Your vest is a wall with a health bar
Every bullet chips the wall, even the ones that bounce. While the wall is healthy, bullets bounce. Once it drops past a certain point, every bullet goes through. Nothing random about it.
There is no luck on a Lv5 or Lv6 vest. Every bullet either goes through or it doesn't, and the line sits at a fixed durability. Fire at real gear, see where it breaks, and find out which piece is actually worth the Koen.
bullets a fresh Lv5 vest stops against BS, M995 or DVC12. It only trims damage.
durability where a Lv6 vest stops working against BS and M995. Below it, every round penetrates.
shots to kill through an IND70 versus an SH65. Same Lv6, different durability drain.
Skip the formulas. This is how armor works in plain words, with what happens to each bullet. bounces goes through coin flip
Every bullet chips the wall, even the ones that bounce. While the wall is healthy, bullets bounce. Once it drops past a certain point, every bullet goes through. Nothing random about it.
Against BS, M995 or DVC the wall breaks at around half durability. That means it stops about 3 bullets. After that it's decoration that slows you down.
Against the meta Lv5 rounds a brand new Lv5 vest is already broken. Every bullet goes through from the first shot. It only makes each hit hurt a bit less, so you live one extra bullet.
Helmets and face shields are different. A fresh Lv6 helmet always stops the first hit. After that each hit is a small gamble, and once it's worn enough everything goes through.
Armor only looks at the percentage. A vest at 50/100 is at 50% and stops nothing. Repair it to 50/50 and it is back at 100%, and it stops 2 bullets again. Same vest, same durability.
Same level, same protection, but some pieces wear out way slower. An IND70 helmet takes about one more bullet than an SH65 before you drop. Check how fast it wears, not just the level.
Pick a piece, pick a round, set how worn or repaired it is, then fire. Every shot shows the effective protection, the pen chance and the roll.
Through the arm = the round passes a hand, arm or shoulder first and keeps 88% damage. Pen and armor wear are assumed unchanged.
Only head and thorax kill. A blacked arm or leg does not end the fight. A hit on a part already at 0 spreads its damage to other parts (the game shows "Damage Spread"), but how much goes where is not confirmed yet, so it is not counted here.
Every piece ranked by what it costs per extra bullet you survive compared to wearing nothing. Lower is better. Click a column to sort.
The formulas behind every number on this page, read from the ABI Tracker simulator and checked against the shots above.
A Lv6 piece is 60, a Lv5 is 50. The ratio is measured against the item's current max, so a repair keeps the breaking point at the same percentage and only shrinks the pool you have before it.
ratio = current / max
rate = min(1, 1.21 − 50 / (200 × ratio^1.2 + 45))
effective = level × 10 × ratechance = ((pen − effective) × 0.02 + 0.31) × coef
pen hit = (dmg + bonus) × mult(pen − level×10)
diff < −10 0.60
−10 … 9 0.65 + diff × 0.005
9 … 19 0.80 + diff × 0.01
> 19 1.00
blocked = (dmg + bonus) × blunt rate
wear/hit = armor damage × drain scaleEvery Lv6 helmet has 60 protection, but they wear at very different speeds. The IND70 loses 45% of a round's armor damage per hit, the SH65 105%. That is the difference between dying in 3 shots and in 5.