Halo 3 Weapon Stats

Halo: The Master Chief Collection377 views6 favorites24 min readby UNIT 220Updated 25 JulView on Steam ↗

Forward - Welcome to the Armory


Originally posted by Master Guns:
"Pay attention, 'cause I'm only going over this once."

The Master Spreadsheet
All of the information here can also be found on my Halo 3 Weapon Stats spreadsheet.[docs.google.com] The spreadsheet has much more information but can easily become overwhelming so, this guide should work well as a reference sheet. In addition to having more info, the spreadsheet is MUCH easier for me to update than this guide is. If you find conflicting information between the two sources, refer to spreadsheet. Please note that I've attempted to "clarify" some of the stats by renaming them in this guide so keep an eye out for those when comparing the sources.
Copy Permission
I obviously don't own any of this information so please feel free to use this guide or my spreadsheet as an easy way to transcribe the weapon stats into other forms/places! I only ask that you don't copy and paste my entire guide and then pretend that you made it. Credit for the time I've spent pulling this stuff out and figuring out how it works is nice but, this information is in the game files so everybody has the rights to use it!
Formatting
Due to limitations with Steam, I can't guarantee this guide is viewable on mobile. I made sure it works with the desktop application and webpages. That horrible looking sidebar is there because I've actually hit the character limit in some of the sections and needed more space. The guide isn't nearly as long as it looks. The tables just require a lot of characters behind the scenes.
A Reminder of Damage Resistances
Targets in Halo games are subject to different types of damage resistances based on their material groups and the type of projectile hitting them. This means that weapons will often NOT do their base damage to a target. Each enemy has their own set of groups defined in the code. The projectile type for each weapon can be found on my master spreadsheet and Halo 3's damage table can be found here[www.halopedia.org]. Base damage stats may not be accurate for every material interaction, but they remain helpful when comparing weapons. If a damage value here seems high or low then it is likely that you're accustomed to the damage done to a target AFTER resistances are applied... or I made a mistake at which point you should please contact me.

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-- Two Handed Guns --

Attributes

Key:
  • Damage Type(s): The general and specific damage types used by a weapon's projectile. These are useful when calculating final damage with the damage table[www.halopedia.org]. If a weapon only has one type listed then it is the general damage.

  • Damage: Damage done by a projectile. If a weapon has two numbers, the damage starts at the higher number and falls off to the lower one over the range of the projectile.

  • Rounds Per Second: The number of "firing effects" created per second. Usually bullets.

  • Velocity: The max speed a projectile moves through the air, expressed in world units per second (wu/s).

  • Range: How far a projectile will travel before despawning, expressed in world units (wu).

  • First Shot Error: Determines the cone your bullet can be within during your first shot, most important for dualies, expressed in degrees (deg).

  • Cone of Fire: The minimum and maximum cones around the desired path a bullet can be offset by RNG during sustained fire, expressed in degrees (deg).

  • Bloom Growth Time: The time it takes to reach a weapon's maximum cone of fire under constant fire, expressed in seconds (sec).

  • Bloom Recovery Time: The time it takes to reach a weapon's minimum cone of fire when not firing, expressed in seconds (sec).
Data:
Shotgun
Assault Rifle
Silenced SMG
Automag
Battle Rifle
Carbine
Sniper Rifle
Beam Rifle
Damage Type(s)
Bullet Fast
Bullet Slow
Bullet Slow
Bullet Slow
Bullet Fast
Plasma Fast
Bullet Fast (Sniper)
Plasma Fast (Sniper)
Damage
max-min
10.0-3.0
7.5
5.0
16.0
6.0
10.0
80.0
80.0
Rounds Per Second*
1*
10
15
3.571*
15.00
7.264(adj)†
2.421(fips)*
5.882*
1.428*
2.5*
Velocity (wu/s)
480
80
400
180
180
180
1200
1200
Range (wu)
6
40
40
40
60
60
500
500
First Shot Error(deg)↓
7.50
0.10
0.05
0.00
0.15
0.30
0.00
0.00
Cone of Fire (deg)
min-max↓
7.50-7.50
0.10-3.00
0.25-5.50
0.00-0.00
0.15-0.50
0.30-0.60
0.00-0.00
0.00-0.00
Bloom Growth Time (sec)↑
N/A
0.5
2.0
0.00
0.2
1.0
0.0
0.0
Bloom Recovery Time (sec)↓
N/A
0.50
0.25
0.00
0.20
0.50
0.00
0.00
Any_underscores_are_used_for_steam_formatting_purposes.

↓ Lower is better.

↑ Higher is better.

* Rounds Per Second stats marked with a star are derived by the following formula: 1/(fireRecoveryTime+burstDuration) = firesPerSecond aka "fips"
This was done because these weapons do not have rates of fire defined in their tags and instead use fire recovery time stats to space out their fires. I also use the term "fire" instead of "shot" here because those are actually 2 different things in the code. A "shot" is the projectile expelled from the barrel while a "fire" is whatever happens when the trigger is pulled.

† The BR's rounds per second of 15 is the rate of fire during a burst. I've opted to also display the adjusted (adj) rounds per second when including bursts as well as the fires per second (fips). It's not very important to get into the weeds on this as the weapon's headshot ttk is equal to the carbine.

Aim Assist

Key:
  • Autoaim Angle: Defines the area around a target where "red reticle range" triggers. Controls reticle stickiness for controllers, expressed in degrees (deg).

  • Autoaim Range: Defines the farthest range to a target where "red reticle range" triggers. Controls reticle stickiness for controllers, expressed in world units (wu).

  • Autoaim Falloff Range: The distance beyond which autoaim begins to fade in strength. Controls reticle stickiness for controllers, expressed in world units (wu).

  • Magnetism Angle: Defines the area around a target where bullets are allowed to bend to hit a target. Controls bullet magnetism, expressed in degrees (deg).

  • Magnetism Range: Defines the furthest range to a target where bullets are allowed to bend to hit a target. Controls bullet magnetism, expressed in world units (wu).

  • Magnetism Falloff Range: The distance beyond which bullet magnetism begins to fade in strength. Controls bullet magnetism, expressed in world units (wu).
Data:
Shotgun
Assault_Rifle
Silenced SMG
Automag
Battle_Rifle
Carbine
Sniper_Rifle
Beam_Rifle
Autoaim Angle (deg)
8
5
5
2.75
3
3
1
1
Autoaim Range (wu)
5.5
15.0
12.0
15.0
17.0
17.0
10.0
10.0
Autoaim Falloff Range (wu)
2.75
7.50
6.00
7.50
10.50
10.50
5.00
5.00
Magnetism Angle (deg)
16
10
12
6
6
6
4
4
Magnetism Range (wu)
5.5
20.0
18.0
15.0
21.0
21.0
14.0
14.0
Magnetism Falloff Range (wu)
2.75
10.00
18.00
10.00
21.00
21.00
14.00
14.00
Any_underscores_are_used_for_steam_formatting_purposes.

-----------------------------------------------------------------------------------------------------

-- One Handed Guns --

Attributes

Key:
  • Damage Type(s): The general and specific damage types used by a weapon's projectile. These are useful when calculating final damage with the damage table[www.halopedia.org]. If a weapon only has one type listed then it is the general damage.

  • Damage: Damage done by a projectile. If a weapon has two numbers, the damage starts at the higher number and falls off to the lower one over the range of the projectile.

  • Rounds Per Second: The number of "firing effects" created per second. Usually bullets.

  • Velocity: The max speed a projectile moves through the air, expressed in world units per second (wu/s).

  • Range: How far a projectile will travel before despawning, expressed in world units (wu).

  • First Shot Error: Determines the cone your bullet can be within during your first shot, most important for dualies, expressed in degrees (deg).

  • Cone of Fire: The minimum and maximum cones around the desired path a bullet can be offset by RNG during sustained fire, expressed in degrees (deg).

  • Bloom Growth Time: The time it takes to reach a weapon's maximum cone of fire under constant fire, expressed in seconds (sec).

  • Bloom Recovery Time: The time it takes to reach a weapon's minimum cone of fire when not firing, expressed in seconds (sec).

  • "Dual" Stats: The stats used when the weapon is held while also holding something in the other hand. It doesn't matter which hand is holding the weapon, spartans are ambidextrous.
Data:
Mauler
Brute Plasma Rifle
Plasma Rifle
SMG
Magnum
Plasma Pistol
Spiker
Damage Types
Bullet Slow (Anti-flood)
Plasma Slow
Plasma Slow
Bullet Slow
Bullet Slow
Plasma Slow || EMP
Bullet Slow
Damage
max-min
7-1.5
10
10
5
15
7 base
400 charged
9
Dual Damage
max-min
4.9-1.05
8
8
4.5
10.5
7 base
400 charged
7.2
Rounds Per Second*
1.33*
10-12
6-9
15
2.5*
20*
8
Velocity (wu/s)
480
25
25
400
180
21 base
12 charged
25-17.5
Range (wu)
8
30
40
40
40
40
70
First Shot Error (deg)↓
7.50
1.25
0.50
0.25
0.05
0.00
0.50
Cone of Fire (deg)
min-max↓
7.50-7.50
1.25-2.00
0.50-1.25
1.25-2.75
0.05-0.05
0.00-0.00
0.50-1.25
Dual First Shot Error (deg)↓
7.50
0.25
0.25
0.5
0.05
0.00
0.25
Dual Cone of Fire (deg)
min-max↓
7.50-7.50
1.50-3.00
0.75-1.50
1.5-3.00
0.50-1.00
0.00-0.00
0.75-1.50
Bloom Growth Time (sec)↑
N/A
0.5
0.8
0.0
1.0
0.0
1.0
Dual Bloom Growth Time (sec)↑
N/A
0.5
0.8
0.0
1.0
0.0
1.0
Bloom Recovery Time (sec)↓
N/A
0.6
0.6
0.0
0.2
0.0
0.2
Dual Bloom Recovery Time (sec)↓
N/A
0.6
0.6
0.0
0.2
0.0
0.2

* Rounds Per Second stats marked with a star are derived by the following formula: 1/(fireRecoveryTime+burstDuration) = firesPerSecond aka "fips"
This was done because these weapons do not have rates of fire defined in their tags and instead use fire recovery time stats to space out their fires. I also use the term "fire" instead of "shot" here because those are actually 2 different things in the code. A "shot" is the projectile expelled from the barrel while a "fire" is whatever happens when the trigger is pulled.

Aim Assist

Key:
  • Autoaim Angle: Defines the area around a target where "red reticle range" triggers. Controls reticle stickiness for controllers, expressed in degrees (deg).

  • Autoaim Range: Defines the farthest range to a target where "red reticle range" triggers. Controls reticle stickiness for controllers, expressed in world units (wu).

  • Autoaim Falloff Range: The distance beyond which autoaim begins to fade in strength. Controls reticle stickiness for controllers, expressed in world units (wu).

  • Magnetism Angle: Defines the area around a target where bullets are allowed to bend to hit a target. Controls bullet magnetism, expressed in degrees (deg).

  • Magnetism Range: Defines the furthest range to a target where bullets are allowed to bend to hit a target. Controls bullet magnetism, expressed in world units (wu).

  • Magnetism Falloff Range: The distance beyond which bullet magnetism begins to fade in strength. Controls bullet magnetism, expressed in world units (wu).
Data:
Mauler
Brute Plasma Rifle
Plasma Rifle
SMG
Magnum
Plasma Pistol
Spiker
Autoaim Angle (deg)
8
5
5
5
2
5
5
Autoaim Range (wu)
7
12
12
12
15
13.5
12
Autoaim Falloff Range (wu)
3.5
6
6
6
7.5
9
6
Magnetism Angle (deg)
16
9
9
12
6
9
12
Magnetism Range (wu)
7
18
18
18
20
18
18
Magnetism Falloff Range (wu)
3.5
9
9
9
10
9
9

-----------------------------------------------------------------------------------------------------

-- Needler --

Attributes

The needler is a rather unique weapon that has it's damage spread across 3 different damage effect files. Please refer to the master spreadsheet for their various damage types. I've opted to place it in its own section so it doesn't make any other tables look too ugly.
  • Impact Damage: Damage done by a needle sticking to a target.

  • Super Detonation Damage: The splash damage around a supercombine target.

  • Super Attached Detonation Damage: Damage that only affects the supercombine target. This makes sure your target is dead.

  • Rounds Per Second: The number of "firing effects" created per second. Usually bullets.

  • Velocity: The max speed a projectile moves through the air, expressed in world units per second (wu/s).

  • Range: How far a projectile will travel before despawning, expressed in world units (wu).

  • First Shot Error: Determines the cone your bullet can be within during your first shot, most important for dualies, expressed in degrees (deg).

  • Cone of Fire: The minimum and maximum cones around the desired path a bullet can be offset by RNG during sustained fire, expressed in degrees (deg).

  • Bloom Growth Time: The time it takes to reach a weapon's maximum cone of fire under constant fire, expressed in seconds (sec).

  • Bloom Recovery Time: The time it takes to reach a weapon's minimum cone of fire when not firing, expressed in seconds (sec).
    Needler
    Impact Damage
    4
    Super Detonation Damage
    40
    Super Attached Detonation Damage
    400
    Super Detonation Projectile Count
    8
    Rounds Per Second min-max
    7-10
    Velocity (wu/s)
    11
    Range (wu)
    25
    First Shot Error (deg)↓
    0
    Cone of Fire (deg)
    min-max↓
    0-3
    Bloom Growth Time (sec)↑
    0.2
    Bloom Recovery Time (sec)↓
    0.1

    Aim Assist

    Aim Assist Stats
    • Autoaim Angle: Defines the area around a target where "red reticle range" triggers. Controls reticle stickiness for controllers, expressed in degrees (deg).

    • Autoaim Range: Defines the farthest range to a target where "red reticle range" triggers. Controls reticle stickiness for controllers, expressed in world units (wu).

    • Autoaim Falloff Range: The distance beyond which autoaim begins to fade in strength. Controls reticle stickiness for controllers, expressed in world units (wu).

    • Magnetism Angle: Defines the area around a target where bullets are allowed to bend to hit a target. Controls bullet magnetism, expressed in degrees (deg).

    • Magnetism Range: Defines the furthest range to a target where bullets are allowed to bend to hit a target. Controls bullet magnetism, expressed in world units (wu).

    • Magnetism Falloff Range: The distance beyond which bullet magnetism begins to fade in strength. Controls bullet magnetism, expressed in world units (wu).
      Needler
      Autoaim Angle (deg)
      4
      Autoaim Range (wu)
      14
      Autoaim Falloff Range (wu)
      12
      Magnetism Angle (deg)
      6
      Magnetism Range (wu)
      21
      Magnetism Falloff Range (wu)
      10.5

      -----------------------------------------------------------------------------------------------------

      -- Explosive Launchers --

      Attributes

      • Damage Type(s): The general and specific damage types used by a weapon's projectile. These are useful when calculating final damage with the damage table[www.halopedia.org]. If a weapon only has one type listed then it is the general damage.

      • Damage: Damage done by a projectile. If a weapon has two numbers, the damage starts at the higher number and falls off to the lower one over the range of the projectile.

      • Rounds Per Second: The number of "firing effects" created per second. Usually bullets.

      • Velocity: The max speed a projectile moves through the air, expressed in world units per second (wu/s).

      • Range: How far a projectile will travel before despawning, expressed in world units (wu).

      • First Shot Error: Determines the cone your bullet can be within during your first shot, most important for dualies, expressed in degrees (deg).

      • Cone of Fire: The minimum and maximum cones around the desired path a bullet can be offset by RNG during sustained fire, expressed in degrees (deg).
      Brute Shot
      Fuel Rod Cannon
      Missile Pod
      Rocket Launcher
      Damage Types
      Explosion Small
      Explosion Large
      Explosion Large
      Explosion Large
      Damage*
      max-min
      73-26
      60-30
      105-50
      240-80
      Rounds Per Second
      3.33
      2.50
      2.22
      1.25
      Velocity (wu/s) start-final†
      16-8
      12-6.5
      10-15
      7-16
      Range (wu)
      20
      80
      125
      175
      First Shot Error (deg)↓
      0.4
      0
      0.15
      0
      Cone of Fire (deg)
      min-max↓
      0.4-0.4
      0.0-0.5
      0.4-0.4
      0-0

      * These projectiles do not have damage falloff. The ranges here show the falloff of the explosion AOE.

      † These projectiles change speed as they fly through the air.

      Aim Assist

      • Autoaim Angle: Defines the area around a target where "red reticle range" triggers. Controls reticle stickiness for controllers, expressed in degrees (deg).

      • Autoaim Range: Defines the farthest range to a target where "red reticle range" triggers. Controls reticle stickiness for controllers, expressed in world units (wu).

      • Autoaim Falloff Range: The distance beyond which autoaim begins to fade in strength. Controls reticle stickiness for controllers, expressed in world units (wu).

      • Magnetism Angle: Defines the area around a target where bullets are allowed to bend to hit a target. Controls bullet magnetism, expressed in degrees (deg).

      • Magnetism Range: Defines the furthest range to a target where bullets are allowed to bend to hit a target. Controls bullet magnetism, expressed in world units (wu).

      • Magnetism Falloff Range: The distance beyond which bullet magnetism begins to fade in strength. Controls bullet magnetism, expressed in world units (wu).
        Brute Shot
        Fuel Rod Cannon
        Missile Pod
        Rocket Launcher
        Autoaim Angle (deg)
        4
        4
        8
        5
        Autoaim Range (wu)
        15
        25
        60
        25
        Autoaim Falloff Range (wu)
        7.5
        12.5
        50
        12.5
        Magnetism Angle (deg)
        6
        6
        10
        10
        Magnetism Range (wu)
        20
        25
        25
        25
        Magnetism Falloff Range (wu)
        10
        12.5
        12.5
        12.5

        -----------------------------------------------------------------------------------------------------

        -- Grenades --

        Attributes

        Grenades have several components that define their functionality. Please refer to the master spreadsheet for their various damage types. The flame grenade was also too weird for my brain to decipher, just assume that thing kills you instantly because... it just does.
        Key:
        • Damage: Damage done by an explosion. Damage starts at the higher number and falls off to the lower one over the range of the radius.

        • Rider Transfer Damage: Multiplier applied to the damage done to a vehicle's occupants when the vehicle's hull is hit.

        • Arming Time: The time it takes for a grenade to be able to explode.

        • Fuse Time: The time it takes for a grenade to automatically explode after being armed.

        • Core Radius: The area where a grenade's damage is at it's maximum.

        • Falloff Radius: The area where a grenade's damage is subject to falloff.

        • Instantaneous Acceleration: The amount of knockback applied to target.

        • Boarding: The explosion created by the grenade when planted on a vehicle during boarding.

        • Spike Frags: The spikes that eject from the spike grenade.

        • Spike Directional: The "volcano" of damage that comes out of the tip of the spike grenade during detonation.
        Data:
        Frag
        Frag Boarding
        Plasma
        Plasma Stick
        Plasma Boarding
        Spike
        Spike Stick
        Spike Frags
        Spike Directional
        Spike Boarding
        Damage
        max-min
        160-30
        750-500
        240-60
        300-300
        750-500
        50-25
        400-400
        60-50
        40-20
        750-500
        Rider Transfer Damage max-min
        1
        3
        1
        1.25-1.25
        3
        1.5-1.0
        2
        0.10-0.05
        1.5-1.0
        3
        Arming Time
        1.2
        1.2
        1.3
        1.3
        1.3
        1.3
        1.3
        1.3
        1.3
        1.3
        Fuse Time
        0.5
        0.5
        0.9
        0.9
        0.9
        0.65
        0.65
        0.65
        0.65
        0.65
        Core Radius
        0.75
        0.5
        0.75
        0
        0.5
        0.5
        0
        0
        0.5
        0.5
        Falloff Radius
        0.5-1.75
        0.8-2.0
        0.5-1.75
        0-0
        0.8-2.0
        0.5-1
        0-0
        0-0
        3-4
        0.8-2.0
        Instantaneous Acceleration
        2.25
        2.50
        2.00
        2.50
        2.25
        1.00
        0.00
        0.02
        1.50
        2.25

        Aim Assist

        Grenades do not have aim assist components. Enjoy this png of a plasma grenade instead.

        -------------------------------------------------------------------------

        -- Lasers --

        Attributes

        Key:
        • Damage Type(s): The general and specific damage types used by a weapon's projectile. These are useful when calculating final damage with the damage table[www.halopedia.org]. If a weapon only has one type listed then it is the general damage.

        • Damage: Damage done by a projectile. If a weapon has two numbers, the damage starts at the higher number and falls off to the lower one over the range of the projectile.

        • Rounds Per Second: The number of "firing effects" created per second. Usually bullets.

        • Velocity: The max speed a projectile moves through the air, expressed in world units per second (wu/s).

        • Range: How far a projectile will travel before despawning, expressed in world units (wu).

        • First Shot Error: Determines the cone your bullet can be within during your first shot, expressed in degrees (deg).

        • Cone of Fire: The minimum and maximum cones around the desired path a bullet can be offset by RNG during sustained fire, expressed in degrees (deg).
        Data:
          Sentinel Beam
          Spartan Laser
          Damage Types
          Plasma Fast (Anti-flood)
          Laser
          Damage
          4
          20†
          Shots Per Fire
          1
          5
          Rounds Per Second
          30
          30
          Velocity (wu/s)
          ∞*
          ∞*
          Range (wu)
          120
          120
          First Shot Error (deg)↓
          0
          0
          Cone of Fire (deg)
          min-max↓
          0-0
          0-0

          * These beams travel instantaneously to their target.

          † The Spartan Laser fires multiple beams that each persist for a few game ticks. This means targets can be hit by the same beam multiple times resulting in massive damage when all 5 beams hit. However, a single tick of damage received from a single beam is actually quite low. When combined with resistances, this explains how players are able to occasionally walk "out" of poorly aimed beams.

          Aim Assist

          • Autoaim Angle: Defines the area around a target where "red reticle range" triggers. Controls reticle stickiness for controllers, expressed in degrees (deg).

          • Autoaim Range: Defines the farthest range to a target where "red reticle range" triggers. Controls reticle stickiness for controllers, expressed in world units (wu).

          • Autoaim Falloff Range: The distance beyond which autoaim begins to fade in strength. Controls reticle stickiness for controllers, expressed in world units (wu).

          • Magnetism Angle: Defines the area around a target where bullets are allowed to bend to hit a target. Controls bullet magnetism, expressed in degrees (deg).

          • Magnetism Range: Defines the furthest range to a target where bullets are allowed to bend to hit a target. Controls bullet magnetism, expressed in world units (wu).

          • Magnetism Falloff Range: The distance beyond which bullet magnetism begins to fade in strength. Controls bullet magnetism, expressed in world units (wu).
          Data:
            Sentinel Beam
            Spartan Laser
            Autoaim Angle (deg)
            1
            1
            Autoaim Range (wu)
            12
            25
            Autoaim Falloff Range (wu)
            6
            12.5
            Magnetism Angle (deg)
            9
            5
            Magnetism Range (wu)
            18
            25
            Magnetism Falloff Range (wu)
            9
            12.5

            -----------------------------------------------------------------------------------------------------

            -- Melee --

            Attributes

            The energy sword and gravity hammer both have several different types of melee the are used depending on how you attack. The brute shot and mauler's melees are special buffed attacks. Everything else uses the regular "strike" melee attack.
            • Damage Type(s): The general and specific damage types used by a weapon's projectile. These are useful when calculating final damage with the damage table[www.halopedia.org]. If a weapon only has one type listed then it is the general damage.

            • Damage: Damage done by a weapon.

            • Equip Time: The time it takes for the weapon to be ready to attack. This does NOT include the stow time of the weapon you're switching from.

            • Energy Sword (dash): A sword's attack when it has power.

            • Energy Sword (clang): A sword's attack when 2 powered sword collide or when a powered sword is parried. This only hurts shields and cannot kill.

            • Gravity Hammer (explosion): The shockwave when a powered gravity hammer is "fired".

            • Gravity Hammer (crush): The physical impact of a powered gravity hammer when it is "fired". What I call, the super bonk.

            • Gravity Hammer (smash): The physical impact of an unpowered gravity hammer or the impact of the pommel of the hammer when pressing "melee" instead of "fire" with a powered hammer. What I call, the baby bonk.
              Energy Sword (dash)
              Energy Sword (clang)
              Gravity Hammer (explosion)
              Gravity Hammer (crush)
              Gravity Hammer (smash)
              Brute Shot (slice)
              Mauler (cut)
              Etc. (strike)*
              Damage Types
              Cutting (Anti-flood)
              Melee
              Explosion Small
              Collision (Anti-flood)†
              Melee (Anti-flood)
              Cutting (Anti-flood)
              Melee (Anti-flood)
              Melee (Anti-flood)
              Damage
              150
              40
              50-160
              150
              80
              90
              72
              70
              Equip Time (seconds)
              1
              1
              1
              1
              1
              0.5
              0.5
              0.5

              * Unpowered energy swords use the standard "strike" damage.

              Aim Assist

              Key:
              • Autoaim Angle: Defines the area around a target where "red reticle range" triggers. Controls reticle stickiness for controllers, expressed in degrees (deg).

              • Autoaim Range: Defines the farthest range to a target where "red reticle range" triggers. Controls reticle stickiness for controllers, expressed in world units (wu).

              • Autoaim Falloff Range: The distance beyond which autoaim begins to fade in strength. Controls reticle stickiness for controllers, expressed in world units (wu).

              • Magnetism Angle: Defines the area around a target where bullets are allowed to bend to hit a target. Controls bullet magnetism, expressed in degrees (deg).

              • Magnetism Range: Defines the furthest range to a target where bullets are allowed to bend to hit a target. Controls bullet magnetism, expressed in world units (wu).

              • Magnetism Falloff Range: The distance beyond which bullet magnetism begins to fade in strength. Controls bullet magnetism, expressed in world units (wu).
              Data:
                Energy Sword
                Gravity Hammer
                Autoaim Angle (deg)
                10
                10
                Autoaim Range (wu)
                2.5
                1.75
                Autoaim Falloff Range (wu)
                2.5
                1.75
                Magnetism Angle (deg)
                10
                10
                Magnetism Range (wu)
                6
                6
                Magnetism Falloff Range (wu)
                3
                3

                -----------------------------------------------------------------------------------------------------

                -- Heavy Weapons --

                Attributes

                The Missile Pod can be found in the Explosive Launchers section.

                • Damage Type(s): The general and specific damage types used by a weapon's projectile. These are useful when calculating final damage with the damage table[www.halopedia.org]. If a weapon only has one type listed then it is the general damage.

                • Damage: Damage done by a projectile. If a weapon has two numbers, the damage starts at the higher number and falls off to the lower one over the range of the projectile.

                • Rounds Per Second: The number of "firing effects" created per second. Usually bullets.

                • Velocity: The max speed a projectile moves through the air, expressed in world units per second (wu/s).

                • Range: How far a projectile will travel before despawning, expressed in world units (wu).

                • First Shot Error: Determines the cone your bullet can be within during your first shot, most important for dualies, expressed in degrees (deg).

                • Cone of Fire: The minimum and maximum cones around the desired path a bullet can be offset by RNG during sustained fire, expressed in degrees (deg).

                • Bloom Growth Time: The time it takes to reach a weapon's maximum cone of fire under constant fire, expressed in seconds (sec).

                • Bloom Recovery Time: The time it takes to reach a weapon's minimum cone of fire when not firing, expressed in seconds (sec).

                • Movement Speed Multiplier: Used to slow the player down when carrying heavy weapons. E.g. a value of 1 means normal speed, while 0.5 would mean half speed.
                  Machine Gun
                  Plasma Cannon
                  Flamethrower
                  Damage Types
                  Bullet Fast
                  Plasma Vehicle
                  Burning (Anti-flood)
                  Damage
                  16
                  11.5
                  7
                  Rounds Per Second*
                  5-10
                  7-13
                  15
                  Velocity (wu/s)
                  100
                  50
                  12-2
                  Range (wu)
                  80
                  80
                  4.5
                  First Shot Error (deg)↓
                  0.4
                  0.4
                  0
                  Cone of Fire (deg)
                  min-max↓
                  1-2
                  1-2
                  0.0-0.5
                  Bloom Growth Time (sec)↑
                  1
                  1
                  0.25
                  Bloom Recovery Time (sec)↓
                  0.5
                  0.5
                  0.5
                  Movement Speed Multiplier↑
                  0.4
                  0.4
                  0.4

                  Aim Assist

                  • Autoaim Angle: Defines the area around a target where "red reticle range" triggers. Controls reticle stickiness for controllers, expressed in degrees (deg).

                  • Autoaim Range: Defines the farthest range to a target where "red reticle range" triggers. Controls reticle stickiness for controllers, expressed in world units (wu).

                  • Autoaim Falloff Range: The distance beyond which autoaim begins to fade in strength. Controls reticle stickiness for controllers, expressed in world units (wu).

                  • Magnetism Angle: Defines the area around a target where bullets are allowed to bend to hit a target. Controls bullet magnetism, expressed in degrees (deg).

                  • Magnetism Range: Defines the furthest range to a target where bullets are allowed to bend to hit a target. Controls bullet magnetism, expressed in world units (wu).

                  • Magnetism Falloff Range: The distance beyond which bullet magnetism begins to fade in strength. Controls bullet magnetism, expressed in world units (wu).
                    Machine Gun
                    Plasma Cannon
                    Flamethrower
                    Autoaim Angle (deg)
                    5
                    5
                    4
                    Autoaim Range (wu)
                    30
                    30
                    5
                    Autoaim Falloff Range (wu)
                    15
                    15
                    4
                    Magnetism Angle (deg)
                    7
                    7
                    15
                    Magnetism Range (wu)
                    30
                    30
                    5
                    Magnetism Falloff Range (wu)
                    15
                    15
                    4

                    -----------------------------------------------------------------------------------------------------

                    -- Etc. --

                    Distance Examples

                    Here are some images to help you get a grasp of what a "world unit" looks like in-game.

                    Sandtrap: The length of the orange beam the lines the top of the central tunnel is 30 wu. The space between the "pylons" is 10 wu (10.2 if you want to be a nerd about it).

                    Valhalla: The distance between the flag pedestal of each base is 90 wu. The distance between the flag pedestals to the spartan laser hill spawn is 45 wu.

                    The Pit: The distance between the flag pedestals of each snipe tower is 30 wu. The length of rocket hall is 10 wu.

                    Health and Material Examples

                    These are base stats, unmodified by things like ranks or powerups. I've opted to only display the target's general material as Halo 3 rarely uses any of the specific definitions. Some NPCs can also use different materials on different parts of their bodies and armor. This system gets very complex very fast and I suggest anyone looking for more info on a target to look at their .model tag file directly. These are only simple examples showing core body materials.

                    Player
                    Brute
                    Grunt
                    Warthog
                    Health
                    45
                    60
                    30
                    500*
                    Shields
                    70
                    1
                    0
                    0
                    Shield Material
                    Energy Shield Thin
                    Energy Shield Thin
                    N/A
                    N/A
                    Health Material
                    Hard Metal Thin
                    Tough Organic
                    Soft Organic
                    Hard Metal Thick

                    * Recharges to 45% of max HP after 10 seconds of not being hit.

                    You might notice that players have uneven health and shield pools that use different materials. This can produce some odd looking BTK values when comparing tested values to calculated ones. Bleedthrough damage is also affected by the health material but actually takes the base damage of the projectile and then runs it through the resistance calculation twice. Remember that if a damage value here seems wrong then it is likely that you're accustomed to the damage done to a target AFTER resistances are applied and there are A LOT of possible resistance interactions in Halo 3.

                    This guide was created by its original author on the Steam Community. Are you the author and want it removed? Request removal.