What DEADSHOT DAIQUIRI Actually Does
You guys gave incredible feedback on my Speed Cola Deep Dive. I promised that I would post the Deadshot Deep Dive, which some of you may have already went to see. But I know many of you upvoted posting this one here.
I'm not sure how mods are for video links, but I wanted to share my findings and deep testing. If you want to see the full video, my YouTube link is in my profile.
Also, if you watch Doughnuts on YouTube, he's got an incredible video diving into a couple other aspects of Deadshot as well, like Max DPS which I don't get into here in this post.
Let's get into it!...
Deadshot Daiquiri claims to increase critical damage by 10% for all weapons, regardless of upgrades or Pack-a-Punch tiers. Testing reveals:
- Some weapons hit the 10% bonus exactly.
- Assault rifles often fall short (around 9.5%).
- Certain upgrades, like Pack-a-Punch, can push the bonus critical damage higher (as much as 17.42% for specific assault rifles).
For example, with the Tsarkov 7.62, your non-augmented critical damage looks like this:
- Base perk: 307 damage.
- Deadshot-augmented damage: 337.
- The difference shows about a 9.77% increase. Rounding can make it approximate 10%, but decimal-point inaccuracies explain slight variations.
Assault Rifles: Why the Extra Boost?
Notably, assault rifles gain up to 17.42% critical bonus with Deadshot Daiquiri after Pack-a-Punching. Why? Likely, this was an intentional balancing tweak to make these weapons more viable. However, this boost disproportionately benefits ARs over other weapon types, potentially breaking the balance in favor of assault rifles.
\***Since this original video and post, Treyarch finally updated and fixed damage values for ARs. The formulas for damage boosts are mostly still accurate.***\**
Breaking Down the Deadshot Augments
Dead Break: Increase damage to armor pieces.
Actual Effect: Reduces the number of shots needed to break enemy armor.
While "less shots" might sound like more damage, that’s not the case here. Dead Break simply reduces damage requirements for breaking zombie armor but does NOT actually amplify your damage output.
Here’s the breakdown:
- Without Dead Break: 8 shots to break light zombie armor (Round 9).
- With Dead Break: 5 shots to break the same armor.
Dead Head: Further increase in critical damage.
Actual Effect: Adds a critical damage bonus of 15%.
Here’s where Dead Head gets tricky. Its 15% boost applies directly to your base critical damage, not on top of Deadshot’s already-existing 10% boost.
For the Tsarkov 7.62 Max Pack-a-Punched:
- Critical damage without Dead Head: 9,824.
- Critical damage with Dead Head: 11,316—a clear 15% increase.
Weapon-specific testing reveals problems:
- SMGs experience anywhere from a 22% to 23% boost with higher Pack-a-Punch upgrades.
- ARs exhibit inconsistencies, with some topping 16% boosts and others barely hitting expected numbers.
For late-game, Dead Head is reliable for maximizing crits even at higher rounds.
Dead Draw: Reduce hip-fire spread.
Actual Effect: Shrinks maximum hip fire spread by 25%.
Why does this matter? Shrinking maximum hip fire spread keeps your bullets from flying wildly when firing unstoppably. Full-auto rifles, LMGs, and SMGs receive the greatest benefit, while semi-auto weapons see negligible impact.
Dead First: Deal double critical damage if an enemy is at full health. (OP Yet Weirdly Broken)
Actual Effect: Double critical damage on the first shot to full-health enemies.
Dead First sounds powerful—and it is—for one-shot weapons like snipers or semi-auto rifles. The inconsistency creeps in with Pack-a-Punched Assault Rifles. Instead of doubling upgraded damage, Dead First adds flat critical damage values:
- PAP 1 Common level: Adds an extra 300 damage to unPAP’d damage.
- PAP 1 Legendary level: Goes up as much as 1200 damage to unPAP’d damage.
This makes assault rifles arguably overpowered, while SMGs, shotguns, and other classes see diminished benefits from this same scaling. Fortunately, other weapons see their own proper damage boost of 200% or 2x damage across all upgrades, regardless of PAP. On top of this, Dead First falls off hard with armored zombies, as critical hits without full health make the perk practically useless.
Dead Set: Reduce gun movement while performing advanced movement.
Actual Effect + Hidden Effect: Reduces weapon sway and recoil during movement. Almost ZERO Hip Fire Penalty during mantles and allow you to recover MUCH faster after movement. (Watch the YouTube video to see breakdowns of this for Jumping, Mantling, and Diving, it's CRACKED!)
If you’re into speedrunning, Dead Set is the must-have augment. It lets you:
- Mantle or lunge smoothly while maintaining firearm accuracy.
- Recover from actions like jumping or diving faster.
Although its combat value isn’t universal, Dead Set saves crucial seconds during movements, making it invaluable for fast-paced gameplay.
Dead Again: Critical hits have a chance of adding a bullet to your magazine.
Actual Effect: Avg 50% of Crits Procs Effect
For weapons like snipers, shotguns, or other slow-firing guns, this perk turns you into an unlimited ammo machine:
- Shotguns: Return about 7.5 bullets back every five seconds.
- Full-autos: Return 5-7 bullets at best—and typically lag far behind their fire rate demand.
It’s borderline broken and can drastically lower your jam time when used correctly.
My Best Augments Based on Playstyle
Every Deadshot Daiquiri augment caters to a different objective. Here’s how to match them with your strategy:
- Speedrunning and Movement Builds: Dead Set is the go-to for tighter control while moving aggressively.
- High-Round Strats: Dead Head outshines most for late-game critical reliability.
- One-Tap Weapons: Semi-autos or sniper builds thrive with Dead First for one-hit headshots.
- Close-Quarters and Movement Builds: Dead Draw keeps hip fire concentrated during chaotic situations.
Check out the Zombies Information Hub at theeroyalfamily.com for complete weapon, perk, and upgrade guides. Got unanswered questions? Let me know in the comment section below. Thanks for all your support on my last post and on the YouTube Channel!
Edited Add On: Here is the weapon damage scaling. I have a video on YouTube breaking this down, the problem with weapon balancing, and how to fix it. If you want to watch it, it's titled, "How Treyarch Should Fix The Weapons In BO6 Zombies".