Armor Mechanics & Plate Durability
Armor absorption in Wardogs is a dynamic physical process. Plates do not provide permanent invulnerability; they possess finite durability pools that degrade on every impact, eventually shattering to expose unarmored tissue to lethal kinetic damage.
1. Standardized Armor Mitigation Tiers
Armor reduction in Wardogs is strictly organized into five standard tiers (Tier 0 through Tier 4):
| Armor Tier | Damage Mitigation (R) | Protected Hitbox Zones | Durability (Vest / Helmet) |
|---|---|---|---|
| Tier 0 | 0% (Unarmored) | None | 0 HP |
| Tier 1 | 30% Reduction | Head (Helmet) / Upper & Lower Chest, Stomach (Vest) | 540 HP / 240 HP |
| Tier 2 | 40% Reduction | Head (Helmet) / Upper & Lower Chest, Stomach (Vest) | 600 HP / 300 HP |
| Tier 3 | 50% Reduction | Head, Neck (Helmet) / Upper & Lower Chest, Stomach (Vest) | 660 HP / 480 HP |
| Tier 4 | 60% Reduction | Head, Neck (Helmet) / Upper & Lower Chest, Stomach, Pelvis, Upper Arms (Vest) | 780 HP / 540 HP |
2. Technical Verification of Tier 4 Helmets
In the active game engine and empirical data assets, Tier 4 helmets provide exactly 60% damage reduction, matching the mitigation of Tier 4 body armor. The key advantage of Tier 4 helmets lies in their expanded coverage of both the Head and Neck, backed by an independent durability pool of 540 HP (compared to 240 HP for Tier 1).
- FAL (.308 Win FMJ): Unarmored Head = 116.35 DMG → Tier 4 Head = 46.54 DMG (1−46.54/116.35=60.00%)
- M4 (5.56x45mm FMJ): Unarmored Head = 72.43 DMG → Tier 4 Head = 28.97 DMG (1−28.97/72.43=60.00%)
- AK-74M (5.45x39mm FMJ): Unarmored Head = 67.26 DMG → Tier 4 Head = 26.90 DMG (1−26.90/67.26=60.00%)
3. Ammunition Behavior: FMJ, AP, and HP
Ammunition types dramatically alter how projectiles interact with armor:
Baseline ammunition.
100% flesh damage (Mflesh=1.0).
Standard armor mitigation (Reffective=Rtier).
1.00x durability wear rate.
Bypasses armor percentage:
Full-power rifle (.308, 7.62x54R): 50% bypass
Intermediate (5.56, 5.45): 40% bypass
Pistol / SMG (9mm, .45): 30% bypass
-20% unarmored flesh penalty (Mflesh=0.80).
+100% unarmored flesh damage (Mflesh=2.0).
Bonus is nullified by armor plates.
Suffers cubic mitigation penalty:
4. Dynamic Armor Durability & Plate Shattering
A naive formula (⌈100/Damage⌉) would predict over 110+ shots to kill for Hollow Point against Tier 4 armor. In reality, armor plates possess finite durability pools and shatter under sustained fire:
| Armor Tier | Vest Durability | 5.56mm FMJ Vest Break | Helmet Durability | 5.56mm FMJ Helmet Break |
|---|---|---|---|---|
| Tier 1 | 540 HP | 9 shots | 240 HP | 4 shots |
| Tier 2 | 600 HP | 10 shots | 300 HP | 5 shots |
| Tier 3 | 660 HP | 11 shots | 480 HP | 8 shots |
| Tier 4 | 780 HP | 13 shots | 540 HP | 9 shots |
Armor-piercing rounds inflict +30% armor durability wear (Mdurability=1.30×), whereas Hollow Point inflicts 0.722x wear. When plate durability reaches 0 HP, subsequent shots strike bare flesh for 100% unarmored damage.
5. Penetration Kills vs. Plate-Shatter Kills
Combat engagements resolve in one of two distinct ways:
Target HP reaches 0 while armor durability remains intact.
FAL (.308 AP) vs Tier 4 Chest:
Shot 1: 35.65 DMG (Armor: 689 HP)
Shot 2: 35.65 DMG (Armor: 598 HP)
Shot 3: 35.65 DMG → Fatal Kill (STK = 3)
Target died with 507 HP armor remaining.
Armor durability is depleted to 0 HP, followed by fatal unarmored damage.
FAL (.308 HP) vs Tier 4 Chest:
Shots 1-18: 0.90 DMG/shot (16.20 total HP dealt)
Shot 18: Vest durability reaches 0 HP
Shot 19: Impacts bare flesh for 132.02 DMG → Fatal Kill (STK = 19)
6. Time to Kill (TTK) Equation
Time to Kill represents the elapsed duration from the moment the trigger is pulled to target neutralization:
Because the initial projectile leaves the muzzle at t=0 ms, (STK−1) cycles of the weapon action are evaluated. For single-shot kills (STK=1), TTK=0 ms.
Inspect dynamic STK and TTK across all armor tiers for every weapon
The Weapons Catalog dynamically recalculates plate durability and penetration across all 5 armor tiers.