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
Stinger
SMG · 1,100 cr · 16.00/s
Shots7
TTK375ms
One magazine
Head
57
Body
23
Legs
19
  1. Shot 1 at 0 ms: Body for 23, 92.2 HP left
  2. Shot 2 at 63 ms: Body for 23, 84.4 HP left
  3. Shot 3 at 125 ms: Body for 23, 76.5 HP left
  4. Shot 4 at 188 ms: Body for 23, 58.0 HP left
  5. Shot 5 at 250 ms: Body for 23, 35.0 HP left
  6. Shot 6 at 313 ms: Body for 23, 12.0 HP left
  7. Shot 7 at 375 ms: Body for 23, 0 HP left

04 · Range visualizer

Showing Stinger · click a result card to switch
WebGL unavailable — the shot log below has the full playback.
Dummy at 15.0 m · Body
Shot log · Stinger
ShotTimeHitDamageTo armorTo healthHP leftArmor left
10 msBody2315.27.892.234.8
263 msBody2315.27.884.419.6
3125 msBody2315.27.876.54.5
4188 msBody234.518.558.00
5250 msBody2302335.00
6313 msBody2302312.00
7375 msBody2302300
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.