Data as of Game version 2.3.0 (27 Oct)23 weapons
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ARC Raiders
Damage Sheet

Damage per shot, time to down and a TTK+ score for every gun in ARC Raiders — the Kettle, Stitcher, Bettina, Tempest, Torrente, Il Toro, Aphelion and the rest of the roster — at the tier and shield you pick. TTK+ weighs how fast a gun downs a raider against how well it holds on target and how much a miss costs, then checks that one magazine is enough to down a raider with 30 to 50% of shots missing. Reloads count whenever the magazine runs dry mid-fight.

Range
Hit rate and falloff are estimated from each gun's Range and Stability stats.
Shield
Heavy Shield charge went from 80 to 90 in 2.3.0.
Tier
Damage per shot does not change by tier. The Aphelion cannot be upgraded.
Mods
Fills every slot the gun has: the steadiest muzzle, grip and stock of that tier, plus the extended magazine.
Rarity
Pick several, or All.
Class
Pick several, or All.
Sort
Damage bar: one segment per hit out of 100 health, lighter while the shield holds ↻ Kill needs a reload est Uses estimated fire rate or reload WTK Wiki, TheArcRaiders, Killmath agree on damage K Shows a different damage
WeaponAmmo
DamageDealt per hit · 100 HP barPer shotHead
Time to downShotsTimeTTK+
InfoARC armorSources

How TTK+ works

Each gun gets two sub-scores from 0 to 100 at the selected range, shield, tier and mods. They are weighted, then an ammo check adds or takes off points:

Time to down65% Control35%
  • Time to down: body shots from the first shot to the downing one, with every hit landing. A reload is added whenever the magazine empties first. Scored against the fastest gun at the current settings.
  • Control: 60% accuracy, 40% miss forgiveness. Accuracy is the estimated hit rate at the selected range, or at 20 m when "Every hit lands" is on, after recoil, spread, upgrades and mods. Miss forgiveness is how much one missed shot adds to the time to down; a miss that forces a reload, or costs a slow gun a whole extra cycle, scores low.
  • Ammo check: can one magazine down a raider while 30 to 50% of shots miss? Short of the 30% mark: −15. Covers 30% but not 50%: −5. Covers 50%: no penalty, and up to +5 for a magazine twice that size.
  • The ranking is relative: change tier or shield and every gun is rescored.

How the numbers are worked out

  • Raider: 100 health, downed below 1. While the shield has at least 1 charge it takes the full hit and health takes the hit minus the mitigation. Light 40 charge and 40%, Medium 70 and 42.5%, Heavy 90 and 52.5%. This matches all 18 of Killmath's Light Shield shots-to-kill figures.
  • Fire rate and reload: measured shots per second and reload times by tier from Killmath's weapon pages. No patch since then has changed either, apart from the Bettina, whose figures already include 1.29.0.
  • Burst guns: the Arpeggio (3 rounds), Aphelion (2) and Venator (2 projectiles) are counted per trigger pull, with all rounds in a burst landing together.
  • Estimates: Stiletto and Bantam fire rate and reload come from in-game feel: the Stiletto fires between Anvil IV and Venator I, the Bantam hip-fires about as fast as Venator I, and both reload close to Venator I. The Canto's reload is not published anywhere, so the Stitcher's is used. These rows carry an est tag.
  • Range and accuracy (estimate): there is no published falloff or spread data, so each gun's in-game Range and Stability stats are used. Damage is full up to the Range stat in metres, then falls to 50% at twice that distance; the Il Toro's official falloff cap is 50%. Hit rate drops with distance faster for low-Stability guns and for full-auto, and slower for bolt, lever and single-action guns. For shotguns it is the share of pellets that land. "Every hit lands" turns this off.
  • Damage dealt: health taken by one body hit at the selected range and shield, so falloff, pellet spread and shield mitigation are all included. The bar is a raider's 100 health split into one segment per hit; lighter segments land while the shield still holds. Per shot and Head are the listed values.
  • Mods: each tier fills every slot with that tier's mod (I Common, II Uncommon, III Rare). The muzzle is a Compensator or Muzzle Brake and the underbarrel a Vertical or Angled Grip, whichever steadies that gun more; shotguns get a Choke. Stocks are Stable Stocks, and magazine slots get the extended magazine for the gun's ammo. Mod and upgrade perks cut each kind of spread and recoil by their listed percentages, weighted by how much it matters for that firing style. Silencers and the Extended Barrel are left out.
  • Not modelled: Epic and Legendary mods and Amplified weapons. The Hullcracker and Rascal only hurt ARC, so they have no score.

Where sources disagree

  • Il Toro, 63 or 67.5. The wiki's class table says 67.5. Its own Il Toro page, TheArcRaiders and Killmath all say 7 pellets of 9, so 63 is used.
  • Venator, 16 or 8. It fires two projectiles of 8 per trigger pull. Some sources list one projectile, others the pair. The page uses 16 per pull.

Weapon changes, 1.29 to 2.3

  • 1.29.0: Bettina fire interval 235 to 250. Weapon durability raised.
  • 1.33.0 to 1.48.0: no gun damage, fire rate or reload changes. 1.45.0 reduced Aphelion sway.
  • 2.0 Frozen Trail: Stiletto and Bantam added, Anvil moved to Rare and lost its Splitter mod, explosives rebalanced against ARC, Heavy Shield decays slower and slows you less.
  • 2.0.2, 2.1.0, 2.1.1, 2.2.0: bug fixes only for guns, including a Hairpin Amplified headshot fix.
  • 2.3.0: Heavy Shield charge 80 to 90.

Sources