Hi all! I have created a weapon damage and enemy health spreadsheet. All data is collected after season 1 reloaded and all conversion kit data is after the update that buffed some of them. Currently, the spreadsheet only contains all of the ARs (except for the single tap mod versions of the guns that have them), all of the SMGs (except for fennec double tap), all of the LMGs, and all of the battle rifles that come full auto by default. The health part of the spreadsheet is mostly incomplete.

If you want the spreadsheet up front, there is the link. I will explain a little bit about it in this post so I recommend reading it.

https://docs.google.com/spreadsheets/d/14-4cP0-y48lIcwA1oPdqlFxJEjjZq_EXzhBLiMVMlIQ/edit

Quick note, this is not meant to be a guide on what I think the best weapon in MWZ is. Damage per second and per mag are significant factors but not the only factors to consider. When stacking multipliers, damage might be just slightly higher than expect because of the game rounding numbers. Also, it is possible there are mistakes somewhere. The hitboxes on the zombies can be weird. Lastly, all of this data is based on the premise that stun grenades deal 1 point of damage.

The method I used involves throwing stun grenades to deal damage. To get the health of a tier 1 zombie, I used the WSP Stinger to help me. It takes 8 shots to the leg to kill a zombie. By taking 7 shots and throwing stuns, i find that the remain health is 12. By taking 6 shots, i have to throw 36 stuns to kill the zombie. Some math tells me that the WSP Stinger does 24 damage to the leg and tier 1 zombies have 180 health. You can use some of these things to start figuring out the damage to other body parts and other weapons. Direct impacting with stuns is also a very useful tool.

The difference in damage between criticals and non-criticals is massive. A lot of guns do 3 to 4 times as much damage to the head when compared to the chest. Biggest multiplier I have seen yet is 6 times.

The damage numbers in the spreadsheet are damage at base rarity and no PaP. Some weapons seem to have different multipliers after PaP (aside from the double damage of PaP), probably because the name change is not just for show and the game actually considers them to be different weapons. I have the extra crit multiplier only in the spreadsheet. The little bit of testing I did showed that the multiplier applied to crits and not to limb shots. Dps and dpm both take into account the extra multiplier. Most of the weapons that have an extra multiplier are assault rifles. From limited testing, that extra multiplier should only apply on the initial PaP and not after every PaP.

My spreadsheet also contains the PaP mag size with the largest mag and reserve ammo while using that mag. Should be useful in deciding the weapons you might want to use.

Anyway, I feel burnt out on MWZ lately so it might be awhile before I complete the spreadsheet. Season 2 isnt looking too hot and so I have no idea when I will get around to updating this spreadsheet. I will probably make a video about it and post it here when I complete it, if I do complete it.

If you have any questions about it, let me know.

3 Comments

  1. CaminoReal209

    Very well put together! This is important information to not be pinned at the top in some way.

    I figured the health disparity between tier 2 and 3 zombies to be big but to be that big of a difference is crazy!

    The wsp stinger does 2400 critical damage? That’s huge. Might give that gun a shot

  2. barisax9

    This looks like it’ll be a good resource, once it’s complete

  3. R3ddit5uxA55

    Used a lot of the high critical damage guns. Numbers explain why some of them so good with deadshot.

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