^ Not trying to bait anything at all - I honestly just wanted a fuller picture of the metric that you were using.
As I'm fond of reminding anyone who asks it of me, I do not believe that metrics are fulfilled unless we have full accounting of (1) time, (2) distance, and (3) target [size].
And on a personal note, thank you for contributing to my list of range-drills.
And in reading your reply, the highlighted part also has me re-reading this thread a bit.....
I'm going to backtrack a little, here, as by the way I'm reading the more recent posts in this thread, I think there's a bit of divergence going on:
The way I'm reading these three posts above, there's two diverging paths that idea of "the draw" has taken on -
Initially, I believe what
@KillerFord1977 wrote of is not necessarily related to either ease/speed-of-access or draw speed: rather, it is simply about the need to practice accessing and drawing the weapon - to bring what you are carrying with you,
however you are carrying it, into the active fight.
He made no note of how fast he was able to get to the weapon - only that as he tried to access and bring the weapon into the fight, he encountered difficulties that he had not foreseen.
@Jfal 's reply takes in-fight access instead down another path: that of ease-of-accessibility and draw speed.
And while the last few posts after that, including my own reply, have focused on this portion of the question, I think that we should also take a step back for, as
@Bassbob so wisely noted, not every lethal-force encounter is necessarily "won" by the "fast draw."
The
Active Self Protection YouTube Channel hosted by John Correia is full of both instances where the fast-draw allowed the righteous defender to triumph as well as shows instances where such an attempt, made at the wrong time cost the defender dearly.
Indeed, the fast-draw is only one skill set, and arguably, one could make a very convincing case of it being perhaps the less important skill, versus the "softer" skill of being more situationally aware, so that either the gun does not have to come into play at all, or that it can be accessed earlier in the encounter.