How The TTK Calculator Works
Enter damage per bullet or pellet, fire rate in rounds per minute (RPM), target HP, optional shield HP, range and armor reductions, then set the head, abdomen and limb damage multipliers. The body is the 1× baseline. Each of the four results assumes all shots and pellets land on that location. In damage-reduction mode, effective damage per round is base damage × pellets per round × location multiplier × range percentage / 100 × (1 - armor percentage / 100). Shots to kill is the ceiling of (HP + shield HP) divided by that effective damage; a multi-pellet round counts as one shot. Continuous-fire time to kill without reloads is (shots - 1) × 60000 / RPM in milliseconds. A one-shot kill has a TTK of 0 ms because the first landed shot starts the clock.
For burst weapons, RPM describes the spacing inside each burst. Enter the rounds per burst and the gap from the last round of a burst to the first round of the next; this gap replaces the normal interval at a burst boundary. With B rounds per burst, interval I = 60000 / RPM, and gap G, a burst cycle lasts (B - 1) × I + G. Without reloads, if q = floor((shots - 1) / B) and r = (shots - 1) mod B, TTK = q × cycle + r × I. For example, three rounds at 600 RPM with a 250 ms gap land at 0, 100 and 200 ms, then the next burst starts at 450 ms.
Leave magazine size at 0 for unlimited ammunition, or enter a size to include reloads. The reload delay runs from the last shot in the empty magazine to the first shot after reloading; it replaces any normal interval or burst gap at that boundary, and the new magazine starts a fresh burst. No reload is added after the killing shot. For example, with a four-round magazine, the burst pattern above and a 1000 ms reload delay, the fifth shot lands at 1450 ms.
Choose the armor model that matches your rules. The original model applies a flat damage reduction and adds shield HP to health. Breakable armor instead absorbs damage in a separate durability pool before health takes damage; flat reduction and pooled shields are disabled in that mode. Set an armor-damage multiplier and choose whether the unused fraction of the breaking round carries into health or is discarded. For example, 50 armor HP plus 100 health at 40 damage per round takes four rounds with carry-over, or five when excess damage is discarded. Each hit-location result shows shots/time to break armor and total shots/time to kill. All pellets are treated as one combined round, not individually resolved armor impacts.
Supply current values for your game and patch. Travel time, regeneration, armor bypass and game-specific rounding are outside this model. Reloads assume unlimited reserve ammunition. The four result cards assume no misses; Mixed hits and misses accepts an explicit sequence of up to 200 rounds. Its clock starts on the first scheduled shot, including a miss; it is not an average based on an accuracy percentage.
For a worked comparison that changes one condition at a time, see how a missed shot, limb hit or reload changes burst-fire TTK. The fictional examples include shareable setups you can reproduce.
TTK Is Not Everything (But It's Close)
TTK helps compare ideal damage delivery, but it does not measure recoil control, accuracy or how easy it is to keep shots on a moving target. Two bullets at 300 RPM take 200 ms from first impact to the kill; ten bullets at 1500 RPM take 360 ms. A burst weapon can have a short TTK inside its first burst yet need much longer when the target survives until the next burst. Bullets to kill and the firing pattern explain these differences more clearly than DPS alone.
With unlimited ammunition, sustained DPS is effective damage per round × RPM / 60 for continuous fire, or effective damage per round × rounds per burst × 1000 / burst-cycle milliseconds for burst fire. With a finite magazine, divide magazine damage by the time from its first shot to the first shot after reloading, in seconds. In breakable-armor mode, DPS and magazine damage describe damage to health after armor breaks; total TTK includes the armor phase. The automatic saved-gun table ranks every saved weapon by a selected hit location, showing total shots and time for all four regions and identifying tied fastest/slowest results. Every gun uses the current target, armor model and range while retaining its own weapon and armor-damage multipliers, burst and reload settings.
The Live TTK Range lets you fire at a stationary or moving practice target with those same settings. Your firing TTK starts on the first fired shot, including a miss; first-shot delay is displayed separately. Trial results include accuracy, hit locations and armor-break timing. Compare calculated ideal TTK with your measured trial time, and repeat identical trials for a median. These are browser simulations, not measurements of another game's recoil, server or network. Trials interrupted by focus loss or a long browser stall are not saved as completed results.
Saves are stored in this browser on this device; clearing site data can remove them, and they do not automatically sync. Download a JSON backup to transfer or restore saved guns. Import adds valid entries and skips invalid, duplicate or excess entries. A setup link includes the current inputs, name and optional shot sequence, without including your saved library or automatically saving anything for the recipient.
Why Headshot TTK Dominates Balance Discussions
A higher damage multiplier can reduce the whole number of bullets needed, sometimes enough to remove an entire burst gap. As a custom example, 36 base damage against 100 HP at 600 RPM takes three body hits and 200 ms with no reductions. A 4× head multiplier makes the first headshot sufficient, for 0 ms theoretical TTK. This illustrates the arithmetic; it is not a promise about a named weapon's current in-game stats. Abdomen and limb multipliers provide the same comparison for other hit locations, while actual performance depends on where shots land.
Network Latency And Peeker's Advantage
This calculator starts its clock at the first landed shot. It does not estimate reaction time, network latency, server processing or an opponent's view of a peek. Those conditions vary by game and connection, so a calculated TTK cannot guarantee the winner of a trade. Keep weapon damage comparisons separate from system and network measurements. You can use the real-time FPS test to inspect browser frame delivery; it does not measure a game's network delay or peeker's advantage.