BattleBit Damage Calc
Penetration, Armor, and TTK Analyzer
Mastering Ballistics in BattleBit Remastered
In BattleBit, simply looking at a weapon's base damage stat is misleading. The true "Time to Kill" (TTK) is influenced heavily by armor plates, damage drop-off over range, and specific "Armor Damage" stats. This calculator simulates those mechanics to give you the real numbers.
💡 The "Exo Armor" Trap
While Exo Armor provides the highest protection (approx 60 extra HP equivalent), it severely hampers movement speed and aim-down-sight (ADS) time. Against high-damage SMGs like the Kriss Vector, Exo armor might only grant you 1 extra bullet of survival time, which usually isn't worth the mobility penalty.
Understanding Armor Mechanics
Armor in BattleBit acts as a consumable shield. It does not reduce damage by a percentage; instead, it has its own HP.
- Durability: When you are shot in the chest, the armor plate takes damage first. Once the armor HP reaches 0, the plate "breaks" (you'll hear a crack sound), and subsequent shots deal full damage to your health.
- Penetration: Some weapons deal bonus damage to armor, breaking it faster. This is crucial for Support gunners trying to counter heavy assaults.
- Helmets: Helmets work similarly but usually break in 1 shot from sniper rifles, saving your life exactly once.
Damage Drop-off Explained
Every weapon class has an "effective range."
- SMGs: devastating up close but damage drops significantly after 50-100 meters.
- Assault Rifles: Maintain consistent damage up to ~200 meters.
- Snipers: Often have reverse drop-off or maintain 100% damage at extreme ranges.
Use the range slider in this tool to see how your M4A1 performs against a sniper at 300m (Hint: It's not great).
Frequently Asked Questions (FAQ)
(Shots to Kill - 1) * (60000 / RPM). Lower is better. The Vector has one of the lowest TTKs in the game.
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