4-bar is under 120ms of ping. 3-bar is under 175ms, 2-bar is under 220ms, and you're on 1-bar if you're over 220ms.
Both games use an hybrid system of dedicated servers and P2P servers.
When you play on a dedicated server, a client sends 100 updates per second to the server, but the server only sends 20 updates per send to the client (100/20 Hz).
When you play on a P2P server, the update rates are 100/10 Hz. As a matter of fact, BF1 and Overwatch use 60/60.
In optimal conditions (25ms ping to a dedicated server, 91 FPS without V-sync, zero packet loss, 1ms screen response time), the real latency is, in average, 100ms. This will be much higher on consoles due to 60 FPS V-sync, TV screens, and of course, higher delays to the hosts (dedicated or not).
The variance in testing the delays shows a real problem in dealing with the latency - other games are much more consistent in that regard.
You can lag up to 500 ms and still have your hits registered, hence provoking some bad deaths far behind cover.
If you're the host on a P2P server, you can still hit players even if they're lagging up to 900 ms, leading to even more BS deaths!