Estimate shot distance and drop.
Bullet drop is gravity acting over time of flight, so the whole problem reduces to estimating how long the projectile is in the air. Velocity decays with drag, modelled here as exponential decay whose rate is inversely proportional to the ballistic coefficient — a sleeker bullet holds velocity, shortens flight time and drops less. Because drop grows with the square of time, it accelerates sharply with range: doubling the distance roughly quadruples the drop. Holdover then subtracts the sight line established by your zero, and MOA converts it into scope clicks.
Time of flight and drop
k = 0.00012 / BC; time = (e^(k x range in feet) - 1) / (k x muzzle velocity); drop (in) = 0.5 x 32.174 x time^2 x 12
Holdover in MOA
Holdover MOA = holdover inches / (range in hundreds of yards x 1.047)
Approximate ballistic estimates for planning and comparison only. This simplified model omits atmospheric conditions, wind, altitude and spin drift, and must not be relied on for shot placement. Always confirm your zero and holds by live fire at known distances, obey all firearms laws and hunting regulations in your jurisdiction, and never take a shot beyond a range at which you can place it reliably.
It is a simplified exponential-drag approximation suitable for comparing loads and understanding how drop scales. It ignores air density, temperature, altitude, wind and spin drift, so it is not a substitute for a full ballistic solver or for confirming your zero on paper.
On the ammunition manufacturer's data, usually quoted as a G1 value. Typical hunting bullets run 0.25 to 0.55; long-range match bullets exceed 0.6.
Because holdover is measured against the sight line your zero establishes, not against the bore. A 200-yard zero puts the bullet above the line of sight at intermediate ranges and reduces the holdover needed further out.