Sniper rifles: Why the OHK??
This aspect of AVA has always eluded players for years. When making this post, I will start with the following irrefutable assumptions to back my theories:
Assumption one: the leg multiplier is 70%
Assumption two: Sniper rifles can OHK to the leg at 0 meters. Notable examples include TPG (with "110" damage), PGM (with "114" damage), Mosin (with "99" damage), or FRF2 (with "95" damage).
Anyone who puts these two facts together can only come to realize that sniper rifle damages are incredible lies. FRF2 with its 95 damage simply cannot multiply by 1x on the arm and effectively OHK.
Bolt-action sniper rifles have center damages anywhere from 110 to 130 and huge variances of up to 20 points.. While I do not have exact numbers due to the immense difficulty associated with testing numbers greater than 100, this thread
shows some approximate values.
It is important to note that damage =/= OHK. For example, the DSR + RB has a higher central damage than the TPG. However, its range (since all reinforced barrels come with a severe range penalty) that the OHK quickly drops off past 20 meters.
Bolt action rifles tend to have high center damages and high variances, resulting in high OHKs with occasional tags. Semi-autos tend to have lower center damages but lower variances, resulting in consistent OHK limitations. The damage stat given for semi-autos more accurately reflect their true damage than those of bolt actions.
Here is an approximate OHK ranking, with center damage, variance, range, multipliers, and penetration considered. All sniper rifles on this list are assumed to be modded for maximum OHK. They are clustered into groups of similar OHK rates. Keep in mind that the actual user's OHK rates may vary depending on the distance that the user prefers to engage the enemy at, the accuracy with which he hits the enemy's weakest spots (their stomach), and the armor intensiveness of the game mode being played.
ASW & TPG
DSR (Extremely high OHK rate even to arms when using LRBII. OHK drops to 60-80 with RB)
Mosin (tags frequently on armor.)
FRF2 (questionable OHKs at longer ranges to the limb, even with LRB)
Silver Arrow (sometimes tags to limbs)
AWM (tags to limbs)
Blaser (frequently tags to limbs)
SV98 (almost always tags at longer ranges except to guts)
Kar 98 (Similar OHK to SV98)
Zebra (frequently tags to limbs)
WA2K (tags to limbs)
SR25 (rarely OHKs limbs)
Borte (never OHKs limbs)
VSS Katana (requires 2 hits when not hitting guts in CQC)
M24 (ocasionally OHKs on guts)
Dragunov (ocasionally OHKs on guts in CQC)
MSG90 (ocasionally OHKs on guts in CQC)
Mad Galil (almost always requires 2-3 hits)
HK417 (almost always requires 2-3 hits)
IMI99 (almost always requires 2-4 hits)
Galil (almost always requires 2-5 hits)
VSS (almost always requires 3-5 hits)
The Shotgun paradox: OHKing with 70-80 damage?
I eventually came to conclude that though sniper rifles deal ~120 damage per shot, one thing is clear: shotguns deal much more damage. Of course, this is assuming that you're at 0 meters and all pellets hit. Most shotguns have center damages of 250-350 per 8 pellets and have surprisingly stable variances. Guns like Blue Skull and FN TPS have damages up to the 350 range, whereas weaker shotguns like Striker and Spas 15 unmodded have lower damages of ~250. Most of the random OHKs can be attributed to missing some pellets, which could mean as much as 45 less damage dealt at 0 meters. Shotguns like Blue Skull and Saiga have consistent damage due to their tight pellet groupings more so than their excellent damage and range combination, whereas TPS and BG Crusher (T3) tend to OHk less often due to their big crosshairs.
Here is a ranking of OHK rates with range, penetration, damage, variance, and accuracy considered.
Spas 15 (T3)
Spas 15 (T1)