All Marathon Weapons
Accuracy and headshot data are estimates. TTK values may differ from in-game results. Verified weapon stats rolling out now. Methodology ·

How We Calculate TTK

Durandal.gg ranks Marathon weapons by time-to-kill using a 12-step formula. This page explains every step, lists our assumptions, and flags what we know vs. what we're estimating.

19 of 28 weapons have verified base stats from the in-game armory. Weapons without verified data are marked with a yellow warning icon in the UI.

The 12-Step Formula

Steps execute in this fixed order for every weapon, skill level, range, and shield tier.

StepNameWhat it does
1Accuracy lookupGet ADS hit rate for this weapon type, range, and skill level
2RPM accuracy penaltyFaster-firing weapons get a per-slug accuracy penalty
3Volt projectile penaltyVolt and Volt Cell weapons get reduced hit rate (7 weapons)
4Charged damageIf weapon has a charge multiplier, multiply base damage (2 weapons)
5Effective damageBlend body and headshot damage using headshot ratio and precision multiplier
6Shotgun pellet modelMultiple pellets per trigger pull, each with its own hit/crit roll (2 weapons)
7Hits to killDivide EHP by effective damage, round up, then divide by hit rate for shots fired
8Burst fire timingAdd inter-burst delay for burst-fire weapons (2 weapons)
9Overheat splitSplit fire time at threshold RPM (1 weapons)
10Reload cyclesCount reload cycles needed, apply reload cancel timing
11Additive timesAdd charge time, spin-up time
12Final TTKSum of fire time + reload time + additive times (minimum 0.05s)
Weapon Mechanics

Some weapons use special mechanics that branch the formula at specific steps.

Shotgun pellet model (step 6)

Each trigger pull fires multiple pellets. Hit rate determines how many connect, headshot ratio determines how many hit the head. Applies to: WSTR Combat Shotgun (8 pellets). Misriah 2442 (7 pellets).

Burst fire (step 8)

RPM is the intra-burst fire rate. Between bursts, there's a fixed delay. BRRT SMG (5-round, 0.15s delay). BR33 Volley Rifle (3-round, 0.2s delay).

Overheat (step 9)

Weapon fires at listed RPM until an overheat threshold, then drops to a sustained rate. V75 Scar (600 RPM → 120 after 8 shots).

Charge-fire (step 4)

Multiplies base damage before all other damage calculations. V11 Punch (2x). V66 Lookout (1.5x). Charge time is added at step 11.

Volt projectile penalty (step 3)

Volt and Volt Cell weapons fire projectiles with travel time, reducing effective hit rate. Applies to: V11 Punch, V75 Scar, V22 Volt Thrower, V66 Lookout, V85 Circuit Breaker, V99 Channel Rifle, V00 Zeus RG.

Known Unknowns

These are the biggest assumptions in our model. They affect TTK calculations and are the main source of potential error.

AssumptionCurrent valueConfidenceWhy it matters
Headshot ratiosType-based defaults (6-30%)GuessHigh precision weapons shift dramatically with headshot rate
Accuracy hit ratesDerived from ADS spread formulasEstimatedDetermines shots fired per kill, affects every weapon
Reload cancel timingType-based multipliers (Halo/D2 blend)EstimatedMarathon's actual reload cancel behavior is unknown
Volt projectile penalty0.85 default, 0.75 longEstimatedAffects V11 Punch, V75 Scar, V22 Volt Thrower, V66 Lookout, V85 Circuit Breaker, V99 Channel Rifle, V00 Zeus RG
V11 Punch charge multiplier2xestimatedNot confirmed in-game
V75 Scar initial rpm600estimatedNot confirmed in-game
V75 Scar overheat threshold8 shotsestimatedNot confirmed in-game
BRRT SMG burst delay0.15sestimatedNot confirmed in-game
BR33 Volley Rifle burst delay0.2sestimatedNot confirmed in-game
V66 Lookout charge multiplier1.5xestimatedNot confirmed in-game
Misriah 2442 pellet count7estimatedNot confirmed in-game
Data Sources
SourceConfidenceCoverage
In-game armoryVerified19 of 28 weapons
Community datamineCommunity6 of 28 weapons
Type-based defaultsPlaceholder2 of 28 weapons
Datamined manifestScraped1 of 28 weapons
ADS spread formula derivationEstimatedAll accuracy hit rates
Frequently Asked Questions
How does Durandal.gg calculate TTK for Marathon weapons?
We use a 12-step formula that models accuracy, headshot ratios, weapon mechanics (burst fire, shotgun pellets, overheat, charge-fire), reload cycles, and additive times like charge-up and spin-up. The formula runs per weapon, per skill level, per range, and per shield tier.
How accurate is the TTK data?
Base weapon stats (damage, RPM, magazine) are verified from the in-game armory for 19 of 28 weapons. Accuracy hit rates, headshot ratios, and some mechanic values are estimated. All estimated values are flagged in the UI with a warning icon.
What are the biggest unknowns?
Headshot ratios (no gameplay tracking data), accuracy hit rates (derived from ADS spread formulas), and reload cancel timing (based on Halo/Destiny 2 research). Additionally, 7 weapon-specific mechanic values are estimated.

Launch March 2026. Input: MnK (Steam). mechanicsVersion: 2.0.