I have not included damage values for unarmored targets, because that can be extrapolated from the given values. This should put you somewhere in the ballpark. Adding these together makes 25. This number was obtained by dividing the by the . Weapons with a higher KPR will also lose less damage over distance.
Every weapon has a potential total damage.
If the target does not have kevlar, then the total damage is dealt to health. So far, I'm unsure where distance figures into this calculation. Simple recoil goes straight up. Random recoil patterns look like a 'T'. The key thing to note is that the first 6 shots are predictable, and the rest are random.