Valodex
Tools · 01

Time to kill

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.

01 · Weapons

1/4 selected
Sidearms
SMGs
Shotguns
Assault Rifles
Sniper Rifles
Heavy Weapons

02 · Engagement

15.0m

Cyan ticks are the selected weapons' falloff breakpoints.

Target armor
Hits land on

03 · Time to kill

vs 100 HP + 50 armor · 15.0 m · body
Shorty
Sidearm · 300 cr · 3.00/s
Shots4
TTK1.00s
2 magazines2.75 s w/ reloads
Head
90
Body
45
Legs
38.3
  1. Shot 1 at 0 ms: Body for 45, 84.7 HP left
  2. Shot 2 at 333 ms: Body for 45, 60 HP left
  3. Shot 3 at 667 ms: Body for 45, 15 HP left
  4. Shot 4 at 1.00 s: Body for 45, 0 HP left
  • · Shotgun: every shell is counted as all 15 pellets connecting (optimistic).
  • · Needs 2 magazines of 2; reload time is added in the with-reloads figure.

04 · Range visualizer

Showing Shorty · click a result card to switch
WebGL unavailable — the shot log below has the full playback.
Dummy at 15.0 m · Body
Shot log · Shorty
ShotTimeHitDamageTo armorTo healthHP leftArmor left
10 msBody4529.715.384.720.3
2333 msBody4520.324.7600
3667 msBody45045150
41.00 sBody4504500
The model

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.