Measure
Hits-to-kill
You might say: HTK, shots to kill
Hits-to-kill (HTK) is the number of successful damage events needed to remove a target’s health after mitigation. Apply the game’s damage formula, minimum-damage rule and rounding policy, then take ceil(health / damage); compare it per encounter condition.
- What it does
- Turns a damage pipeline into a discrete pacing and survivability measure for a roster.
- Ask
- How many meaningful hits does this attacker need against this defender in each condition, and is the exchange playable?
- Typical
- whole hits; attacker × defender × condition, including open ground, cover and flanked states
Parts
- Hits-to-kill matrix: A hits-to-kill matrix puts attacker types across one axis and defender types down the other; each cell is the number of landed hits after the game’s damage formula, minimum-damage rule and rounding.
- Damage breakpoints: A damage breakpoint is the minimum effective damage, attack, penetration or armour value that changes the required whole-hit count by one.
- Overkill and rounding: Overkill is the final hit’s post-mitigation damage minus the target’s remaining health.
- Effective health: Effective health is the unmitigated damage required to defeat a target after mitigation.
Sources
- GameDesign.gg, Weapon Design: The Feel, Math, and Balance of Guns, The Core Numbers: Damage, Fire Rate, and Time-to-Kill; Tuning Weapons in a Live Game
Shots to kill is the enemy’s effective health divided by damage per shot, rounded up.
- Calc, Hits to Kill Calculator, Formula; Frequently asked
Effective HP = HP ÷ (1 − reduction); avg damage = damage × (1 + crit × (critMult − 1)); hits = ⌈effective HP ÷ avg damage⌉ · Hit counts round up (ceil): the final hit only needs to remove the leftover HP to count as a kill.
- StatGarden, Time to kill (TTK) calculator for shooters, What this calculator does; Formula; Working out whether a damage buff matters
Formula shots to kill = ceil(effective health ÷ damage per shot); time to kill = (shots − 1) ÷ (rounds per minute ÷ 60)
- Ian Schreiber, Level 6: Situational Balance, What’s the central resource?; Using the central resource to derive balance; Situational Balance
how many hit points you had (that is, how many times could you survive being hit, and how many times would you have to hit something else to kill it).
Use it on your project
teardown-apply: hold "Hits-to-kill" (hits-to-kill) from the teardown at https://teardownatlas.com/game-design/ against my project
Paste it into a coding agent that has the teardown skills.
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