Sheriff
Sidearm · 800 cr · 4.00/s
Shots3
TTK500ms
One magazine
- Head
- 159.5
- Body
- 55
- Legs
- 46.8
- Shot 1 at 0 ms: Body for 55, 81.3 HP left
- Shot 2 at 250 ms: Body for 55, 40.0 HP left
- Shot 3 at 500 ms: Body for 55, 0 HP left
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.
Cyan ticks are the selected weapons' falloff breakpoints.
| Shot | Time | Hit | Damage | To armor | To health | HP left | Armor left |
|---|---|---|---|---|---|---|---|
| 1 | 0 ms | Body | 55 | 36.3 | 18.7 | 81.3 | 13.7 |
| 2 | 250 ms | Body | 55 | 13.7 | 41.3 | 40.0 | 0 |
| 3 | 500 ms | Body | 55 | 0 | 55 | 0 | 0 |
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.