Weapon Damage Levels

Found this on Reddit Credit to GM556
Im just reposting because i think this info might be useful for most of us. Thanks again GM556!

UNSC WEAPONS
Magnum

  • Ammo Capacity: 12 rounds per magazine, up to 48 rounds in reserve, semi-automatic - Shield Damage: 4 shots to break shields, - Body Damage: 3 body shots or 1 unshielded headshot to kill - 3 shots then a melee to kill a fully shielded playerAssault Rifle

  • Ammo Capacity: 36 rounds per magazine, up to 216 rounds in reserve, fully automatic - Shield Damage: 9 shots to break shields - Unshielded Damage: 6 body shots or 3 headshots to kill - 6 shots then a melee will kill a fully shielded playerBattle Rifle

  • Ammo Capacity: 36 rounds (12 3-round bursts) per magazine, up to 108 rounds (36 3-round bursts) in reserve, 3-round burst (if you couldn’t tell by now) - Shield Damage: 11 shots (3.66 3-round bursts) to break shields - Unshielded Damage: 6 body shots (2 3-round bursts) or 1 single headshot to kill - 6 shots (2 3-round bursts) then a melee will kill a fully shielded playerNOTE: If the last round of the 4th burst against a fully shielded player must strike the head for the famous 4-burst kill.
    SMG

  • Ammo Capacity: 60 rounds per magazine, up to 360 rounds in reserve, fully automatic - Shield Damage: 9 shots to break shields - Unshielded Damage: 6 body shots or 4 headshots to kill - 6 shots then a melee will kill a fully shielded playerDMR

  • Ammo Capacity: 15 rounds per magazine, up to 45 rounds in reserve, semi-automatic - Shield Damage: 4 shots to break shields - Unshielded Damage: 2 body shots or 1 headshot to kill - 2 shots then a melee will kill a fully shielded playerSAW

  • Ammo Capacity: 72 rounds per drum, up to 216 rounds in reserve, fully automatic - Shield Damage: 9 shots to break shields - Unshielded Damage: 5 body shots or 3 headshots to kill - 6 shots then a melee will kill a fully shielded playerShotgun

  • Ammo Capacity: 5 shells in internal magazine, up to 15 shells in reserve, pump action, shells are loaded one at a time - Un-scoped Red Reticle Range: 8.25m, 1 blast will result in anything between shields removed and 1/2 health damage to an instant kill - Un-scoped Instant Kill Range: <8m - Smart-scoped Red Reticle range: 10m, 1 blast will consistently remove a player’s shields and deal 2/3 total health damage - Smart-scoped Instant Kill Range: <9mNOTE: Any performance past the given distances will be inconsistent at best due to the RNG of the shot pattern. Getting as many individual pellets to hit the target from a single blast is paramount to good results.
    Hydra

  • Ammo Capacity: 6 rockets per cylinder, up to 18 rockets in reserve, semi-automatic, rockets loaded in one at a time - Direct Hit: 2 direct hits needed to kill - Splash Damage: An indirect hit hill remove less than half of a player’s shields. Furthest extent of damage at 5mNOTE: Rockets will only track once a lock on is attained in smart scope. Wait for the orange dotted diamond to become a solid red diamond to fire. Rockets can be curved around obstacles if the Hydra is aimed to the side of a target before firing
    Railgun

  • Ammo Capacity: 1 rail per charger, up to 13 rails in reserve, single shot, 2-second minimum charge time, 3-second maximum charge time - Direct Hit: Instant Kill - Splash Damage: An indirect hit hill remove a player’s shields and deal roughly 2/3 health damage. Furthest extent of damage at 4.25mSniper Rifle

  • Ammo Capacity: 4 rounds per magazine, up to 16 rounds in reserve, semi-automatic - Shield Damage: 1 body shot to break shields, 1 headshot kills a fully shielded player - Unshielded Damage: 1 body shot or 1 headshot to kill - 1 shot then a melee will kill a fully shielded playerRocket Launcher

  • Ammo Capacity: 2 Rockets per clip, up to 4 rockets in reserve, semi-automatic - Direct Hit: Instant Kill - Splash Damage: 4.5m instant-kill radius. Furthest extent of damage at 8m.Spartan Laser

  • Ammo Capacity: 100 Battery Units, 25 Units per shot, 4 shots total, 3-second charge time before firing - Direct Hit: Instant Kill - Splash Damage: 2m radius splash damage. Splash damage does roughly 2/3 of a player’s shield. If a player has less than half of their shields, splash damage will be enough to kill them.

COVENANT WEAPONS
Plasma Pistol

  • Ammo Capacity: 100 Battery Units, 1 Unit per shot, 100 shots total, semi-automatic, 16 shots fired at maximum firing rate results in an overheat - 2-second charge time for overcharge, overcharge consumes 15-16 Units per shot, 7 overcharges total.NOTE: Overcharge can be used if less than 16 Battery Units remain. If charge is held, about 2 battery per second is consumed until shot is fired or battery is depleted. When battery is depleted in this manner, the overcharge shot is fired

  • Shield Damage: 3 shots to break shields, 1 overcharge to break shields and do about 1/5 health damage - Unshielded Damage: 6 body shots or 6 headshots to kill, 3 overcharges to kill - 2 shots then a melee will kill a fully shielded playerStorm Rifle

  • Ammo Capacity: 100 Battery Units, .5-2 Units per shot, about 100 shots total, fully automatic, if about 16% battery fired at maximum firing rate results in an overheat - Shield Damage: 3-6 shots to break shields - Unshielded Damage: 4 body shots or 4 headshots to kill - 4 shots then a melee will kill a fully shielded playerNOTE: The Storm Rifle had extremely inconsistent performance in regards to damage and battery consumption. There seems to be a delay between the battery consumed and the battery percentage on your HUD. The gun works great at close range however
    Needler

  • Ammo Capacity: 22 Needles per Caddy, up to 66 needles in reserve - Body Damage: 7 needles must be embedded in target for instant kill super-combine, damage of the needles themselves is negligible, it takes at least 33 needles to kill a fully shielded player. It takes TWO needles to kill one of the little beetles crawling around on RegretNOTE: Smart scope greatly increases homing ability of the needles
    Carbine

  • Ammo Capacity: 20 rounds per magazine, up to 80 rounds in reserve, semi-automatic - Shield Damage: 6 shots to break shields - Unshielded Damage: 4 body shots or 1 headshot to kill - 4 shots then a melee will kill a fully shielded playerBeam Rifle

  • Ammo Capacity: 100 Battery Units, 9-10 Units per shot, 10 shots total, semi-automatic, 2 shots at maximum firing rate results in an overheat - Shield Damage: 1 body shot to break shields, 1 headshot kills a fully shielded player - Unshielded Damage: 1 body shot or 1 headshot to kill - 1 shot then a melee will kill a fully shielded playerPlasma Caster

  • Ammo Capacity: 5 plasma grenades per drum, up to 15 plasma grenades in reserve, semi-automatic, 2-second minimum charge time, 4-second maximum charge time for charged shot, charged shot sticks to both players and terrain - Direct Hit: Uncharged shot removes shields and deals ¾ health damage; charged shot results in an instant kill - Splash Damage: An indirect hit hill remove a player’s shields and deal roughly 3/4 health damage, furthest extent of damage 6.25m ; An indirect hit from a charged shot can instantly kill a player, and spread about 5 sub-munitions over an area up to 7 meters in diameter. The individual sub-munitions are much weaker individually, dealing roughly 2/3 to ¾ each in shield damage. Furthest extent of damage is difficult to measure, but is roughly 4m.Energy Sword

  • Ammo Capacity: 100 Battery Units, 10 Units per successful hit, 10 hits total - Un-scoped Red Reticle Range: 6.75m - Smart-scoped Red Reticle range: 11.8m Damage: Lunge initiated by red reticle is an instant kill. Using the melee button is faster, but a two hit killNOTE: An Energy Sword with an expired battery can be used as a “brass knuckles” of sorts. It does standard melee damage and strikes a bit faster.
    Fuel Rod Gun

  • Ammo Capacity: 5 Rods per clip, up to 10 rods in reserve, semi-automatic - Direct Hit: Instant Kill - Splash Damage: An indirect hit hill remove a player’s shields and deal roughly 1/2 health damage. Furthest extent of damage at 7mNOTE: It appears that fuel rods can no longer be bounced off of angled surfaces
    FORERUNNER WEAPONS
    Boltshot

  • Ammo Capacity: 24 shots (8 3-round bursts) per magazine, up to 72 shots (24 3-round bursts) in reserve, 3-round burst - Shield Damage: 8 shots (2.66 3-round bursts) to break shields - Unshielded Damage: 6 body shots (2 3-round bursts) - 6 shots (2 3-round bursts) then a melee will kill a fully shielded playerNOTE: The numbers here might not be entirely accurate. What is confirmed is that the Boltshot is capable of a 4-burst kill if all shots connect, with the 3rd burst doing some health damage. But if you encounter an enemy player without shields, they might need 2 full bursts if they are at full health. If the reticle is red, the shots will home in on target.
    Suppressor

  • Ammo Capacity: 42 shots per magazine, up to 160 shots in reserve, fully automatic,NOTE: Rate of fire increases the longer the trigger is held, if the reticle is red, the shots will home in on target

  • Shield Damage: 11 shots to break shields - Unshielded Damage: 7 body shots or 7 headshots to kill - 5 shots then a melee will kill a fully shielded playerScattershot

  • Ammo Capacity: 5 “shells” stored in weapon, up to 20 “shells” in reserve, semi-automatic, “shells” loaded in one at a time - Un-scoped Red Reticle Range: 13.75m, 1 blast will consistently remove a player’s shields from this range - Un-scoped Instant Kill Range: 8m - Smart-scoped Red Reticle range: 18.16m, 1 blast will consistently deplete 3/4 of a player’s shields - Smart-scoped Instant Kill Range: 9.5mNOTE: Shots can be ricocheted off of angled surfaces. Any performance past the given distances will be inconsistent at best due to the RNG of the shot pattern. Getting as many individual shots to hit the target from a single blast is paramount to good results.
    Light Rifle

  • Ammo Capacity: per 12 shots per magazine, up to 36 shots in reserve, semi-automatic, rate of fire is slower in scoped mode - Shield Damage: 3 unscoped or 2 scoped shots to break shields - Unshielded Damage: 2 unscoped or 2 scoped body shots to kill, 1 scoped or unscoped headshot to kill - 2 unscoped or scoped shots then a melee will kill a fully shielded playerNOTE: In scoped mode, the Light Rifle is capable of 3 shot kills if the last round is a headshot
    Binary Rifle

  • Ammo Capacity: 2 shots per magazine, up to 8 shots in reserve, semi-automatic - Damage: Each shot lasts about 1.5 seconds. As long as half of this beam connects with an enemy player, they should die (assuming they have normal shields and health)NOTE: While scoped in, the Binary Rifle activates 4 very visible laser sights that can alert players to your position
    Incineration Cannon

  • Ammo Capacity: 100 Battery Units, 5 Units per shot, 20 shots (10 2-round bursts) total, 2-round burst - 2-second charge time for overcharge, overcharge consumes about 25 Units per shot, 4 overcharges total. - Direct Hit: Instant kill uncharged, instant kill charged - Splash Damage: 2 indirect uncharged shots will remove a player’s shield and do about 1/5 health damage. 4m instant-kill radius for charged shots. Furthest extent of damage of charged shots at 8m.link to the original reddit thread here
    https://www.reddit.com/r/halo/comments/3rqtno/a_fairly_indepth_halo_5_multiplayer_weapons/

Good info thanks for sharing!