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
Odin
Heavy · 3,200 cr · 12.00/s
Shots4
TTK250ms
One magazine
Head
95
Body
38
Legs
32.3
  1. Shot 1 at 0 ms: Body for 38, 87.1 HP left
  2. Shot 2 at 83 ms: Body for 38, 74 HP left
  3. Shot 3 at 167 ms: Body for 38, 36 HP left
  4. Shot 4 at 250 ms: Body for 38, 0 HP left
  • · Uses the base fire rate of 12.00 rounds/s (spins up to 15.6/s after sustained fire).

04 · Range visualizer

Showing Odin · click a result card to switch
WebGL unavailable — the shot log below has the full playback.
Dummy at 15.0 m · Body
Shot log · Odin
ShotTimeHitDamageTo armorTo healthHP leftArmor left
10 msBody3825.112.987.124.9
283 msBody3824.913.1740
3167 msBody38038360
4250 msBody3803800
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.