Gaming math lab · Combat · Original calculator
Time to kill calculator with reloads
On this page
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.
Your scenario
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.