehicles - Import / Export"[/tpb] are the Armoured Boxville, Phantom Wedge, Ramp Buggy and Wastelander.
[tpb]- "Special Vehicles with 100% armour"[/tpb] are the Blazer Aqua, Technical Aqua, Rocket Voltic and Ruiner 2000.
[tpb]- "Standard Vehicles"[/tpb] include roadcars or anything that hasn't been stated otherwise, for example, all Sports cars - fitted with 100% armour.
The Duke O' Death has interesting explosion-resistant properties. It takes 4 explosive bullets to destroy it with the Heavy Sniper Mk.2, or alternatively 3 Homing Launcher missiles (whereas many other vehicles are destroyed with one of them). It's destroyed by just one sticky bomb or RPG too.

Hopefully this information will have been of some use to people. Good luck in your rampages!
Overall, here's my recommendations for weapons and ammo types :-

Pistol Mk.2 = Hollow Point rounds 
SMG Mk.2 = FMJ rounds
Assault Rifle Mk.2 = Armour Piercing rounds
Carbine Rifle Mk.2 = Standard ammunition
Combat MG Mk.2 = Incendiary rounds or standard ammunition
Heavy Sniper Mk.2 = Explosive rounds.

Pasted: Jul 7, 2017, 2:32:41 am
Views: 272