The
Combat MG Mk II has the highest base damage among the automatic weapons in this comparison at 47 per shot. The
Heavy Sniper Mk II leads the listed rifles at 230. Those numbers are only a starting point. Fire rate, pellets, distance loss, armor, victim rules, and ammunition type decide the real result.
GTA 5 weapon damage chart
Weapon | Class | Base damage | Approx. RPM | Magazine | File range | Far modifier |
|---|---|---|---|---|---|---|
Sniper | 230 | 50 | 6 | 1,500 m | No standard row | |
Handgun | 200 | 45 | 6 | 120 m | 0.70x | |
Rifle | 165 | 38 | 1 | 250 m | 0.30x | |
Shotgun | 117 | 200 | 6 | 50 m | 0.50x | |
Sniper | 101 | 38 | 10 | 1,500 m | No standard row | |
Sniper | 75 | 200 | 8 | 1,000 m | 0.30x | |
Machine gun | 47 | 556 | 100 | 120 m | 0.30x | |
Assault rifle | 34 | 500 | 30 | 120 m | 0.30x | |
Assault rifle | 34 | 380 | 30 | 120 m | 0.30x | |
Assault rifle | 33 | 444 | 30 | 120 m | 0.30x | |
Assault rifle | 32.5 | 444 | 30 | 120 m | 0.30x | |
Shotgun | 32 | 200 | 8 | 40 m | 0.30x | |
Handgun | 25 | 600 | 18 | 120 m | 0.30x | |
SMG | 25 | 522 | 33 | 120 m | 0.30x | |
SMG | 25 | 508 | 30 | 120 m | 0.30x |
The range column records the file range, not a promise that a weapon deals full damage to that distance. Damage can begin falling earlier. A 0.30x far modifier means the base value can fall to 30% at the end of the standard drop-off curve.
Quick theoretical body-shot TTK
For a simple 100-health target at close range, with no armor, misses, lag, animation delay, or special mode rule, the interval formula is:
shots = ceil(100 / base damage) TTK = (shots - 1) × 60 / RPM
Weapon | Shots to 100 health | Theoretical interval TTK |
|---|---|---|
Combat MG Mk II | 3 | About 216 ms |
Advanced Rifle | 3 | About 240 ms |
AP Pistol | 4 | About 300 ms |
Special Carbine Mk II | 4 | About 405 ms |
Tactical SMG | 4 | About 345 ms |
Why shotgun damage needs different treatment
The extracted shotgun value is not enough to compare a spread weapon with an automatic rifle. Pellet count, how many pellets connect, falloff, and target distance matter. That is why the Heavy Shotgun's 117 should not be read as a routine single-projectile hit.
Base damage is not HUD damage
The in-game bars are display values. They compress different stats into a small visual scale. The database keeps the numeric damage, RPM, magazine, range, drop-off, damage type, and provenance separately. Use the weapon database for a specific gun and the best weapons guide for role-based recommendations.