Reset tracker
Loot, daily, weekly, Cortex and Gravity Abyss schedules.
Track every Once Human reset, open lightweight timer windows, and calculate your damage from one clean desktop companion.
Windows 10/11 · 64-bit · Settings stay on your device
Explore the full Once Human build with HEX, from gear and mods to calibration and buffs.
Watch on YouTubeLoot, daily, weekly, Cortex and Gravity Abyss schedules.
Keep your timers visible while you play with the Windows app.
Basic and advanced calculations for builds and effects.
Every 4 hours
Every day · 6 AM ET
Monday · 6 AM ET
Hourly · 8 AM–11 PM ET
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Estimates from your inputs. No game connection required.
Enter damage, fire rate and magazine capacity.
Estimated long-run DPS; DoT assumes steady stack generation.
Deterministic averages in 0.5-second bins, including reload gaps.
A is your saved snapshot. B follows your current inputs and mode.
| Metric | Snapshot A | Current B | Change |
|---|
Normal hit = damage × (1 + weapon bonus) × (1 + weapon vulnerability). Crit and weakspot bonuses add together. Averages weight crit rate, hit rate and weakspot rate. Basic mode assumes every shot hits the body; advanced-only settings are ignored.
Reload efficiency uses base reload ÷ (1 + efficiency / 100). A cycle runs from its first shot to the next magazine’s first shot, with at least one normal shot interval between magazines. Post-shot delay applies after the last shot before reloading.
Status and elemental bonuses multiply, then status vulnerability applies. Instant effect chances are per successful hit. Internal cooldowns cap average activations per second; this is a rate approximation, not a random cooldown simulation.
DoT gains fractional expected stacks per successful hit. Stacks tick on a global interval beginning after one interval, expire independently, and do not refresh at the cap. A tick at the exact expiry time is included. Duration 0 means no expiry. These assumptions may differ from a specific weapon’s behavior.
Extra bullets use a percentage of normal weapon damage, their own trigger chance per fired shot and weakspot rate, and your overall hit rate. They do not trigger other effects. Crit eligibility uses your main crit stats.
Damage checkpoints include shots before the checkpoint, plus DoT ticks at it. Time to defeat the target is based on cumulative expected damage within the selected run; it is not an average of random attempts. Armor, resistances and weapon-specific mechanics are not automatically modeled. Enter only bonuses not already included in your damage value.
Results are estimates, not guaranteed in-game damage. Basic damage and one simple advanced case were checked against the supplied reference; full equivalence has not been established.
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