Standard (FMJ)
Also called: Standard, full metal jacket
The baseline.
- On flesh
- 100%
- Through L4
- 35%
Ammo
Every caliber comes in three loads: standard, armor piercing and hollow point. Picking the right one can save you several shots per kill. Here is when each one wins, worked out for all 29 guns.
Chest shots, target in matching body armor. Standard ammo is the best or tied at level 1 and loses little at level 2, but falls clearly behind armor piercing at level 3 and 4.
Also called: Standard, full metal jacket
The baseline.
Also called: Piercing
Less on flesh, much better against plates.
Also called: Flesh rounds
Double on flesh, badly blunted by armor.
Damage that reaches the target on an armored zone, as a share of a standard round hitting bare skin. Higher is better.
| Ammo | None | Level 1 | Level 2 | Level 3 | Level 4 |
|---|---|---|---|---|---|
| Standard (FMJ) | 100% | 70% | 60% | 45% | 35% |
| Armor piercing | 80% | 67% | 62% | 54% | 47% |
| Hollow point | 200% | 34% | 16% | 4% | 1% |
Chest shots for popular guns. The fewest shots at each armor level is highlighted. Try any weapon in the calculator →
How many of the 29 weapons need the fewest chest shots with each load. Ties count for both.
| Target | FMJ | AP | HP | Ties |
|---|---|---|---|---|
| None | 2 | 1 | 29 | 2 |
| Level 1 | 29 | 21 | 0 | 21 |
| Level 2 | 24 | 29 | 0 | 24 |
| Level 3 | 2 | 29 | 0 | 2 |
| Level 4 | 3 | 29 | 0 | 3 |
The same damage model as the shots to kill calculator. Hollow points multiply flesh damage by 2, armor piercing by 0.8. Armor then blocks less of an AP round and much more of a hollow point than of a standard one.
The ammo effects are fitted to community test numbers and not confirmed by the developers. Sources disagree on the exact values, so treat the counts as a guide. The rule of thumb holds across every source we found.
Sources
Ammo effects are fitted to community testing and can change with any patch.