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INTERACTIVE LAB

TTK comparison

Mechanical time from the first trigger pull to lethal damage. No distance curve is applied to ordinary weapons because there is no conventional damage drop-off.

Shield
Hit profile
Attachments

No distance axis: ordinary Apex bullets do not have conventional damage drop-off. This compares mechanical TTK from the trigger pull, with burst gaps, charge, wind-up and required reloads included. The comparison link preserves every selected gun and setting.

INCLUDED

What the clock counts

Exact shot count, engine fire rate, burst timing, initial charge, spin-up and a tactical reload when the selected magazine cannot finish the target.

EXCLUDED

What it refuses to guess

Missed shots, network delay, target movement, pellet accuracy and projectile travel time. Those depend on the player and fight—not the weapon script.

SHOTGUN-ONLY MODEL

Connected damage by range.

This is a pellet-intersection estimate—not per-pellet damage fall-off. Change the target silhouette to see how weapon patterns separate.

PELLET CONNECTION MODELCentred shot · fixed blast pattern
Target silhouette
EVA-8 Auto7 × 8Mozambique17 × 3Mastiff Shotgun19 × 5Peacekeeper11 × 9
0m5m10m15m20m0255075100DISTANCECONNECTED BODY DAMAGE
EVA-8 Auto5m: 5610m: 5620m: 28
Mozambique5m: 5110m: 5120m: 51
Mastiff Shotgun5m: 9510m: 5720m: 19
Peacekeeper5m: 9910m: 9920m: 55

This is not damage fall-off. Each connected pellet keeps its listed damage. The estimate counts which pellets in the extracted fixed blast pattern intersect a centred 0.55m × 1.2m target. Pattern units use a declared 0.1° visual calibration—not a verified engine constant. Aim error, movement, random spread, headshots and choke are excluded.