Damage Mitigation • Plate Durability & Penetration Dynamics

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 TierDamage Mitigation (R)Protected Hitbox ZonesDurability (Vest / Helmet)
Tier 00% (Unarmored)None0 HP
Tier 130% ReductionHead (Helmet) / Upper & Lower Chest, Stomach (Vest)540 HP / 240 HP
Tier 240% ReductionHead (Helmet) / Upper & Lower Chest, Stomach (Vest)600 HP / 300 HP
Tier 350% ReductionHead, Neck (Helmet) / Upper & Lower Chest, Stomach (Vest)660 HP / 480 HP
Tier 460% ReductionHead, Neck (Helmet) / Upper & Lower Chest, Stomach, Pelvis, Upper Arms (Vest)780 HP / 540 HP

2. Technical Verification of Tier 4 Helmets

Empirical Verification: 60% Mitigation & 540 HP Pool

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).

Empirical Damage Matrix Headshot Verification:
  • FAL (.308 Win FMJ): Unarmored Head = 116.35 DMG → Tier 4 Head = 46.54 DMG (1−46.54/116.35=60.00%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%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%1 - 26.90 / 67.26 = 60.00\%)

3. Ammunition Behavior: FMJ, AP, and HP

Ammunition types dramatically alter how projectiles interact with armor:

Standard (FMJ)

Baseline ammunition.

100% flesh damage (Mflesh=1.0M_{\text{flesh}} = 1.0).

Standard armor mitigation (Reffective=RtierR_{\text{effective}} = R_{\text{tier}}).

1.00x durability wear rate.

Armor Piercing (AP)

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=0.80M_{\text{flesh}} = 0.80).

Hollow Point (HP)

+100% unarmored flesh damage (Mflesh=2.0M_{\text{flesh}} = 2.0).

Bonus is nullified by armor plates.

Suffers cubic mitigation penalty:

Rpen, HP=(1.0−Rtier)3R_{\text{pen, HP}} = (1.0 - R_{\text{tier}})^3

4. Dynamic Armor Durability & Plate Shattering

A naive formula (⌈100/Damage⌉\lceil 100 / \text{Damage} \rceil) 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 TierVest Durability5.56mm FMJ Vest BreakHelmet Durability5.56mm FMJ Helmet Break
Tier 1540 HP9 shots240 HP4 shots
Tier 2600 HP10 shots300 HP5 shots
Tier 3660 HP11 shots480 HP8 shots
Tier 4780 HP13 shots540 HP9 shots

Armor-piercing rounds inflict +30% armor durability wear (Mdurability=1.30×M_{\text{durability}} = 1.30\times), 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:

1. Penetration Kill (AP / Heavy FMJ)

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.

2. Plate-Shatter Kill (Hollow Point)

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:

TTKms=(STK−1)×(60RPM)×1000 ms\mathbf{\text{TTK}_{\text{ms}} = (\text{STK} - 1) \times \left(\frac{60}{\text{RPM}}\right) \times 1000\text{ ms}}

Because the initial projectile leaves the muzzle at t=0 mst = 0\text{ ms}, (STK−1)(\text{STK} - 1) cycles of the weapon action are evaluated. For single-shot kills (STK=1\text{STK} = 1), TTK=0 ms\text{TTK} = 0\text{ ms}.

Simulate Armor Penetration

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.