About Armor

Armor class is the most important aspect of any protective armor in Delta Force. Armor class represents how effective the armor is at stopping incoming rounds with varying levels of ballistic effectiveness. Armor classes range from 1-6. The higher the class, the better the armor. This is also reflected by the Armor's rarity color.

When it comes to armor durability, it's important to remember how the displayed fraction, in the bottom right of the armor, actually works. The number on the left side is your armor's current durability. The number on the right is the armor's max repairable durability. When determining how effective your armor is at stopping a round, you must compare the armor's current durability on the left with the armor's maximum durability. The armor's maximum durability can only be found by purchasing a new armor piece from a vendor.

Divide your armor's current durability by the armor's maximum durability to get your armor's integrity. For example, if you have an armor piece that reads 30/45, but the armor's maximum durability is 50, you actually possess armor that is 30/50; therefore that armor's integrity is at 60%.

Armor Durability Cost reflects how much of the armor's durability is consumed during repairs. A lower cost is better, as it preserves the armor's lifespan, while a higher cost significantly reduces its remaining durability.

Low - Best
Medium - Average
High - Bad

Armor Repair Efficiency measures the effectiveness of repairing damaged armor. It indicates how quickly and effectively repairs restore the armor's durability.

High - Best
Medium - Average
Low - Bad

Armor FAQ:

  • I don't know what I'm doing. What armor should I wear?
    When selecting what armor you should wear in raid, It's important to know what you have available. Make sure you check the Support Station's available armor pieces and ensure you understand the section above. The general rule is not to go into raid without armor below Class 3, or Blue rarity; however, if you don't have Blue armor, that doesn't mean you shouldn't wear any. If you don't have Blue armor available, literally anything will do. At this point the armor is protecting you against AI, not players.
  • I have Class 4 Purple armor and above. What should I wear?
    If you have armor above Class 4, or Purple rarity, and don't know what to wear, try and match your armor piece to the quality of gear you're wearing. Are you running an expensive gun and mobility isn't a concern? Run something heavy and Gold. Are you running a kit where you want to be mobile, flank, and take fights head on? Find something high class and low weight. Are you anticipating long range engagements and don't want to run expensive armor? Run Blue armor or Purple armor. It's hard to plan for ever scenario, but generally anything Purple and above will suffice.

Armor Calculations

Variable Definition

Vyron

Variable Definition

DMG - The damage applied to any unprotected body part.
AP - The damage applied directly to the enemy's armor.
APF - A multiplier applied to [AP] based on the level of the enemy's armor.
PEN - A percentage that determines how much [DMG] passes through armor to deal HP damage.
RATIO - A rare multiplier for specific ammo types. Typically ignored unless specified.
RANGE - Adjusts damage based on distance.
PART - Adjusts damage based on the body part hit.

Step 1

Stinger

Range

First, you must know the range you're shooting your target at. Each weapon has specific falloff values that will effect the Armor and HP damage applied. This can be found in the Weapons Details Screen labeled "Damage Falloff Multiplier".

Step 2

Delta Force Armor Damage

Armor Damage

Armor damage is the amount of durability lost by an enemy's armor when a bullet hits it. It is calculated using the ammo's Armor Penetration (AP) value, the Armor Penetration Falloff (APF) multiplier (based on the level of the enemy's armor), and a range multiplier.

Step 3

Delta Force Damage Calculation

HP Damage

HP damage is the damage applied to an enemy's health after accounting for their armor. It is influenced by the bullet's base damage (DMG), the ammo's Penetration (PEN) value, and modifiers like range and the body part multiplier (PART).

Step 4

Delta Damage Calculation

Delta Damage

Delta damage represents the additional HP damage dealt when a bullet breaks through the enemy's armor. It accounts for the difference between the damage that would be dealt to unarmored HP versus the damage reduced by armor.

When a bullet breaks armor, a portion of the damage that would normally be absorbed by the armor is added back to the HP damage calculation.

Step 5

Final Damage Calculation

Final Damage

Final damage is the total damage dealt to an enemy's HP by a single bullet, combining all relevant factors such as base HP damage, armor penetration, and any additional damage caused when armor is broken. It accounts for the bullet's effectiveness against both armor and health, including distance and hit location modifiers.

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