Back in beta, I showed how there very some odd differences between Sluggas and Shootas. This post shows new numbers based on the Release numbers. Only this time, we have access to the engine numbers!
I whipped up some Perl scripts to calculate average damage for any given weapon, including all known factors. This includes accuracy, fire rate, armor penetration, and minimum damage. I've done some basic testing in-game, and these numbers seem correct.
In this post, I ignore some of the armor types. When choosing between Sluggas and Shootas, I don't expect you'll much worry about damage to vehicles, buildings, or Squiggoths, for example.
The important armor types for this discussion are:
tp_commander - The 7 commander units
tp_infantry_med - Scouts and Cultists
tp_infantry_high - Most Eldar Aspects, all Orks except Nobs and Nob Leaders
tp_infantry_heavy_med - All leaders (Sarges, AC, Warlocks, all Nobs), SM, CSM, Warp Spiders
tp_infantry_heavy_high - Eldar Plats, Oblits, Termies
tp_monster_med - Horrors and PSM
Generally speaking, Orks will be most concerned with inf_high and inf_heavy_med, which contain the core units of the game. I'll those entries bold to make it easy to see.
Let's start with a comparison of the default Melee weapons:
Slugga:
tp_commander 5.05 (+20%)
tp_infantry_med 11.34 (+17%)
tp_infantry_high 8.75 (+20%)
tp_infantry_heavy_med 10.50 (+20%)
tp_infantry_heavy_high 8.58 (+25%)
tp_monster_med 10.21 (+20%)
Shoota:
tp_commander 4.21
tp_infantry_med 9.72
tp_infantry_high 7.29
tp_infantry_heavy_med 8.75
tp_infantry_heavy_high 6.86
tp_monster_med 8.51
This one is simple. Sluggas do almost exactly +20% more damage across the board in CC. BTW, also notice this shows just how good Choppas are vs. ALL infantry armor types. Very little drop-off vs. heavier armor.
Now the default ranged weapons:
Slugga:
tp_commander 1.75
tp_infantry_med 3.89
tp_infantry_high 2.34
tp_infantry_heavy_med 2.80
tp_infantry_heavy_high 1.75
tp_monster_med 2.73
Shoota:
tp_commander 2.11 (+20%)
tp_infantry_med 5.19 (+33%)
tp_infantry_high 3.50 (+50%)
tp_infantry_heavy_med 4.20 (+50%)
tp_infantry_heavy_high 2.75 (+57%)
tp_monster_med 4.08 (+49%)
Obviously, Shootas are more potent at range than Sluggas. This isn't actually a huge deal, though. Since the damage done is so small, a 20-50% boost doesn't mean much in the real world.
Lastly, with Big Shootas:
Slugga:
tp_commander 6.46
tp_infantry_med 35.00 (+13%)
tp_infantry_high 29.40 (+31%)
tp_infantry_heavy_med 13.44
tp_infantry_heavy_high 9.88
tp_monster_med 13.07
Shoota:
tp_commander 6.46
tp_infantry_med 31.11
tp_infantry_high 22.40
tp_infantry_heavy_med 13.44
tp_infantry_heavy_high 9.88
tp_monster_med 13.07
I did a double-take when I saw this. I even went back to the LUA files to confirm. Basically, Sluggas do more damage but have worse armor penetration, so most of the time the numbers end up the same. The two exceptions to this rule are obvious.
Especially noteworthy is that +31% for inf_high, one of the critical armor types. I've also confirmed this with in-game tests. Bug?
So, here is what I advise:
1) Go Sluggas with CC early, as ranged damage sucks for both Boyz (without heavy weapons).
2) If you want to use Big Shootas, put them on Sluggas. If facing Eldar or Ork, there's a nice 31% bonus for free on most of the units in those armies. Remember F7, tho.
3) I can't really see any reason to ever build Shootas, unless firing at range without heavy weapons makes you happy, for some reason.
(BTW, as far as Rokkits/Burnas: The stats for these two weapons is always the same, no matter who carries them. Sluggas, Shootas, TBs, doesn't matter.)