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    Melee Damage FAQ by gmims44

    Version: 1.1 | Updated: 04/25/05 | Search Guide | Bookmark Guide

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    Halo 2 Melee Damage FAQ
    #########################
    
    By: gmims44 / Hypnotoad 
    XBL: an AmishGuy
    E-mail: anAmishGuy@gmail.com
    
    This FAQ has one very simple purpose, and that's to show as accurately as
    possible how much damage every melee attack does depending on what weapon 
    you're holding and how you're moving (and now after the April 18 update, which
    version of the game you're playing).  Hopefully if you read this guide you'll 
    be able to use the information here to your advantage in multiplayer.
    
    I'll divide this into three sections:
    I.  Melee Damage Values
    II.  Important Details to Note and Frequently Asked Questions
    III.  How I Got These Numbers (boring)
    
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    I.  Melee Damage Values
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    The numbers below represent the amount of damage that each melee attack does
    (to see how I got them, read section III).  It takes 6 points to kill, so any
    combination of melees that adds to 6 or more should equal a kill.  Melee damage
    is different for each weapon depending on whether you're standing still,
    running, or jumping.  In the original version before the update, most weapons
    did twice as much damage if you were running and three times as much damage if
    you were jumping, but things got a lot more complicated for version 1.1, so
    make sure you know which version you have.  Basically, if you have XBox Live,
    you should have version 1.1, and if you don't, then you still have the original
    damage values.  When the disc with the new multiplayer maps comes out in June
    for non-XBox Live gamers, I'm pretty sure it will have the updates on it as
    well.  The original and updated damage values are laid out as follows, for easy
    comparison:
    
    Weapon Name
    Original Stationary		Update Stationary
    Original Running		Update Running
    Original Jumping		Update Jumping
    
    Remember, it takes 6 points to kill, so let's get to it.
    
    SMG
    1		2.625
    2		3.15
    3		3.675
    
    Battle Rifle
    1		2.625
    2		3.15
    3		3.675
    
    Shotgun
    1		2.625
    2		3.15
    3		3.675
    
    Magnum
    1		2.625
    2		3.15
    3		3.675
    
    Sniper Rifle
    1		2.625
    2		3.15
    3		3.675
    
    Plasma Pistol
    1		2.625
    2		3.15
    3		3.675
    
    Plasma Rifle
    1		2.625
    2		3.15
    3		3.675
    
    Brute Plasma Rifle
    1		2.625
    2		3.15
    3		3.675
    
    Needler
    1		2.625
    2		3.15
    3		3.675
    
    Carbine
    1		2.625
    2		3.15
    3		3.675
    
    Beam Rifle
    1		2.625
    2		3.15
    3		3.675
    
    Rocket Launcher
    2		2.625
    4		3.5
    6		4.375
    
    Sentinel Beam
    2		2.625
    4		3.5
    6		4.375
    
    Brute Shot
    3.5		4.375
    3.5		5.25
    3.5		6.125
    
    Energy Sword*
    3.5		4.375
    3.5		5.25
    3.5		6.125
    
    *B button.  The lunge obviously does more than 6 points of damage, and though I
    didn't test it before the update, in version 1.1 it does 7.875 points of damage.
    
    Special Melee Weapons
    -----
    Note:  Massive damage is most commonly used.  The default gametypes and
    matchmaking games all use massive damage as far as I'm aware.
    
    Flag
    2		2.625
    4		3.5
    6		4.375
    
    Oddball
    2		2.625
    4		3.5
    6		4.375
    
    Bomb
    2		2.625
    4		3.5
    6		4.375
    
    Flag (Massive)
    3		4.2
    6		5.25
    9		6.5625
    
    Oddball (Massive)
    3		4.2
    6		5.25
    9		6.5625
    
    Bomb (Massive)
    3		4.2
    6		5.25
    9		6.5625
    
    Here are links to these numbers in chart form:
    
    Original:  http://carnage.bungie.org/haloforum/images/originaldamage5du.gif
    Version 1.1:  http://img244.echo.cx/img244/9079/meleedamage117vj.jpg
    
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    II.  Important Details to Note and Frequently Asked Questions
    #########################
    
    - The biggest change with the update is obviously the more than 250% increase
    in damage for the weakest melee attack.  The new value of 2.625 is actually
    more than a player's health can take, so any melee attack on an unshielded
    opponent results in instant death.
    
    - The sword and brute shot, besides being made more powerful, were also brought
    in line with the other weapons in that they now do different damage based on
    whether you're standing still, running, or jumping.  A jumping melee with the
    sword or brute shot now does more than 6 points of damage and is an instant
    kill.
    
    - The rocket launcher and sentinel beam no longer kill with one jumping melee
    after the update.
    
    - The default setting for the flag, oddball, and bomb is massive damage, so
    that's what you'll use in matchmaking and in the vast majority of other games.
    I don't even know why anyone would ever change it to normal, unless they had
    just been beaten down by the ball or flag carrier one too many times.
    
    - When moving slowly with the flag, oddball, or bomb (such as in matchmaking),
    you cannot get a running melee, only stationary or jumping.
    
    - An overshield adds 7 points to the amount of damage you can take, for a
    total of 13.  Damage resistance doubles the amount of damage you can take to
    12, or 26 with an overshield.
    
    - From my experiments, I found that even heavily damaged health is fully
    regenerated within about 5 seconds of the shield having fully recharged, but
    there is a time in between when it will take less than 6 points to kill even
    with full shields.
    
    - Despite what Frankie said in one of the weekly updates, where you hit someone
    has no effect on how much damage you do, unless of course it's in the back.
    Hitting someone on the shin does the exact same amount of damage as hitting
    them on the head.
    
    ##########################
    III.  How I Got These Numbers
    ##########################
    
    Back before the first update, I decided just for my own edification to figure
    out exactly how much damage melee attacks did based on what weapon you were
    holding, and whether you were standing still, running, or jumping.  What I
    found was that the method behind melee attacks was actually quite simple.  A
    stationary melee with a weak weapon, such as the SMG, did exactly one-sixth of
    the damage needed to kill an opponent, and running and jumping did twice and
    three times as much damage, respectively.  From this information, I came up
    with a point system, giving the weak stationary melee a value of 1 "point" of
    damage and setting 6 points as the amount needed to kill.
    
    Also, from experimenting with the overshield, I found that two swipes of the
    sword or brute shot did the exact same damage as seven stationary SMG melees,
    so I gave their melees a value of 3.5.  The sword and brute shot also happened
    to take down each layer of shield perfectly, with no damage to the shield
    underneath or to health, so I concluded that from melee attacks, shields take
    3.5 points of damage and health takes 2.5.
    
    With the changes made to the power of melee attacks in version 1.1, things got
    a heck of a lot more complicated.  I almost gave up trying to figure it out,
    until I started experimenting with the overshield and damage resistance.
    Damage resistance doubles the amount of damage you can take, so each layer of
    shield then can take 7 points of damage for a total of 21 for all three 
    shields.  I found that with a stationary SMG melee, the 21 hits it took for all
    three shields before the update was now down to only 8.  Dividing 8 into 21
    then gave me the new value for the SMG's stationary melee: 2.625.  The
    challenge was then to find combinations of melees that added to 21, always
    making sure that the shields were completely down but that there was no blood
    to indicate that health had been damaged, and using the values that I knew to
    calculate the values that I didn't.  For example, to figure out the value of a
    running melee with an SMG, I first had to find that five running plus two
    stationary did the right amount of damage, then I simply solved for x:
    
    2(2.625) + 5(x) = 21
    5x = 15.75
    x = 3.15
    
    And so on until I had all the values for every weapon.
    
    #########################
    
    Version History
    
    1.0 - 4/21/05 - Decided to go ahead and make a FAQ out of the charts I had made
    		for the HBO forums.
    
    1.1 - 4/25/05 - Cleared up some of the info on the sword and added links to the
    		charts.
    
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    I give permission for this FAQ to be hosted by any site that wants it, as long 
    as the entire document is hosted.  If all you want is the charts, feel free to
    use those too, as long as you attach my name (gmims44 or Hypnotoad) to them.
    
    If you have questions about the charts, or my methods, or if you think I've
    made a mistake somewhere (it's happened many times before), please email me at 
    anAmishGuy@gmail.com before you go post in the forums and tell everyone I'm an
    idiot.

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