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. 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.
Armor is one flat percentage reduction, and shield HP simply adds to the target's health pool. Supply current values for the weapon and game version you want to compare. Initial projectile travel, shield break effects, armor durability and game-specific damage rounding are outside this model. Reload calculations assume an unlimited reserve of ammunition. The four main result cards assume no misses; Mixed hits and misses lets you build an explicit sequence of up to 200 shots, including different locations and misses. Each entry fires one round with the current pellet count. Its clock starts on the first scheduled shot, even when that shot misses; 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 the magazine's total damage by the time from its first shot to the first shot after reloading, in seconds. This averages both the firing pattern and the reload delay. Save a named gun to keep its full settings, or pin a temporary setup for a two-gun comparison. The comparison applies the current target HP, shield HP, armor and range to both guns while keeping each gun's own damage, multipliers and firing pattern.
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.