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
Spectre
SMG · 1,600 cr · 13.33/s
Shots7
TTK450ms
One magazine
Head
66
Body
22
Legs
18.7
  1. Shot 1 at 0 ms: Body for 22, 92.5 HP left
  2. Shot 2 at 75 ms: Body for 22, 85.0 HP left
  3. Shot 3 at 150 ms: Body for 22, 77.6 HP left
  4. Shot 4 at 225 ms: Body for 22, 62.0 HP left
  5. Shot 5 at 300 ms: Body for 22, 40.0 HP left
  6. Shot 6 at 375 ms: Body for 22, 18.0 HP left
  7. Shot 7 at 450 ms: Body for 22, 0 HP left

04 · Range visualizer

Showing Spectre · click a result card to switch
WebGL unavailable — the shot log below has the full playback.
Dummy at 15.0 m · Body
Shot log · Spectre
ShotTimeHitDamageTo armorTo healthHP leftArmor left
10 msBody2214.57.592.535.5
275 msBody2214.57.585.021.0
3150 msBody2214.57.577.66.4
4225 msBody226.415.662.00
5300 msBody2202240.00
6375 msBody2202218.00
7450 msBody2202200
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.