Glossary
Every metric, term, and concept used across Lucent's weapon analytics — defined.
TTK Metrics
The average, or mean, of the TTK distribution.
The TTK represented by the most frequent outcome of the TTK distribution.
The TTK represented by the 10th percentile of the TTK distribution. Reflects a realistic best-case scenario — a more favourable TTK.
The TTK represented by the 90th percentile of the TTK distribution. Reflects a realistic worst-case scenario — a less favourable TTK.
The difference between P₉₀ and P₁₀ TTK, weighted across typical engagement distances for the weapon's class. Measures TTK variance and the consistency of a weapon's TTK.
Various forms of TTK integrated over a distance probability distribution using log-normal models calibrated by weapon class.
Simulation & Methodology
The dataset of Monte Carlo simulated TTKs for each weapon's damage profiles, where hit locations are sampled with probability weightings. 15,000 simulations are run per profile. All TTK metrics are derived from these datasets.
A mathematical technique that models the probability of different outcomes by running thousands of randomised samples.
The number of shots required to eliminate an opponent at 300 HP — Warzone full health with full armour. Varies with hit location.
A range bracket within which a weapon's damage values are constant.
The point at which one damage profile ends and a new one begins. Generally accompanied by a reduction in damage values, resulting in increasing shots-to-kill at longer ranges.
The probability of a shot landing on each body region of a hitbox in a simulated engagement, based on competitive gameplay.
The probability distribution used to model expected engagement distances by weapon class.
Weapon Mechanics
The elapsed time between firing the first shot and target elimination.
The rate at which a weapon fires, expressed in rounds per minute (RPM).
A first-shot delay present on some weapons.
The initial projectile speed in metres per second (ms⁻¹). Determines bullet travel time and the hitscan range of each weapon.
A mechanic where bullets hit exactly where you are aiming, with no need to lead your shots. In Warzone, all weapons behave as hitscan within their respective hitscan range.
The distance within which a weapon behaves as hitscan, calculated as the distance travelled in the first 50ms of bullet travel. Beyond this distance, bullets are modelled as projectiles.
Time in milliseconds to transition from hipfire to aimed-in.
Want to go deeper?
The methodology page explains how Lucent computes each of these values in full, including the simulation pipeline, hit probability calibration, and distance-weighting formulas.
Read the full methodology →