Its disappointing that they have attachments that are useless and do nothing. Every attachment in zombies should be useful and have an effect or not be in at all
Yeah, like overpressure does nothing, but generally in zombies the most used attachments are suppressor, CHF barrel, rapid fire (FMJ is viable depending on the gun I guess) mag is whatever the player prefers (usually extended) Idk why but I have an obsession to build them with speed in mind, Light stock, flip mags (that doesn't affect mag cap) ranger grip and the usual CHF barrel ect
One of my biggest gripes with COD is the lack of data analysis available. Not to mention most of the descriptions are incredibly vague 5 word sentences. Especially in zombies a lot of the gun stats are irrelevant when pack a punched or whatever so you’re just guessing at what’s best
You know there is a detailed stat screen including exact numbers? On Pc you need to press 2 to see it. Not sure if its accurate, but it looks like it. (Pack-a-punch not included)
I think the advanced stats are the best we're gonna get. They did a good thing by adding that, even if they aren't always accurate. I think something like an "expert" stats would likely cause confusion for most of the playerbase even if it helps a tiny portion of users who care about it. I think the developers know this. They want to make a game that is accessible above all.
@lucky-ky5cj i disagree. The more info easily available, the less choice players have. It also creates more incentive to do your own testing and form your own opinions. We get the same result of meta and info anyway, it just takes longer which is more interesting.
Its not just about lining up the max amount of zombies to hit, but that you are doing a higher percentage of damage to each zombie behind it. Once you kill the front zombie the next would have taken more damage meaning less bullets to kill
@@cybzer0560 I have to run and pay for that ammo vs not wasting as much and having the chance of getting a max ammo and not even think about that. Besides, 6% increase to DPS is pitiful for high rounds anyways
Dude idk what possessed you to make all of these info vids but thank you so much. I am so grateful they have been so helpful answering questions and nuisances.
A huge factor to consider when choosing between FMJ and Rapid Fire is whether you play in solo or a group. When you're the only one zombies are chasing, FMJ makes more sense. When you're competing for kills you're mostly picking off targets one or two at a time.
Another issue is Rapid Fire does not always work effectively. Some guns gain too much recoil to where even resetting your aim will become tedious. So I sometimes use FMJ in it's place to make killing groups easier.
In Terminus, my method of getting the horde to mob up, I would open of the beamsmasher room, and start the multiphasic resonator sequence, but never enter the equation answer. Whenever you try to enter the equation answers when playing solo, the zombies will ignore you and horde up just outside on the reckyard. You can stay doing the equation for about 5 minutes, and even reenter the resonator input a few times within the total time of 5 mins per round. When exiting the answer input state, you have about 5 seconds before zombies are aware that you're there. So you can get a lot of free headshots and even elite kills before the horde attacks. Using the Dead Wire ammo mod can add a few more seconds with the Lightning Strike augments. And it's beauty sight to see when insta-kill is active. Killing the whole horde instantly.
Interesting video, however I'd like to point out a possible inaccuracy. Before I point it out, I'd like to state that I think you're correct in FMJ doesn't add any additional damage to armor, but there is a potential flaw here, you'd need to examine the base damage numbers to get an idea of how inaccurate it may or may not be. Due to using PAP1 Uncommon, which provides larger amounts of DMG per bullet, there is the potential that the increased damage COULD be masking FMJ's effect. Here is an example in which showcases this. I used an arbitrary number for hypothetical FMJ percent damage to armor, I apologize if I didn't recognize if you've accounted for this already or not, but its something to consider, other than that, cheers and sweet video, appreciate the effort into getting answers to questions the community has been asking without access to stable and good data provided by Treyarch. Here's the hypothetical scenario. Scenario 1: Testing with PAP1 Uncommon Weapon (Base Damage = 50) Without FMJ: - Total damage per shot = (50 × 1.5 × 2) = 150. - Shots to break 400 armor = (400 / 150) = 3. With FMJ (10% bonus): - Total damage To Armor = (150 x 1.143) = 171.45 - Shots to break 400 armor = (400 / 171.45) = 3 Even with FMJ, the armor breaks in the same number of shots because the higher damage overlaps due to multipliers. Scenario 2: Testing with Common Weapon (Base Damage = 50, No PAP) Without FMJ: - Total damage per shot = (50). - Shots to break 400 armor = (400 / 50) = 8. With FMJ (10% bonus): - Total damage to armor = (50 × 1.143) = 57.15. - Shots to break 400 armor = (400 / 57.15) = 7. With FMJ, the armor breaks in one fewer shot, clearly showing its impact when damage values are not influenced by PAP or rarity. In this case FMJ percentage damage is fitted to support my argument and might not be accurate but could be exacerbated by larger multipliers Edited to correct math numbers
While technically true, I've been doing testing on the Deadshot augment that DOES break armor faster. That Deadshot augment works on EVERY rarity and PaP upgrade. Including the ones I tested for FMJ. Now if FMJ *DOES do more damage to armor, it would be so insignificant that you wouldn't notice it... Which would just mean it's useless. Since we have data from another item that DOES actually increase damage to armor, it's easy to see what works and what doesn't. Good thoughts though! As always, if there's any testing or evidence to the contrary, I'd love to be wrong!
I'd love to hear a better way to test other than what I did! That same test gave clear and obvious results from my upcoming Deadshot review. I used the C9 with and without FMJ at 2 different damage levels, on 4 different types of armor... I did do more thorough testing for the Deadshot augment, however, the fact that the C9 with 4 different types of armor didn't end up having any results, whereas the Deadshot augment DID in EVERY situation, is proof enough for me. The method works on the Deadshot augment, and, again, I'm open to being wrong, but there's no order way of testing it that my little brain can think of lol.
You came to an interesting conclusion. I would have thought that it’s better to put fmj on something that is not effective against a horde by allowing it to shoot through 7 enemies instead of 4 as opposed to something that can already shoot through most of the horde as is and not needing the extra penetration on that. So what I’m saying is it makes more sense to put fmj on the C9 than it does the GPMG
IF there is no dropoff of damage for the enemies behind which I suspect (I see same numbers in the footage for those behind, I think. Then an extra 3-5 zombies is actually a huge DPS increase compared to rapid fire for less enemies.
It depends, imo I think that rapid fire is better for smgs/assault rifles/pistols cause of the low penetration, but would be better on lmgs/snipers/shotguns while marksman rifles are an inbetween.
As someone that typically gets to the mid 40's rounds, I will never pick rapid fire over fmj lol As long as you got movement and you stay fluid, you can run laps around zombies and make a train very quickly
I like rapid on slow rofl guns. Such as the tanto, pp19, and AK. I see the point of using FMJ but I personally use jetgun to destroy hordes and use a normal gun for mangles/aboms
I would say that it is like the gain twist barrel in that bullet velocity is not really needed because weapons are hit scan for about 30m. This means that for zombies where you are in close quarters situations constantly, that this is not very useful. However it is way more useful in warzone where you have those very long sight lines and bullet velocity actually occurs.
I did some testing back when the game released. I'd stack up two zombies on round one and check the damage numbers on the second zombie. I noticed that with FMJ the damage numbers on the second zombie were significantly higher than without FMJ. It was much more than an 8% increase (comparison with rapid fire). So, my logic is that if you are shooting into a horde, you'll get more of DPS benefit by using FMJ over rapid fire. In addition, you don't get any of the attachment cons of rapid fire.
Tysm! After seeing your video I went and tried FMJ on my AS-VAL and it’s a million times better than rapid fire ! Shooting through 7 zombies instead of 4 is so much better than shooting twice as fast, like yeah with rapid fire you might get 10% more DPS but it’s not worth the cost of twice as many bullets lol
It does more damage after shooting through an enemy. Like it says "Increases penetration damage." I'm not sure why this was confusing for anyone. Just like in MP where "more penetration damage" means it does more damage when shooting through objects.
It’s been a common myth back in the old CoD days that FMJ increases damage in general, so I’m not that surprised it’s become a thing again in zombies since the description’s unclear. Sure would be nice if FMJ did more damage to zombies’ armor pieces, though, considering how oppressive they get late game…
Because nothing in call of duty is ever as it seems so people just assume whatever the description says is completely wrong and given the track record of attachments having completely wrong or missing stats, it's not surprising in the slightest. The incompetence of the studios piles up year after year.
Idk why you seem so smug about thinking this. By your logic then I assume you know what the score streak aspect of fmj means for a zombies match? Also it definitely didn't state it increases penetration count, only says damage...
Thank you so much for doing the testing that I've not been wanting to do myself! I can't wait for when you test the CHF Barrels and whether they are worth using over any others. I only did quick testing using multiplayer's firing range, and for me, the recoil penalty isn't worth the headshot increase. But zombies obviously have different health and damage values(? I'm not actually sure if base damage (un-paped and gray rarity) of guns is calculated in zombies differently from multiplayer). I currently use a copy and paste build for all guns except for snipers and pistols. Sight of choice Suppressor (After seeing your test video I thought about taking it off and just doing SAM trials instead, but I never take the time to do them and I like seeing the occasioanl double drops from one zombie) The hip fire spread laser sight (definitely will be looking into different options after seeing a video explaining the different effects of the laser sights) CHF Barrel Largest Magazine Ranger Foregrip (increase sprint speed is nice, especially when using rampage inducer) Base stock (Stocks feel kind of useless in BO6 in general to me) CQB Grip (trying this out of commando grips just because) Recoil Springs (to counteract CHF along with the foregrip, I use rapid fire for burst fire or semi-auto guns) Ultimately it probably doesn't make the biggest differences either way, but I like the idea of min-maxing, i just don't have the patience or time to do the testing myself. Again, thank you.
@@contrarthianscholar4574 Ive put in lots of time doing this exact min-maxing with every weapon. If you have questions you can ask bro there are not many ressources out there. When it comes to laser sights snipers benefit the most from the Strelok Laser except the Lr because you‘re mostly shooting at the ground. Target Laser is really good for lots of weapons, makes shooting down zombies after making a train with lmgs and some ars alot better. Ranger Foregrip is almost always the best Foregrip, sometimes in for example Lmgs Precision Foregrip can be better, kinda gun specific. Commando Grip is definitely the most consistent with most weapons I only use QDB with smgs, I‘ve actually looked at the exact stats of how fast the ms is on sprint to fire, ads etc. Use Quickdraw with some Snipers or maybe Lmgs Stocks are very good you should definitely use them, almost always Balanced Stock or on some other weapons No Stock or Light Stock. With most weapons you can honestly just stack CHF and Rapid Fire but its down to your decision with some weapons. If you need to leave one attachment out because of a sight, its definitely mostly laser (except if you really need for example for snipers) or rarely the Foregrip. Other than that its very consistent. Ive put in a lot of work 🤣😂
It's neat to see that FMJ actually has a use in this game as I'd been avoiding it myself since I figured it did nothing in zombies. Love the spreadsheet videos!
Fmj has typically always improved penetration through hordes, which is good for ammo economy, especially at rounds 25 and up, where you will consistently have a large horde in which having the extra 2 to 5 zombies dying can save you from using another 10 to 20 percent of your ammo. Rapid fire will improve single target damage, but with low pen weapons, you will run out of ammo very quickly, and since you are always aiming for the head to use less ammo, you are more easily going to miss some shots in between or hit body shots which just makes you waste more ammo. (Ammo is expensive at max pap. )
Man I’m sooooooo happy u made this video cause man I was swearing there was something with fmj but every video I watched was telling me diff so I was really second guessing myself and changed all my builds.. now I might put it back on certain guns like u said but great video man keep it up
I’m glad that you have covered fmj because I thought it did well at dealing with armored enemies but now seeing that it’s more for the horde than just those guy I’m definitely going to be switching things up for my attachments.
Insta-kill changes bullet damage from initial value to 100% of target health. So if a bullet touches the zombie, it’s dead. Plain and simple. From what I’ve seen, there appears to be no reduction in damage from shooting through multiple zombies; all stacked zombies die in the same number of shots BUT you can only shoot through so many at a time. Thanks to your testing, it can be concluded that FMJ dramatically increases the number of zombies you are allowed to damage in one shot. This is actually very useful. Good work. This may also explain some shenanigans I’ve noticed in multiplayer as well when attempting to shoot multiple opponents at once.
I kinda dislike how many attachments are useless in Zombies, the only really zombies specific useful one being the supressor. It'd be nice if the stat changes actually did/meant something instead of just being a holdover from MP/WZ, it's pretty disappointing.
One of my favorite spots for lining zombies up single file is to hoard them inside the church in Liberty Falls and then go out the front door. The doorway forces them to come out mostly one after another in a line.
I just figured that if there's 2 zombies lined up, if you shoot there's no dmg drop off on the zombie behind the first one or something like that. If anyone thought differently I'm concerned. They kept the descriptions the same because of multiplayer
Fmj improves your ammo economy by taking fewer shots to kill a horde, which also improves your effective dps, whereas rapid fire will only improve your dps against 1 target. Also even if you’re not using fmj to hit 13 zombies in a row lined up, the 6-7 zombies after the first are going to be taking more damage than they otherwise would. You’re hitting more zombies per shot, and each shot is doing more damage to each zombie it hits (obv aside from the first). Sure with rapid fire your single target ttk improves, which will be helpful again bosses, but really when you’re playing your biggest worry is running out of ammo which fmj will help with and rapid fire will make worse.
I feel like it should be noted although fire rate is mathematically better for dps it’s also significantly worse for ammo conservation while FMJ doesn’t hurt your ammo consumption
you can use powertoys in windows and it has a screen rules and will tell you exact pixels. I had to verify that those heath bars were the same width lol cause it seemed like round 33 vs 32 was a diff health bar size in width lol.
Counter point to the rapid fire would be running out of ammo quicker vs the FMJ will save you on ammo seeing as it pens more doing more damage to a larger crowd, and at 5k a reload for a fully packed weapon. I think if ammo/essence management is an issue for someone (my buddy) the FMJ would serve the player greatly.
Yeah, this penetration test is hard as hell to quantify. There's simply no way to line up zombies equidistant from one another and the muzzle of the weapon. So, some zombies might be a foot apart in the line you're shooting at and others might be right up against each other. I'd bet that it has a "penetration distance" from the muzzle (which is increased if you have FMJ) rather than after each contact with a zombie, if that makes sense. Therefore the difference between each zombie would affect the number you penetrate.
Yes thank you thank you thank you thank you thank you. I've been trying to test Deadshot and FMJ in my free time. Which isn't much. Such a headache. The numbers would be nice but knowing it increases amount of zombies penetrated is definitely Good. Great video
If they are adding a Zombies Training Course, this stuff could be tested a lot easier (if they allow custom loadouts) if they have a line of zombies just sitting there... you could start doing Bullet Pen Tests and stuff
As always, mint content! Have you actually decided to make videos full time or are you still juggling your job as well? Congrats on the 100k by the way! Well deserved
No wonder Manglers feel so much better to kill with FMJ on, when I'm shooting at them through my train they're actually taking more damage, this video solved so much problems in my brain. I switched to rapid fire on my XM4 and was wondering why it felt worse to kill trains mixed with Manglers on higher rounds.
Havent watched the video yet but penetration damage in zombies has always meant that the bullets will go through zombies easier and hit other zombies behind them. In MP this is consider a collateral. Jus like in MP, there is also a higher chance of this happening when its a head shot. Hopefully u show us this in the video with details of how effective it is and how the odds of it happening are increased with fmj
1:50 just always test different games of weapons on exfil rounds. You can never have a bug and exfil round at the same time… unless you do a save and quit glitch like I accidentally did
its stuff like this thst makes me wish they would add a mode where you could spawn in enemies to test out your weapons, tweak health and other things of the sort
I’m going to say this as not rude as possible for those who thought FMJ made a diff on armored zombies. No shit it doesn’t. It literally says penetration and score streaks. It’s laid out in the description of the attachment itself.
FMJ is beneficial since it technically increases damage. If you are hitting the maximum pen with each shot. Since with a normal gun you might get 2 pen, with that additional pen, you're hitting 3, meaning there's that additional linear added damage to the shot. Because you did hit 3 total targets. there's probably a fall off after each pen? yet i dont know that. finding the fall off might help determine how much percentage damage is allowed to pass through with each shot. Then you might be able to get a theoretical maximum damage added to each shot because FMJ was used.
it's like, My one shot hit 2 zombies and dealt a+b=c damage. yet with FMJ my one shot hit 3 zombies and dealt a+b+c=d damage. [of course to factor the potential fall off after each pen] so it might actually look like. a+(a-%1)+(a-%2)=total damage dealt. something like that.
Also for FMJ vs Rapid Fire: You do more damage per pullet wuth FMJ, by shooting knto a horde, this is saving you ammo especially when you are allready doing enough damage, like you said. Rapid fire trades more ammo for damage, which is sometimes overkill. This could, to be fair, not be a problem with vulture aid anymore tho 😅
Doughnuts, Did you know when your selecting a gun in the gunsmith you can press a button to show its stat (like for attachments) and on there it shows the picture of the damage to the head, neck, chest ect and under that it will give you the damage for the weapon while its within its effective range, and damage when its beyond the effective range. If we knew how much of a buff PaP 1,2,3 gives our guns it could make things easier to calculate and possible get more into the nitty-gritty details.
Rapid fire increases damage per second but FMJ increases your kills per bullet, therefore I think you’d want fmj on guns that are constantly running out of ammo like pistols
Might be confusing because their was something similar to FMJ in cold war zombies that increased damage against armored zombies. I also expected it be like cold war zombies where it did more damage to the armor.
It seems pretty insane to me that donuts would favor rapid fire over fmj. I mean sure. If the weapon's rate of fire really sucks, you might consider it, but I've seen the stat shown as 6%. Even penetrating one additional zombie is going be more substantial of an increase. It probably also means the damage decrease from penetration is reduced. I wouldn't want to test that though.
Your videos have been awesome man! Love the sheets lol my only thought to test would be damage numbers on the penetration with or without. Idk how with those numbers being so small but seeing if or how much it increases the damage to the second or third zombie is my biggest question to see if it’s viable or not. Never thought to test with a insta kill tho that was cool to see
I just assumed that you could get more kills with one bullet. Like if normally you could get 3 zombies with a headshot if they lined up you could get at least 4 with fmj and if not a kill you still got your damage to stretch deeper in a sense
This helped answer a question I've been asking about the zombies the whole time. That being are the zombies scorestreaks? Because FMJ doesn't do more damage it appears zombies are not in fact scorestreaks
I never understood why people thought that it increases damage in any way. It literally says that it is only for penetration damage. And I think it is useful for weapons that already have extremely high fire rate but weak bullets. 800 rpm on an SMG is worthless, when all of those bullets only hit the first few zombies. It's basically the same rule applies for FMJ and rapid fire. If it's already high, no need to increase it. Also unrelated fun fact I noticed a few days ago: the fast Mag 2 for the XMG is absolutely pointless. It cuts the capacity in half, while only giving you a 1.5 sec reload reduction. The Extended mag 2 doubles the capacity, but only makes it 1.5 sec slower to reload.
Its disappointing that they have attachments that are useless and do nothing. Every attachment in zombies should be useful and have an effect or not be in at all
They pretty much nailed it in Cold War, and then they just threw it in the garbage
Yeah, like overpressure does nothing, but generally in zombies the most used attachments are suppressor, CHF barrel, rapid fire (FMJ is viable depending on the gun I guess) mag is whatever the player prefers (usually extended)
Idk why but I have an obsession to build them with speed in mind,
Light stock, flip mags (that doesn't affect mag cap) ranger grip and the usual CHF barrel ect
@cryzed_972 I like to mix up my gun builds to have both speed and power and use whatever im feeling.
bo4 had peak weapon attatchment/system, was definitly slept on
@@svxnger cold wars weapons were basically pea shooters. Did terrible damage. But yea it was "a good game"
One of my biggest gripes with COD is the lack of data analysis available. Not to mention most of the descriptions are incredibly vague 5 word sentences. Especially in zombies a lot of the gun stats are irrelevant when pack a punched or whatever so you’re just guessing at what’s best
You know there is a detailed stat screen including exact numbers?
On Pc you need to press 2 to see it.
Not sure if its accurate, but it looks like it.
(Pack-a-punch not included)
@@Cpt_Swagalotstill like the other guys said is complex and difficult to understand
I think the advanced stats are the best we're gonna get. They did a good thing by adding that, even if they aren't always accurate. I think something like an "expert" stats would likely cause confusion for most of the playerbase even if it helps a tiny portion of users who care about it. I think the developers know this. They want to make a game that is accessible above all.
@@Cpt_Swagalotthere’s stats that aren’t shown in that
@lucky-ky5cj i disagree. The more info easily available, the less choice players have. It also creates more incentive to do your own testing and form your own opinions. We get the same result of meta and info anyway, it just takes longer which is more interesting.
Hearing the name “XboxAhoy” getting called out was such a throwback. I had to do a double-take because I thought that name was lost to time lol
He still makes videos to this day, you know? Not very often but they're a treat when he does upload
he literally still makes videos just far less often
DPJ BO2 emblem tutorials
I miss RUclips Captain Price talking to me about random stuff... 😞
Its not just about lining up the max amount of zombies to hit, but that you are doing a higher percentage of damage to each zombie behind it. Once you kill the front zombie the next would have taken more damage meaning less bullets to kill
@@mitch4293 Saving bullets sounds worth it just to change it
And for this same reason, the camo challenges are easier to grind
@@JusttAlfwhy? there's a ammo box. Who actually cares about saving bullets.
@@cybzer0560it’s at least something for this attachment but honestly rapid fire goated more
@@cybzer0560 I have to run and pay for that ammo vs not wasting as much and having the chance of getting a max ammo and not even think about that.
Besides, 6% increase to DPS is pitiful for high rounds anyways
You guys aren't just using the attachments that make the gun look the coolest?
😂 ggs mate
I’m glad I’m not the only one 😂
this is me 😂
Ironsight Meta is peak for me haha.
I would like to use my brain in a more efficient way to make my gun better and not worse😉
"So I could penetrate as many zombies as I could" ~ 0 context Doughnut
Dude idk what possessed you to make all of these info vids but thank you so much. I am so grateful they have been so helpful answering questions and nuisances.
A huge factor to consider when choosing between FMJ and Rapid Fire is whether you play in solo or a group. When you're the only one zombies are chasing, FMJ makes more sense. When you're competing for kills you're mostly picking off targets one or two at a time.
16 zombies in one shot is insane! Coming from the 2-3 wed get in cwz, snipers are AMAZING in this game🙏
Yeah i never used snipers in Cold War because they were trash like almost every sniper in zombies history. But in this game I have them all Opal
@@jaryncovell2538 bro never tried using the packed snipers in BO3
This is why I like your channel, you hit the pavement and you do your homework.
Another issue is Rapid Fire does not always work effectively. Some guns gain too much recoil to where even resetting your aim will become tedious. So I sometimes use FMJ in it's place to make killing groups easier.
It’s because PAP caps your max fire rate, some guns with RF pass this so you don’t feel it
@chonchjohnch Other guns don't do that, though. So it's a mixed bag..
In Terminus, my method of getting the horde to mob up, I would open of the beamsmasher room, and start the multiphasic resonator sequence, but never enter the equation answer. Whenever you try to enter the equation answers when playing solo, the zombies will ignore you and horde up just outside on the reckyard. You can stay doing the equation for about 5 minutes, and even reenter the resonator input a few times within the total time of 5 mins per round.
When exiting the answer input state, you have about 5 seconds before zombies are aware that you're there. So you can get a lot of free headshots and even elite kills before the horde attacks.
Using the Dead Wire ammo mod can add a few more seconds with the Lightning Strike augments. And it's beauty sight to see when insta-kill is active. Killing the whole horde instantly.
I unlocked the doughnuts weapon charm from the prestige rewards. Let’s go!!
Interesting video, however I'd like to point out a possible inaccuracy. Before I point it out, I'd like to state that I think you're correct in FMJ doesn't add any additional damage to armor, but there is a potential flaw here, you'd need to examine the base damage numbers to get an idea of how inaccurate it may or may not be. Due to using PAP1 Uncommon, which provides larger amounts of DMG per bullet, there is the potential that the increased damage COULD be masking FMJ's effect. Here is an example in which showcases this. I used an arbitrary number for hypothetical FMJ percent damage to armor, I apologize if I didn't recognize if you've accounted for this already or not, but its something to consider, other than that, cheers and sweet video, appreciate the effort into getting answers to questions the community has been asking without access to stable and good data provided by Treyarch. Here's the hypothetical scenario.
Scenario 1: Testing with PAP1 Uncommon Weapon (Base Damage = 50)
Without FMJ:
- Total damage per shot = (50 × 1.5 × 2) = 150.
- Shots to break 400 armor = (400 / 150) = 3.
With FMJ (10% bonus):
- Total damage To Armor = (150 x 1.143) = 171.45
- Shots to break 400 armor = (400 / 171.45) = 3
Even with FMJ, the armor breaks in the same number of shots because the higher damage overlaps due to multipliers.
Scenario 2: Testing with Common Weapon (Base Damage = 50, No PAP)
Without FMJ:
- Total damage per shot = (50).
- Shots to break 400 armor = (400 / 50) = 8.
With FMJ (10% bonus):
- Total damage to armor = (50 × 1.143) = 57.15.
- Shots to break 400 armor = (400 / 57.15) = 7.
With FMJ, the armor breaks in one fewer shot, clearly showing its impact when damage values are not influenced by PAP or rarity. In this case FMJ percentage damage is fitted to support my argument and might not be accurate but could be exacerbated by larger multipliers
Edited to correct math numbers
I feel it is still useless if it only works non pap because who is using a non pap bullet weapon on round 11+?
While technically true, I've been doing testing on the Deadshot augment that DOES break armor faster.
That Deadshot augment works on EVERY rarity and PaP upgrade. Including the ones I tested for FMJ.
Now if FMJ *DOES do more damage to armor, it would be so insignificant that you wouldn't notice it... Which would just mean it's useless.
Since we have data from another item that DOES actually increase damage to armor, it's easy to see what works and what doesn't.
Good thoughts though!
As always, if there's any testing or evidence to the contrary, I'd love to be wrong!
@@Doughnuts fmj being bad is completely irrelevant here. The point is that you came to a conclusion possibly based on flawed tests.
@@fuy1648 To quote Elizabeth Grey: "Precision is the hallmark of good science"
I'd love to hear a better way to test other than what I did!
That same test gave clear and obvious results from my upcoming Deadshot review.
I used the C9 with and without FMJ at 2 different damage levels, on 4 different types of armor...
I did do more thorough testing for the Deadshot augment, however, the fact that the C9 with 4 different types of armor didn't end up having any results, whereas the Deadshot augment DID in EVERY situation, is proof enough for me.
The method works on the Deadshot augment, and, again, I'm open to being wrong, but there's no order way of testing it that my little brain can think of lol.
In my opinion, theyre very very very clear about what fmj does. Penn and score streak. Thats it. It doesnt say anything about armour nor dmg numbers
You came to an interesting conclusion. I would have thought that it’s better to put fmj on something that is not effective against a horde by allowing it to shoot through 7 enemies instead of 4 as opposed to something that can already shoot through most of the horde as is and not needing the extra penetration on that. So what I’m saying is it makes more sense to put fmj on the C9 than it does the GPMG
It's great we have some actual decisions to make with our attachments!
IF there is no dropoff of damage for the enemies behind which I suspect (I see same numbers in the footage for those behind, I think. Then an extra 3-5 zombies is actually a huge DPS increase compared to rapid fire for less enemies.
It depends, imo I think that rapid fire is better for smgs/assault rifles/pistols cause of the low penetration, but would be better on lmgs/snipers/shotguns while marksman rifles are an inbetween.
Thought the same @@PinheadPatrick2
As someone that typically gets to the mid 40's rounds, I will never pick rapid fire over fmj lol As long as you got movement and you stay fluid, you can run laps around zombies and make a train very quickly
I like rapid on slow rofl guns. Such as the tanto, pp19, and AK. I see the point of using FMJ but I personally use jetgun to destroy hordes and use a normal gun for mangles/aboms
Would also be intresting to see overpressured rounds compared to normal.
Literally fucking nothing 😂 unless you’re playing warzone.
I would say that it is like the gain twist barrel in that bullet velocity is not really needed because weapons are hit scan for about 30m. This means that for zombies where you are in close quarters situations constantly, that this is not very useful. However it is way more useful in warzone where you have those very long sight lines and bullet velocity actually occurs.
"to my surprise" *attachment does what it says*
I did some testing back when the game released. I'd stack up two zombies on round one and check the damage numbers on the second zombie. I noticed that with FMJ the damage numbers on the second zombie were significantly higher than without FMJ. It was much more than an 8% increase (comparison with rapid fire). So, my logic is that if you are shooting into a horde, you'll get more of DPS benefit by using FMJ over rapid fire. In addition, you don't get any of the attachment cons of rapid fire.
Tysm! After seeing your video I went and tried FMJ on my AS-VAL and it’s a million times better than rapid fire !
Shooting through 7 zombies instead of 4 is so much better than shooting twice as fast, like yeah with rapid fire you might get 10% more DPS but it’s not worth the cost of twice as many bullets lol
This channel rocks. Haven't seen anyone else actually "show their work" quite like this one :)
It does more damage after shooting through an enemy. Like it says "Increases penetration damage." I'm not sure why this was confusing for anyone. Just like in MP where "more penetration damage" means it does more damage when shooting through objects.
It’s been a common myth back in the old CoD days that FMJ increases damage in general, so I’m not that surprised it’s become a thing again in zombies since the description’s unclear. Sure would be nice if FMJ did more damage to zombies’ armor pieces, though, considering how oppressive they get late game…
i assumed this too when i saw it, suprised other ppl didnt think this straight away lol
Because nothing in call of duty is ever as it seems so people just assume whatever the description says is completely wrong and given the track record of attachments having completely wrong or missing stats, it's not surprising in the slightest. The incompetence of the studios piles up year after year.
@@arcticowl1091 Exactly
Idk why you seem so smug about thinking this. By your logic then I assume you know what the score streak aspect of fmj means for a zombies match? Also it definitely didn't state it increases penetration count, only says damage...
Let's goo, i have always wondered if fmj actually worked or not. Thank you for this video ❤
Fmj on machine guns is horde shredding
Thank you so much for doing the testing that I've not been wanting to do myself! I can't wait for when you test the CHF Barrels and whether they are worth using over any others. I only did quick testing using multiplayer's firing range, and for me, the recoil penalty isn't worth the headshot increase. But zombies obviously have different health and damage values(? I'm not actually sure if base damage (un-paped and gray rarity) of guns is calculated in zombies differently from multiplayer).
I currently use a copy and paste build for all guns except for snipers and pistols.
Sight of choice
Suppressor (After seeing your test video I thought about taking it off and just doing SAM trials instead, but I never take the time to do them and I like seeing the occasioanl double drops from one zombie)
The hip fire spread laser sight (definitely will be looking into different options after seeing a video explaining the different effects of the laser sights)
CHF Barrel
Largest Magazine
Ranger Foregrip (increase sprint speed is nice, especially when using rampage inducer)
Base stock (Stocks feel kind of useless in BO6 in general to me)
CQB Grip (trying this out of commando grips just because)
Recoil Springs (to counteract CHF along with the foregrip, I use rapid fire for burst fire or semi-auto guns)
Ultimately it probably doesn't make the biggest differences either way, but I like the idea of min-maxing, i just don't have the patience or time to do the testing myself. Again, thank you.
@@contrarthianscholar4574 Ive put in lots of time doing this exact min-maxing with every weapon.
If you have questions you can ask bro there are not many ressources out there.
When it comes to laser sights snipers benefit the most from the Strelok Laser except the Lr because you‘re mostly shooting at the ground.
Target Laser is really good for lots of weapons, makes shooting down zombies after making a train with lmgs and some ars alot better.
Ranger Foregrip is almost always the best Foregrip, sometimes in for example Lmgs Precision Foregrip can be better, kinda gun specific.
Commando Grip is definitely the most consistent with most weapons I only use QDB with smgs, I‘ve actually looked at the exact stats of how fast the ms is on sprint to fire, ads etc. Use Quickdraw with some Snipers or maybe Lmgs
Stocks are very good you should definitely use them, almost always Balanced Stock or on some other weapons No Stock or Light Stock.
With most weapons you can honestly just stack CHF and Rapid Fire but its down to your decision with some weapons.
If you need to leave one attachment out because of a sight, its definitely mostly laser (except if you really need for example for snipers) or rarely the Foregrip. Other than that its very consistent.
Ive put in a lot of work 🤣😂
I always took penetration damage as going through zombies. It's nice to know and have numbers on it.
5:45 they don’t call you Doughnuts for nothing
I always use FMJ in multiplayer just for those “behind cover” scenarios in every lobby, but I had no idea it’d really have an effect in zombies.
Thanks for all of the work you do. I’m a huge min/max nerd and this is the exact kind of analysis I need
It's neat to see that FMJ actually has a use in this game as I'd been avoiding it myself since I figured it did nothing in zombies.
Love the spreadsheet videos!
Holy crap I forgot about Driftor! That takes me back.
@@bcav712 Drift0r and XboxAhoy are true OGs
Great video man. I really think you are the best zombies content creator at the moment. Thanks for the vids
This guy is the XclusiveAce of zombies
Frostline and GPMG being my GOAT. Love the PaP GPMG basically becoming a Rambo gun that basically turns hip fire into a laserbeam
So you’re saying use the crossbar on the gpmg 👀
@brettsalazar1886 No, actually. I thought the same thing and tried it, but when I "aimed" the accuracy/spread got worse.
@@BotSupportIronValiant damn that’s wack is it better to have an optic or no?
@brettsalazar1886 Yeah, if you plan on aiming. It feels better to hipfire, especially with FMJ against a horde.
I wish the attachment descriptions were better suited for zombies like they were in cold war
Fmj has typically always improved penetration through hordes, which is good for ammo economy, especially at rounds 25 and up, where you will consistently have a large horde in which having the extra 2 to 5 zombies dying can save you from using another 10 to 20 percent of your ammo.
Rapid fire will improve single target damage, but with low pen weapons, you will run out of ammo very quickly, and since you are always aiming for the head to use less ammo, you are more easily going to miss some shots in between or hit body shots which just makes you waste more ammo. (Ammo is expensive at max pap. )
Man I’m sooooooo happy u made this video cause man I was swearing there was something with fmj but every video I watched was telling me diff so I was really second guessing myself and changed all my builds.. now I might put it back on certain guns like u said but great video man keep it up
Always love this type of content. Knowledge is power!
Another great analytical video!! I love these so much!
I’m glad that you have covered fmj because I thought it did well at dealing with armored enemies but now seeing that it’s more for the horde than just those guy I’m definitely going to be switching things up for my attachments.
I know it's a bit late but a really good lineup spot is that path that's against the outside church wall, really good for them to actually line up
Insta-kill changes bullet damage from initial value to 100% of target health. So if a bullet touches the zombie, it’s dead. Plain and simple.
From what I’ve seen, there appears to be no reduction in damage from shooting through multiple zombies; all stacked zombies die in the same number of shots BUT you can only shoot through so many at a time.
Thanks to your testing, it can be concluded that FMJ dramatically increases the number of zombies you are allowed to damage in one shot. This is actually very useful. Good work.
This may also explain some shenanigans I’ve noticed in multiplayer as well when attempting to shoot multiple opponents at once.
I never noticed a big difference with FMJ. But these numbers are so much better to see. Thank you for your service!
Thank you for this video! Great job explaining!
I kinda dislike how many attachments are useless in Zombies, the only really zombies specific useful one being the supressor. It'd be nice if the stat changes actually did/meant something instead of just being a holdover from MP/WZ, it's pretty disappointing.
Thank you for testing this 🙏
I never used FMJ because I thought it was useless but I’ll use it now for fast firing weapons.
I love these videos thank you man. I find these stats so interesting.
really likening these videos, can you try the chf barrel next please think that’s the one that increases the headshot multiplier
One of my favorite spots for lining zombies up single file is to hoard them inside the church in Liberty Falls and then go out the front door. The doorway forces them to come out mostly one after another in a line.
I absolutely did not expect those results!
I just figured that if there's 2 zombies lined up, if you shoot there's no dmg drop off on the zombie behind the first one or something like that. If anyone thought differently I'm concerned. They kept the descriptions the same because of multiplayer
If you noticed, one of the benefits of fmj, is piercing, what it does is allows it to travel, meaning it goes through
Fmj improves your ammo economy by taking fewer shots to kill a horde, which also improves your effective dps, whereas rapid fire will only improve your dps against 1 target. Also even if you’re not using fmj to hit 13 zombies in a row lined up, the 6-7 zombies after the first are going to be taking more damage than they otherwise would. You’re hitting more zombies per shot, and each shot is doing more damage to each zombie it hits (obv aside from the first). Sure with rapid fire your single target ttk improves, which will be helpful again bosses, but really when you’re playing your biggest worry is running out of ammo which fmj will help with and rapid fire will make worse.
Rapid Fire improves ttk for a single target. FMJ improves ttk for entire horde
I feel like it should be noted although fire rate is mathematically better for dps it’s also significantly worse for ammo conservation while FMJ doesn’t hurt your ammo consumption
Dude, do you ever get to just enjoy the game? Haha.
Love your channel. Thanks, Doughnuts!
you can use powertoys in windows and it has a screen rules and will tell you exact pixels. I had to verify that those heath bars were the same width lol cause it seemed like round 33 vs 32 was a diff health bar size in width lol.
Awesome vid, Doughnuts! Glad someone tested this correctly. Thank you!
The fact how it works needs this much work to find out is wild,
Counter point to the rapid fire would be running out of ammo quicker vs the FMJ will save you on ammo seeing as it pens more doing more damage to a larger crowd, and at 5k a reload for a fully packed weapon. I think if ammo/essence management is an issue for someone (my buddy) the FMJ would serve the player greatly.
Yeah, this penetration test is hard as hell to quantify. There's simply no way to line up zombies equidistant from one another and the muzzle of the weapon. So, some zombies might be a foot apart in the line you're shooting at and others might be right up against each other. I'd bet that it has a "penetration distance" from the muzzle (which is increased if you have FMJ) rather than after each contact with a zombie, if that makes sense. Therefore the difference between each zombie would affect the number you penetrate.
The attachement that increases penetration damage, increases penetration damage... Truly mind boggling
Been using fmj since launch its been a life saver
Yes thank you thank you thank you thank you thank you. I've been trying to test Deadshot and FMJ in my free time. Which isn't much. Such a headache. The numbers would be nice but knowing it increases amount of zombies penetrated is definitely Good. Great video
Yuuus! Ive been waiting for this vid ever 😈
Needed this video so bad
Thank you so much for making this video, i was debating on swapping everything to rapid fire 🙏
Love these analytic vids gotta watch them thorugh to understand
If they are adding a Zombies Training Course, this stuff could be tested a lot easier (if they allow custom loadouts)
if they have a line of zombies just sitting there... you could start doing Bullet Pen Tests and stuff
Excellent test O, melting hordes is so fun.
Wow, thanks for doing this research & sharing.
As always, mint content! Have you actually decided to make videos full time or are you still juggling your job as well? Congrats on the 100k by the way! Well deserved
drift0r callout achieved, only true og cod players will remember the good ol' times
No wonder Manglers feel so much better to kill with FMJ on, when I'm shooting at them through my train they're actually taking more damage, this video solved so much problems in my brain. I switched to rapid fire on my XM4 and was wondering why it felt worse to kill trains mixed with Manglers on higher rounds.
This actually sound like a extremely useful attachment, might try it myself
Havent watched the video yet but penetration damage in zombies has always meant that the bullets will go through zombies easier and hit other zombies behind them. In MP this is consider a collateral.
Jus like in MP, there is also a higher chance of this happening when its a head shot.
Hopefully u show us this in the video with details of how effective it is and how the odds of it happening are increased with fmj
Thank you for your research. I hope for more.
Good stuff 👏
1:50 just always test different games of weapons on exfil rounds. You can never have a bug and exfil round at the same time… unless you do a save and quit glitch like I accidentally did
i know this isn't a warzone channel, but FMJ and the strelok laser on the AS Val is silly good within WZ, no one can escape you.
The ammo efficiency of rapid fire vs fmj should also be considered. You might be using ammo up much faster and have to buy ammo more then fmj
Those waiting on someone to say harder 😏
(We all love your informative videos)
its stuff like this thst makes me wish they would add a mode where you could spawn in enemies to test out your weapons, tweak health and other things of the sort
they've recently changed fmj description in the new update to say that the only benefit is scorestreak damage
I’m going to say this as not rude as possible for those who thought FMJ made a diff on armored zombies. No shit it doesn’t. It literally says penetration and score streaks. It’s laid out in the description of the attachment itself.
FMJ is beneficial since it technically increases damage. If you are hitting the maximum pen with each shot.
Since with a normal gun you might get 2 pen, with that additional pen, you're hitting 3, meaning there's that additional linear added damage to the shot. Because you did hit 3 total targets. there's probably a fall off after each pen? yet i dont know that.
finding the fall off might help determine how much percentage damage is allowed to pass through with each shot. Then you might be able to get a theoretical maximum damage added to each shot because FMJ was used.
it's like,
My one shot hit 2 zombies and dealt a+b=c damage.
yet with FMJ
my one shot hit 3 zombies and dealt a+b+c=d damage.
[of course to factor the potential fall off after each pen]
so it might actually look like. a+(a-%1)+(a-%2)=total damage dealt.
something like that.
Idk if I'm faded or what. But camo grinding the snipers on zombies, fmj helped with getting penetrative critical kills.
Also for FMJ vs Rapid Fire: You do more damage per pullet wuth FMJ, by shooting knto a horde, this is saving you ammo especially when you are allready doing enough damage, like you said. Rapid fire trades more ammo for damage, which is sometimes overkill.
This could, to be fair, not be a problem with vulture aid anymore tho 😅
Doughnuts, Did you know when your selecting a gun in the gunsmith you can press a button to show its stat (like for attachments) and on there it shows the picture of the damage to the head, neck, chest ect and under that it will give you the damage for the weapon while its within its effective range, and damage when its beyond the effective range. If we knew how much of a buff PaP 1,2,3 gives our guns it could make things easier to calculate and possible get more into the nitty-gritty details.
Rapid fire increases damage per second but FMJ increases your kills per bullet, therefore I think you’d want fmj on guns that are constantly running out of ammo like pistols
Making it tear through armor is a no brainer
Might be confusing because their was something similar to FMJ in cold war zombies that increased damage against armored zombies. I also expected it be like cold war zombies where it did more damage to the armor.
It seems pretty insane to me that donuts would favor rapid fire over fmj. I mean sure. If the weapon's rate of fire really sucks, you might consider it, but I've seen the stat shown as 6%. Even penetrating one additional zombie is going be more substantial of an increase. It probably also means the damage decrease from penetration is reduced. I wouldn't want to test that though.
Your videos have been awesome man! Love the sheets lol my only thought to test would be damage numbers on the penetration with or without. Idk how with those numbers being so small but seeing if or how much it increases the damage to the second or third zombie is my biggest question to see if it’s viable or not. Never thought to test with a insta kill tho that was cool to see
I just assumed that you could get more kills with one bullet. Like if normally you could get 3 zombies with a headshot if they lined up you could get at least 4 with fmj and if not a kill you still got your damage to stretch deeper in a sense
This helped answer a question I've been asking about the zombies the whole time. That being are the zombies scorestreaks? Because FMJ doesn't do more damage it appears zombies are not in fact scorestreaks
I never understood why people thought that it increases damage in any way. It literally says that it is only for penetration damage. And I think it is useful for weapons that already have extremely high fire rate but weak bullets. 800 rpm on an SMG is worthless, when all of those bullets only hit the first few zombies.
It's basically the same rule applies for FMJ and rapid fire. If it's already high, no need to increase it.
Also unrelated fun fact I noticed a few days ago: the fast Mag 2 for the XMG is absolutely pointless. It cuts the capacity in half, while only giving you a 1.5 sec reload reduction. The Extended mag 2 doubles the capacity, but only makes it 1.5 sec slower to reload.
Great video
I think I might stick with FMJ for a bit. Especially since points are hard to come by with the "new" point system. Save more ammo.