Stalcraft TTK Calculator

Simulates thousands of fights at each distance to compare how quickly weapons kill the target builds you choose, accounting for damage falloff, hit distribution, armor, plates and healing.

Comparison

TTK Mode

Realistic rounds shots to kill up to whole shots. Theoretical keeps the fractional average.

Weapons

0/15

No weapons yet

Add a weapon, then choose its ammunition, magazine and module here.

Targets

0/15

No targets yet

Add a saved build, your current Build Calculator loadout or a custom target dummy.

Simulation settings

  • Up to 100 m
  • 2 m steps
  • 5,000 fights per point
  • Hits: Average Player

Run analysis

Not ready yet
Mode
Weapons vs. one target
Weapons
None added
Targets
None added

Game data is still loading.

Performance Analysis

Average Time-to-Kill (seconds) across distances

0 m

No analysis run yet

Run the analysis to see time-to-kill curves for the included configurations.

STALCRAFTMETA

Combat Performance Analysis

StalcraftMeta.com

Date:

Simulation Settings

Comparison Mode

Weapons vs Build

TTK Mode

Realistic

Simulation Precision

2 m

Simulations per point

5,000

Bleeding Mode

Disabled

Hit Distribution

Head30%
Body35%
Limbs15%
Miss20%

Target Build

Artifacts

No Artifacts

Buffs

No Buffs

Performance Analysis

No analysis run yet

How the TTK Calculator works

The TTK Calculator is a Monte Carlo fight simulator. For each weapon and target build you add, it simulates thousands of fights at every distance on a grid, then reports how long the kill took on average, how many shots it needed and how often the target was not killed in time. Nothing is precomputed: results appear after you press Run TTK Analysis.

What one simulated fight is

Each run is one shooter firing continuously at one target from a fixed distance until the target dies or a limit is reached.

Shooter

The weapon at +15 with the selected ammunition, module and magazine capacity. Shots are 60 ÷ rate of fire seconds apart and the first one is fired at 0 s. Single-round weapons fire once per reload.

Target

One of your saved builds, the build open in the Build Calculator, or a Target Dummy with stats you enter. The target has 100 health, its build's vitality, bullet resistance, other protections and healing, and the armor plate you choose for it.

Distance

Damage follows the weapon's falloff: full damage up to the falloff start, a straight-line drop to the end damage, then flat. Ammunition range modifiers move these points. Fights are simulated from 0 m to Max distance (10–200 m) in steps set by Simulation Precision (1, 2, 5, 10 m).

Hit distribution

Every shot is randomly assigned to head, body, limbs or a miss in proportion to your percentages. Presets (head/body/limbs/miss): Top Player 70/10/10/10, Average Player 30/35/15/20 and Bad Player 10/50/15/25. Head and limb hits use the weapon's own damage multipliers, adjusted by ammunition and module bonuses.

Healing during the fight

Every 50 ms the target heals: base regeneration plus regeneration bonuses at the reduced in-combat rate, and periodic healing multiplied by healing effectiveness. Burning and bleeding lower that healing while they last.

End of a run

A run ends when health reaches 0, from a shot or from bleeding or burning between shots. If the target is still alive after 30 seconds or 500 shots, the run counts as not killed (∞).

Thousands of fights, one summary

Hit locations are random, so the same matchup produces a spread of kill times. For every weapon, target and distance the calculator runs the number of fights set in Simulations per point (5,000 to 50,000, 5,000 by default) and summarises them as follows.

AVG TTK
AVG TTK = mean kill time of the killed runs, after discarding the slowest 5% of them

Only the slow tail is removed: 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. Runs that never killed are not part of the average; they are counted in Not in 1 Mag % instead. AVG STK averages the shots fired up to the kill, misses included, over the same runs.

The random numbers are seeded from the configuration, so running the same setup again gives the same result. More simulations reduce sampling noise when you compare close setups; they do not make the underlying model more realistic.

TTK Mode: Realistic and Theoretical

Realistic

The default. Rounds the average shots to kill up to a whole shot and reports the time at which that shot is fired: TTK = max((⌈AVG STK⌉ − 1) × time between shots, AVG TTK). It never shows a faster kill than the simulation: when bleeding or burning finishes the target after the last shot, the simulated death time is kept. Use it to see shot breakpoints: two setups that need the same number of shots show the same TTK unless damage over time kills later.

Theoretical

Shows the averages directly: a fractional shot count and the averaged kill time, including kills by bleeding or burning between shots. Use it to see small differences that do not change the shot count.

Switching TTK Mode recalculates the displayed numbers from the same simulation; it does not run a new one. The AVG STK column in the table is always rounded up to a whole shot.

Reading the results

AVG TTK

Seconds to kill at the selected Table Distance, as defined above. ∞ means no run killed the target.

AVG STK

Shots fired to kill, misses included. A weapon with a 20% miss share needs more shots than its damage alone suggests.

Not in 1 Mag %

The share of runs that did not end in a kill within one magazine: the target survived 30 s or 500 shots, or the kill took more shots than the magazine holds (reloads are not simulated). The results table shows the two parts separately under the percentage.

Max 1-Mag Range

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.

Performance chart

AVG TTK across all simulated distances. A line is dashed and labelled (not in 1 mag) where Not in 1 Mag % reaches 50% or more; the marker where that begins is ∞ when most of those fights survive and ↻ when most are kills that need more ammunition. In Weapons vs Build the fastest weapon is listed first; in Builds vs Weapon the target that survives longest is listed first.

Breakdown

Opens one simulated fight, shot by shot, chosen because it is close to the average. It illustrates a typical fight; it is not a separate measurement.

Why similar damage per second does not mean similar TTK

  • Damage arrives in whole shots. Needing one more shot costs a full interval between shots, which matters most for slow-firing weapons.
  • Bullet resistance is reduced by armor penetration, so penetration matters more against well-armored targets.
  • Plates absorb part of each body hit until they break, and plate penetration and plate damage change how quickly that happens.
  • Head and limb multipliers differ between weapons, so the same hit distribution favours some weapons over others.
  • Falloff starts and ends at different distances, so weapons can swap places as the distance grows.
  • The target heals between shots, which favours weapons that deal their damage quickly.

Armor, plates and special 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 weapon's armor penetration plus the ammunition's, and vitality the target's vitality bonus. Health is 100, so vitality works as extra health.

Plates

Plates protect body hits only. While a plate has durability it absorbs its share of each body hit, reduced by the combined plate penetration of weapon and ammunition. The absorbed damage, increased by plate-damage bonuses, is removed from durability, and the hit that breaks the plate is only partly absorbed. The plate is chosen per target from five presets and is not tied to the selected armor.

Plate-ignoring weapons

Weapons whose description says they ignore plates, such as the Gauss rifle, skip the plate completely: it absorbs nothing and loses no durability.

Elemental damage

Damage conversions on the weapon or ammunition (laceration, burn, electricity, chemical, frost, explosion) add damage on top of the bullet damage. Each part is reduced by the matching protection instead of bullet resistance. Matching "Reaction to" stats add vitality.

Traits and modules

Weapon traits and modules that change damage are applied shot by shot: bonus damage based on the target's missing health, bonuses on the first or last five rounds of a magazine, and modules that change start or end damage.

Bleeding and burning
  • Bleeding Mode is Disabled by default. Accumulative applies bleeding each time the accumulated bleed chance reaches 100%. Probabilistic rolls the bleed chance on every hit. Scaled applies a share of bleeding on every hit in proportion to the bleed chance. Bleed Chance Override replaces the weapon and ammunition chance.
  • Bleeding builds up from the damage dealt, reduced by bleeding protection. Higher bleeding levels lower healing effectiveness and regeneration, and from level 2 they also drain health.
  • Incendiary ammunition and burn damage set the target on fire. While it burns, the target's healing effectiveness is lowered by 65 and its regeneration by 5, and it loses health over time, reduced by fire resistance.

Assumptions and limitations

  • No reloads. Fire continues past the magazine at the normal interval between shots. Kills that needed more rounds than the magazine holds are counted in Not in 1 Mag %, but their reload-free kill times still enter AVG TTK, and the Finisher bonus stays active on those extra rounds. A one-round magazine is the exception: every shot after the first waits the weapon's reload time (3 s when the weapon has no usable reload time).
  • No aim model. Recoil, spread and range-dependent accuracy are not simulated; misses come only from the Miss percentage. Reaction time, aiming, movement, cover and return fire are not modelled, and the first shot is at 0 s.
  • The weapon is always +15, and the target always starts with full health and an intact plate.
  • Only passive healing stats are used. Medkits and other items used during the fight are not.
  • Poison is not built up during a fight, and frost damage does not slow the target.
  • Fights longer than 30 s or 500 shots count as ∞.
  • Results depend on the site's current item data, which can lag behind a game update.
  • Results are not expected to match the DPS Table: it ranks every weapon against a fixed population of targets with a different trim and time window.