Detailed Analysis of Armor and Damage in Escape from Tarkov
Escape from Tarkov bullets will have different damage to different parts of the body. Different armor can also resist various injuries. The following is a detailed analysis of the armor and damage in Escape from Tarkov.
Part 1: Basic Mechanism of Armor and Penetration
Generally, in Tarkov, when wearing durable protective gear, there are only two states of the part with the protective equipment: penetrated and not penetrated;
Escape from Tarkov does not have a "Penetration" mechanism. The causes of "Penetration" are some bugs, network problems, and server determination problems.
Part 2: Penetration and breakdown
In general, the higher the penetration depth, the higher the breakdown rate for protection, and after a large number of samples are tested, to facilitate memory, about 10-18-32-42-50-60 are taken as 1-2-3-4, respectively. The "stable penetration" penetration value of the -5-6 protection, which is the breakdown level 6 of the Ballistics ballistics page-from the perspective of expectations, your bullet will penetrate the equal protection on the first shot, such as M995 is to level 5 protection, M61 is to level 6 protection.
But this is a question of "probability" after all. Different bullets have a certain probability of facing these protections. Although they reach the level of "steady wear" level 5, 5.45x39. BS's first-time breakdown rate for level 5 is 91%. In other words, there is a probability of approaching 10%.
Part 3: Breakdown and injury reduction
We already mentioned in the second part of the primary mechanism that after being hit, there are only two states of "breakdown" and "unbreakdown," then each also corresponds to a different judgment; a simple sentence: breakdown judgment reduces injuries, A blunt trauma was determined if it did not break down.
Injury reduction is a very complicated mechanism. At present, BSG does not disclose the injury reduction formula and all relevant coefficients, so it cannot be accurately calculated. Hence, the author only lists the currently known relevant content:
- Generally, as long as the protector is durable, the damage reduction will be calculated.
- In general, the range of injury reduction is 0% -40%, the more significant the gap between penetration and protection, the closer the injury reduction is to 0%, and vice versa to 40%
- In general, in most cases, the result of injury reduction is about 20%, if only for rough calculation, it can be fixed at 20%
- In general, the damage reduction is affected by the current armor durability ratio, but the species is unknown. It can only be determined that the higher the durability ratio, the higher the damage reduction.
- Generally, the damage reduction has nothing to do with the material
Part 4: Reducing injuries and blunt injuries
Damage is determined by breakdown, and blunt injury is determined if it is not broken; the damage of direct injury is very low, basically single digits, so it is not recommended to "shock" the enemy by blunt injury.
Part 5: Armor damage and durability
Very complex mechanism +2, there is still no complete formula, but most of the correlation coefficients are obtained, it is better to refer to:
- Generally, the damage to armor is related to the penetration depth, corresponding to the "Armor Damage" value of the bullet, the current EFT armor material, and the current armor durability ratio.
- In general, unpunctured bullets will cause more armor loss than punctured bullets, but the specific coefficient is unknown, and it can only be determined that the gap is mostly around 20%
- In general, a single bullet/projectile will cause at least 1 point of durable damage to the armor, which leads to a conclusion: a shotgun deer projectile containing eight rounds of bullets, if all are scattered on the armor, then at least the armor Deals 8 Durable Damage
- Generally, different materials have corresponding "damage coefficients", which will be multiplied with armor damage, so the lower the value, the better the protection effect:
- UHMWPE: 0.35
- Polyaromatic amide / aramid: 0.25
- Composite material: 0.4
- Titanium: 0.45
- Aluminum: 0.5
- Armor steel: 0.55
- Ceramic: 0.7
- Glass: 0.7
Part 6: Special—Head Hitbox
In general, the head is actually divided into five small areas, sharing these 35 points of blood: the top of the head, jaw, eyes, nape, and ears.
Here is another mechanism: the protective part of the armor has nothing to do with the "appearance," only related to the protected area in the description, everything is subject to the description.
Part 7: Damage and Fragmentation / Shards
Different bullets have a corresponding fragmentation/fragmentation rate. As long as they hit, it will calculate whether fragmentation/fragmentation. For the sake of memory, the fragmentation/fragmentation can be used as 150% damage (50% increase), But if you are interested in the actual process, you can look at the "actual process" on the next floor; also, please note that the fragmentation/fragmentation is calculated as if it is not broken, but because the blunt injury is too low, even if the fragmentation/fragmentation It doesn't make much sense to bounce
Part 8: The actual process
It is not simply a 50% increase in damage. Instead, it generates two or more bullets that equalize the damage and penetration of your bullets out of thin air, and then in most cases, continue to judge this part, but there is a small probability The judgment will be made in other regions.
Here is the "probability" time again. The probability of how many hairs are divided is unknown, and the probability of whether it is judged at the same location is unknown. You can only determine the high probability or the original location. There is no bottom.
Taking the split into two rounds as an example, a bullet that originally had 50 penetrations and 60 damages will generate 2 "second bullets" with 12.5 penetrations and 15 damages.
In general, cheap bullets will not be broken or broken again, so the damage this time is 60 + 15 + 15 = 90 = 60 ^ 150%
Part 9: Special-Helmet Bouncing
Complex mechanism +1, currently only the helmet protector has a jumper judgment, but the BSG has not published the formula and the complete correlation coefficient. At present, only the "probability" of the jumper of the helmet itself-high, medium and low, and the jump of each bullet Resilience.
Part 10: Bugs that currently exist
Tarkov is still in the beta test phase, and there are still many related bugs.
- Bugs with invalid protective gear: The ancient bug has not been fixed so far, the triggering reason is not clear, but the solution is simple: each time you enter the battle, you can wear a new armor.
- Bugs with invalid fragmentation/fragmentation rate: Important bugs. At present, all bullets under the depth of 20 will not be fragmented / fragmentation. The most affected are the 2 RIPs, 100% = 0%.
- Card magazine bug: a new bug, the triggering reason is not clear, the specific performance is that some / all of the bullets in the magazine will not actually cause damage. Although a magazine hits the opposite side, although it groans, it does not die / it may not be even Response, solution: not yet clear.
- Server Judgment / Network Problems: Problems that are more difficult to judge. Attacks due to network connection and potential problems of the server are not judged / attacks are "absorbed" / attacks are invalid. The triggering cause is not clear, and the solution is not.
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