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Time to kill calculator with reloads

On this page
  1. Formula and units
  2. Worked example
  3. How to use this comparison
  4. Read the result correctly
  5. Model boundaries
  6. Related tools

Calculate hits first, then count the intervals and reloads before the final hit. The opening hit lands at time zero in this model.

Generic mathematical model, not a named game’s simulator. All starting values are invented examples. Supply verified values for your game and check the assumptions below.

Original combat planning illustration; not game artwork

Runs in your browser. Inputs are not uploaded or saved by this calculator. Reloading loses your scenario.

Your scenario

JavaScript is required for interactive calculation. The formula and example below remain readable without it.

Formula and units

Hits = ceil(health / damage). Reloads = floor((hits − 1) / magazine). TTK = (hits − 1 − reloads) × 60 / RPM + reloads × reload duration.

Worked example

With 250 health and 60 damage, five hits are needed. At 600 RPM the interval is 0.1 seconds. A three-shot magazine means one reload. If reloading takes 2 seconds and replaces the usual shot interval, the final hit lands at 2.3 seconds.

How to use this comparison

Enter damage after any resistance or range adjustment you actually know. Compare one input at a time: extra damage sometimes removes an entire hit, whereas a faster fire rate may leave the hit count unchanged. The first twelve hit events are listed so the timing convention is visible.

Read the result correctly

TTK here is a deterministic lower-bound scenario with every shot connecting. It is not a prediction of a fight. A lower number cannot establish a better weapon without also considering the accuracy and conditions you can achieve.

Model boundaries

Damage is already the effective damage received by the target. There is no accuracy loss, recoil, range falloff, armour calculation, travel time or healing. Reload time runs from the last shot in a magazine to the next shot, replacing one normal interval. Some games add an extra interval or use different reload timing.

Method: original arithmetic implementation and editorial examples reviewed October 16, 2026. Outputs follow the displayed formula and your inputs. We have not tested these mechanics inside a particular game.

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