Reference

Glossary

Every metric, term, and concept used across Lucent's weapon analytics — defined.

TTK Metrics

E[TTK] Expected Time-to-Kill

The average, or mean, of the TTK distribution.

P₁₀ TTK 10th Percentile Time-to-Kill

The TTK represented by the 10th percentile of the TTK distribution. Reflects a realistic best-case scenario — a more favourable TTK.

P₉₀ TTK 90th Percentile Time-to-Kill

The TTK represented by the 90th percentile of the TTK distribution. Reflects a realistic worst-case scenario — a less favourable TTK.

Weighted TTK Distance-Weighted Time-to-Kill

Various forms of TTK integrated over a distance probability distribution using log-normal models calibrated by weapon class.

Consistency Score

The probability-weighted average deviation of a weapon's TTK from its most likely (Modal) outcome, integrated across engagement distances using the same log-normal distance-weighting as Weighted TTK. Lower values indicate a more consistent, predictable TTK.

Damage Metrics

DPM Damage Per Mag

Total expected damage dealt across a full magazine, derived from body-hit probability-weighted damage per shot at a given engagement distance.

DPS Damage Per Second

Expected damage dealt per second of sustained fire, derived from body-hit probability-weighted damage per shot and fire rate.

Weighted DPM Distance-Weighted Damage Per Mag

DPM integrated across engagement distances using the same log-normal distance-weighting as Weighted TTK.

Accuracy

Theoretical Accuracy

The default accuracy mode, assuming every shot fired lands. A baseline for comparison, not a realistic hit rate.

Custom Accuracy

A Pro feature allowing per-weapon accuracy values based on your own tested performance, applied to E[TTK] and damage-based tools.

Simulation & Methodology

TTK Distribution

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.

Monte Carlo Simulation

A mathematical technique that models the probability of different outcomes by running thousands of randomised samples.

Shots to Kill

The number of shots required to eliminate an opponent at 300 HP — Warzone full health with full armour. Varies with hit location.

Damage Profile

A range bracket within which a weapon's damage values are constant.

Damage Drop-off

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.

Body-Hit Probability Weighting

The probability of a shot landing on each body region of a hitbox in a simulated engagement, based on competitive gameplay.

Log-Normal Distribution

The probability distribution used to model expected engagement distances by weapon class.

Weapon Mechanics

Time-to-Kill (TTK)

The elapsed time between firing the first shot and target elimination.

Fire Rate

The rate at which a weapon fires, expressed in rounds per minute (RPM).

Open Bolt Delay

A first-shot delay present on some weapons.

Bullet Velocity

The initial projectile speed in metres per second (ms⁻¹). Determines bullet travel time and the hitscan range of each weapon.

Hitscan

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.

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.

ADS Speed Aim-Down-Sights Speed

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 →