DrillLane Editorial Aug 16, 2026 7 min read

Hit factor is points divided by time. Shoot 60 points in 10 seconds and your hit factor is 6.00; shoot the same 60 points in 8 seconds and it is 7.50. That single number is how USPSA resolves the argument every shooter has with themselves — whether to go faster or shoot better — into something you can actually measure.
It is also the most useful training metric most shooters never use, because it is the only one that punishes both mistakes at once.
Points come from where the round lands on a USPSA target, and how many a zone is worth depends on your power factor — Major or Minor. That is the whole table:
| Zone | Minor | Major |
|---|---|---|
| A | 5 | 5 |
| C | 3 | 4 |
| D | 1 | 2 |
| Miss | −10 | −10 |
| Procedural penalty | −10 | −10 |
Notice what the table does and does not do. The A-zone is worth the same to everyone — Major buys you nothing for a good hit. What Major buys is forgiveness: a C-zone hit costs a Minor shooter two points and a Major shooter one. Over a long stage that difference decides matches, which is why power factor exists as a category at all.
Power factor itself is bullet weight in grains multiplied by velocity in feet per second, divided by 1,000. In USPSA the Minor floor is 125 and Major starts at 165; IPSC uses slightly different numbers, and divisions vary, so check the rules for the one you shoot rather than trusting a number from an article.
El Presidente is the standard vehicle for this, and not by accident — Jeff Cooper built it to test the draw, three transitions, a reload and recoil control in one string. Twelve rounds, three targets at 10 yards, starting with your back to them. Twelve A-zone hits is 60 points, so the arithmetic is clean.
| The run (Minor) | Points | Time | Hit factor |
|---|---|---|---|
| All 12 in the A-zone | 60 | 10.0 s | 6.00 |
| All 12 in the A-zone | 60 | 8.0 s | 7.50 |
| All 12 in the A-zone | 60 | 7.0 s | 8.57 |
| 10 A, 2 C | 56 | 7.0 s | 8.00 |
| 11 A, 1 miss | 45 | 6.5 s | 6.92 |
Read the last two rows against the second one. The 6.5-second run is the fastest on the list and it scores worse than a clean run a second and a half slower. Meanwhile dropping two C-zone hits while going three seconds faster still comes out well ahead. The number does not reward speed or accuracy — it rewards the trade being made in the right direction.
Most shooters price a miss at 10 points, because that is the penalty printed in the rules. It is 15.
You take the −10, and you also lose the 5 you would have earned had the round landed in the A-zone. The swing is the sum of both. Once you see it that way, the more useful question is: how many seconds is that worth?
| Your hit factor | One point is worth | A dropped C (Minor) costs | A miss costs |
|---|---|---|---|
| 4.00 | 0.25 s | 0.50 s | 3.75 s |
| 6.00 | 0.17 s | 0.33 s | 2.50 s |
| 8.00 | 0.13 s | 0.25 s | 1.88 s |
| 10.00 | 0.10 s | 0.20 s | 1.50 s |
So on an 8.00 hit factor run, a miss costs you nearly two seconds — more than a full extra target engagement. A dropped C costs a quarter of a second, which is roughly one split. That is the honest exchange rate, and it explains why experienced shooters will take a C to keep moving but will stop dead to avoid a miss.
There is a second lesson buried in the table: the better you get, the cheaper points become. A miss hurts a novice far more than an expert, in seconds. New shooters who are told “you cannot miss fast enough to win” are being told the truth, but it is most true for them specifically.
Your raw hit factor is not your score. In a match, the highest hit factor on a stage takes all of that stage’s points, and everyone else receives a proportion:
your stage points = (your hit factor ÷ winning hit factor) × stage maximum
If the stage is worth 100 points, the winner runs an 8.00 and you run a 6.00, you collect 75 points. This is why a stage you “did fine” on can still cost you a match placing, and why chasing your own previous hit factor in practice is more useful than chasing a time — it is the currency the match is actually settled in.
Hit factor is treated as a match-day concept, which wastes it. It is the best available answer to the question every practice session should ask: did that change make me better, or just different?
That second bullet is the one worth dwelling on. Times do not compare across drills — a 3-second Mozambique and a 7-second El Presidente tell you nothing about each other. Hit factors do, because dividing by time normalises the length away. Roughly 30 of the drills in our library are scored this way, which means a season of practice can be plotted as one line instead of a dozen unrelated ones.
One practical note on the target: hit factor is only as trustworthy as the zones you scored it against. Print your targets at 100% and check the calibration mark — a scoring zone 6% small quietly shifts every A into a C. The full explanation is in how to print shooting targets to exact scale.
Build a session around the drills that score this way with the plan configurator, and log the runs — points, time and the resulting hit factor — in the DrillLane app. One run is noise; twenty across a season is the only picture of your shooting that means anything.
Points divided by time. Shoot 60 points in 10 seconds and your hit factor is 6.00. It is the single number that combines accuracy and speed, which is why it decides stage results rather than raw time.
Add up the points from your hits, subtract 10 for every miss and every procedural penalty, then divide by your time in seconds. On a 12-round El Presidente all A-zone hits is 60 points, so a 7.50 second run gives a hit factor of 8.00.
It depends entirely on the stage, so there is no universal number. Compare yourself to the winning hit factor on that stage, or to your own previous runs of the same drill. A hit factor without the course of fire attached means nothing.
Fifteen points, not ten. You take the 10-point penalty and you also lose the 5 you would have scored with an A-zone hit. On an 8.00 hit factor run that swing is worth nearly two seconds.
The A-zone is worth 5 points to everyone. Major pays more for imperfect hits: a C is worth 4 instead of 3 and a D is worth 2 instead of 1. Power factor is bullet weight in grains times velocity in fps, divided by 1,000.
DrillLane is built and written by a practical shooting competitor (ITS) with 25 years in software and too many range days wasted without a plan. Every drill published here has been run, timed and scored against the standard it cites — not copied off a forum.
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