Hi guys, at first i want to apologize for my english and would be very appreciated if someone will correct me.

I hope, that this guide will be answer to questions like "police vest has 100 armor, why it isnt better than any others?" or "Is opfor start uniform really can take more hits than blufor or indy?"

Bullets cause two different type of damage:

In case of using AP,

As you can see in example above, must be a balance between total and local damage. In the best case they must be equal, i.e.

The uniform table show values of max armor for BH = 10.

The helmets(as vests too) does not increase the size of hitzone, bullets that hit the helmet, but not head, doesn’t damage.

Head armor of all uniforms is 2. Except RHS uniforms(armor = 1.5) and wet suits(armor = 4).

In general, the helmets follow the same rules as the rest of the armor.

If you have not police vest, the best choice will be opfor uniforms(combat, ghillie or pilot). They have enough AP for 20-30 armor vests, good explosion shield and gives you additional 12 armor. But in case of police vest, only pilot uniforms(any fractions) can support 100 armor.

The silencer increases the initial speed and damage by 10%. In the case of the ar-15 series(include .300BLK) - initial speed of 5% and damage by 26%. (Probably a bug, because gemtech 5.56 coefficient of typical speed = 1.2, which should reduce the damage of 1.2 times, but instead , for some reason, the damage increases)

But the muzzles also have a little disadvantage - looks like zeroing calc ignores muzzle coefficient of initial velocity, which cause some distance error.

Vests table https://docs.google.com/spreadsheets...it?usp=sharing

Guns table https://docs.google.com/spreadsheets...it?usp=sharing

Russian version https://forums.arma.su/forum/p%D1%83...BC%D0%B0%D0%BC

I hope, that this guide will be answer to questions like "police vest has 100 armor, why it isnt better than any others?" or "Is opfor start uniform really can take more hits than blufor or indy?"

**1.****Damage model**Bullets cause two different type of damage:

- Total damage, Doesn’t depend from point of impact. Depend from
- ArmorStructural(uniform)
- Passtrough(uniform, vest, helmet)
- Something in p3d file(uniform)

**Total damage = BH*BD*P/TDC**, where- BH(bullet hit) – ammo property
- BD(bullet damage) – magazine property (
**BD = BH*Velocity/Typical Velocity**) - P - Passtrough
- TDC – empirically defined coefficient

- Local damage is applied to hitzone. Man has 4 – head, body, legs and hands. The first two are critical, and can’t suffer more than 1 damage, legs and arms – can, but you must keep in mind, that total damage is still applied.
**Local Damage = BD/Armor.**

**Passtrough**– show, which part of total damage will be absorbed. Values of passtrough of vest and uniform or helmet and uniform are multiplied. If bullet penetrate body, real value of passtrough will be changed:**P = 1-(1-P)*VC**, where VC – velocity loss ratio**, VC = (V0-V1)/V0**, where V0 – bullet velocity before impact, V1 – bullet velocity after impact.**ExplosionShielding**– simple explosion damage multiplicator, actually its explosion vulnerability.**Armor**– define local damage. All uniforms, including underwear, have some basic armor. Armor rates of vest and armor or armor and helmets are added.**Actual Passtrough**– reduced to underwear passtrough value, AP = P*(Underwear_TDC/TDC), used to simplify presentation uniforms protection. AP works exactly same as P except in the case of through penetration(see above), where P will be changed, when TDC stay constant.In case of using AP,

**Total damage = BH*BD*AP/118**.(118 is Underwear TDC)**2. Examples***How much more protection opfor combat uniform has against civilian during to shooting from TRG-21 at 300m distance.*

In guns and vest table find necessary input values:

BH = 8(ammo), BD = 5.58(magazine), Armor_opf = 12, AP_opf = 0.5, Armor_civ = 2, AP_civ = 0.73.

*Local damage*

MaxHits = Armor/BD, rounded down.

MaxHits_opf = 12/5.58 = 2. MaxHits_civ = 2/5.58 = 0

*Total damage(only for opfor, civ will die from first hit anyway)*

TD = BH*BD*AP/118, MaxHits = 1/TD.

TD_opf = 5.58*8*0.5/118 = 0.189 MaxHits_opf = 1/0.189 = 5. Local damage is critical.

Thus, opfor can take 2 hits in chest from TRG at 300m, when indy - no one.*Which vest is better for RHS uniform – carrier lite or police vest?*

Carrier Lite Armor = 20, P = 0.5(vest table)

Police Vest Armor = 100, P = 0.7(vest table)

RHS uniform Armor = 14, AP = 1.(uniform table)

MX BD = 9.76, BH = 10(guns table)

*Local damage*

MaxHits_lite = 20+14/9.76 = 3 MaxHits_police = 100+14/9.76 = 11

*Total damage*

TD = BH*BD*AP*PV/118, PV - Vest passtrough.

TD_lite = 9.76*10*1*0.5/118 = 0.414 MaxHits_lite = 1/0.414 = 2

TD_police = 9.76*10*1*0.7/118 = 0.579 MaxHits_police = 1/0.579 = 1

You can see, that critical damage is total, so carier lite can take 2 hits, when police – only 1. Its means, that police vest always require uniform with good AP value. Otherwise, high armor rate will be useless.

**3. Max support vest armor**As you can see in example above, must be a balance between total and local damage. In the best case they must be equal, i.e.

**BH*BD*AP*PV/118 = BD/Armor**, where is PV – Vest Passtrough. So,**Max armor = 118/(BH*AP*PV).**The uniform table show values of max armor for BH = 10.

**4.****Helmets**The helmets(as vests too) does not increase the size of hitzone, bullets that hit the helmet, but not head, doesn’t damage.

Head armor of all uniforms is 2. Except RHS uniforms(armor = 1.5) and wet suits(armor = 4).

In general, the helmets follow the same rules as the rest of the armor.

**5. Overall recommendations**If you have not police vest, the best choice will be opfor uniforms(combat, ghillie or pilot). They have enough AP for 20-30 armor vests, good explosion shield and gives you additional 12 armor. But in case of police vest, only pilot uniforms(any fractions) can support 100 armor.

**6. Some about supressors**The silencer increases the initial speed and damage by 10%. In the case of the ar-15 series(include .300BLK) - initial speed of 5% and damage by 26%. (Probably a bug, because gemtech 5.56 coefficient of typical speed = 1.2, which should reduce the damage of 1.2 times, but instead , for some reason, the damage increases)

But the muzzles also have a little disadvantage - looks like zeroing calc ignores muzzle coefficient of initial velocity, which cause some distance error.

Vests table https://docs.google.com/spreadsheets...it?usp=sharing

Guns table https://docs.google.com/spreadsheets...it?usp=sharing

Russian version https://forums.arma.su/forum/p%D1%83...BC%D0%B0%D0%BC

## Comment