Bucky
Shotgun · 850 cr · 1.10/s
Shots2
TTK909ms
One magazine
- Head
- 270
- Body
- 135
- Legs
- 114.8
- Shot 1 at 0 ms: Body for 135, 15 HP left
- Shot 2 at 909 ms: Body for 135, 0 HP left
- · Shotgun: every shell is counted as all 15 pellets connecting (optimistic).
Pick up to four weapons, set the distance, armor and where your bullets land, and watch the shot timeline play out on a target dummy. Every number comes from the live damage tables.
Cyan ticks are the selected weapons' falloff breakpoints.
| Shot | Time | Hit | Damage | To armor | To health | HP left | Armor left |
|---|---|---|---|---|---|---|---|
| 1 | 0 ms | Body | 135 | 50 | 85 | 15 | 0 |
| 2 | 909 ms | Body | 135 | 0 | 135 | 0 | 0 |
Targets have 100 HP plus armor (light 25, heavy 50, regen 25 — regen absorbs like light). Armor soaks 66% of each hit until it is gone; whatever it cannot soak goes to health. No rounding is applied inside the simulation — values stay fractional exactly as the game tracks them, and the target dies at 0 HP. TTK is measured from the first shot ((shots − 1) ÷ fire rate), so a one-shot kill is 0 ms. Shotguns count every pellet landing. Spin-up weapons use their base fire rate.