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TTK Calculator Guide

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Independent Community Guide
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How the TTK Calculator simulates fights, how AVG TTK, AVG STK and the ∞ Fight percentage are calculated, how armor and plates are modelled, and what the simulation leaves out.

This guide documents the TTK Calculator. Open it in another tab to follow along.

Open the TTK Calculator

Damage per second alone does not tell you how quickly a weapon kills. Damage arrives in whole shots, armor and plates reduce it, the target heals, and not every shot hits. The TTK Calculator simulates those fights. This guide explains what one simulated fight includes, how the results are summarised and what the simulation does not model.

What one simulated fight includes

  • Shooter: the weapon at +15 with the selected ammunition, module and magazine capacity. The first shot is fired at 0 s.
  • Target: one of your builds or a Target Dummy, with 100 health, its build's protections and healing, and the plate you choose.
  • Distance: damage follows the weapon's falloff, adjusted by the ammunition's range modifier.
  • Healing: every 50 ms the target heals from regeneration and periodic healing.
  • End of a run: the target dies, or the run counts as not killed once it lasts 30 s or 500 shots.

Random hits, repeated many times

Each shot is randomly assigned to the head, body, limbs or a miss in proportion to your hit distribution. Because hit locations are random, the same matchup produces a spread of kill times, so the calculator runs many fights per weapon, target and distance. Simulations per point can be set from 5,000 to 50,000 (5,000 by default).

The random numbers are seeded from the configuration, so the same setup gives the same result. More simulations reduce sampling noise; they do not make the model more realistic.

Hit distribution presets

  • Top Player: 70% head, 10% body, 10% limbs, 10% miss.
  • Average Player: 30% head, 35% body, 15% limbs, 20% miss.
  • Bad Player: 10% head, 50% body, 15% limbs, 25% miss.

How AVG TTK is calculated

AVG TTK is a trimmed mean, but only the slow tail is trimmed:

  • Runs that never killed the target are removed from the average (they count towards Not in 1 Mag %).
  • The remaining kill times are sorted.
  • The slowest 5% of the finite kill times are discarded.
  • The rest are averaged.

The fastest kills are kept. This is not a symmetric trim of good and bad luck, so the value is slightly lower than a plain average of all kills. AVG STK averages the shots fired up to the kill, misses included, over the same runs.

TTK Mode: Realistic and Theoretical

Both modes show the same simulation; switching does not run a new one.

  • Realistic (default) rounds AVG STK up to a whole shot and reports the time that shot is fired: TTK = max((⌈AVG STK⌉ − 1) × time between shots, AVG TTK). AVG STK counts the shots actually fired, so a target that bleeds out after the seventh shot counts as 7 shots, and its TTK is never earlier than the simulated death. Two setups that need the same number of shots show the same TTK unless bleeding or burning kills later.
  • Theoretical shows the averages directly, including kills by bleeding or burning between shots.

What Not in 1 Mag % counts

Not in 1 Mag % is the share of all simulated runs that did not end in a kill within one magazine. Two kinds of runs count:

  • runs where the target was still alive after 30 s or 500 shots, for example because its healing outpaces the damage;
  • runs that did kill, but needed more shots than the magazine holds. Reloads are not simulated, so these kill times still enter AVG TTK.

The results table shows the two kinds under the percentage: +ammo for kills that needed more rounds than the magazine holds, ∞ for runs the target survived. On the chart, a dashed stretch starts with ∞ when most of those runs survived and with ↻ when most needed more ammunition. Max 1-Mag Range is the farthest simulated distance at which Not in 1 Mag % is still below 50%. It is a one-magazine threshold, not the farthest distance at which a kill is possible.

Armor, plates and plate-ignoring weapons

Damage to health from a bullet hit:

  • damage × 100 ÷ (100 + BR × (1 − AP ÷ 100)) ÷ (1 + vitality ÷ 100)
  • BR is the target's bullet resistance, AP the combined armor penetration of weapon and ammunition.

Plate absorption

Plates protect body hits only. While a plate has durability, it absorbs its share of each body hit. Head and limb hits are not absorbed. The hit that breaks the plate is only partly absorbed.

Plate penetration

Plate penetration from the weapon and ammunition lowers the share the plate absorbs, so more of each body hit reaches health while the plate still holds.

Plate damage

The damage a plate absorbs is removed from its durability. Plate-damage bonuses, for example from ammunition or a module, increase that loss, so the plate breaks sooner.

Weapons that ignore plates

Weapons whose description says they ignore plates, such as the Gauss rifle, are handled separately: the plate absorbs nothing and loses no durability. This is not plate penetration; the plate is skipped completely.

Modules, traits and bleeding

Weapon modules and traits that change damage are applied shot by shot. For example, Hunter adds damage based on the target's missing health, Thermos and Finisher change the first or last five rounds of a magazine, Compressor and Decompressor trade damage at short range against damage at long range, Sniper and Headsman change hit-zone multipliers, and Perforator increases plate damage.

Bleeding Mode is Disabled by default. Accumulative applies bleeding each time the accumulated chance reaches 100%, Probabilistic rolls the chance on every hit, and Scaled applies a share of bleeding on every hit.

What the simulation does not model

  • Reloads: fire continues past the magazine, as described above. Only a one-round magazine waits the reload time between shots.
  • Aim: recoil, spread and range-dependent accuracy are not simulated; misses come only from the miss percentage. Reaction time, movement and return fire are not modelled.
  • The weapon is always +15, and the target starts with full health and an intact plate.
  • Medkits and other items used during the fight are not modelled. Poison is not built up, and frost does not slow the target.
  • Results are not expected to match the Weapon DPS Table, which ranks weapons against a fixed set of targets with a different trim and time window.

About the author

milkdudofafrica

Creator and maintainer of STALCRAFT Meta

milkdudofafrica builds and maintains STALCRAFT Meta, an independent fan project that is not affiliated with EXBO. The guides are written from EXBO's game data and the formulas the site's tools use, and were checked against that code on the date shown above.

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