Reading the matrix
Every cell answers one question: if all your shots land there, what happens? Damage is per shot after distance falloff, hit-location multiplier, your ammo's modifier and the armor's reduction. STK is shots against 100 health, and TTK converts that to seconds at the weapon's fire rate — plus the round's actual travel time, so the number is what the fight feels like, not a spreadsheet fantasy.
- Covered vs uncovered — vests protect the three torso zones (Level 4 adds pelvis and upper arms); helmets protect the head. Everything else always takes full damage.
- Ammo modifiers — HP: +100% flesh / −30% armored. AP: −20% flesh / +30% armored. The round strip shows all three side by side against your selected armor.
- Aim shifting — against Level 3–4 vests, compare the thigh row to the torso rows. Unarmored legs often beat armored chest.
Comparing weapons instead?
The weapon comparison tool puts up to four weapons' TTK curves on one graph against any armor tier. Armor stats live in the armor database.
FAQ
How does armor work?
Covered locations take reduced damage — 30% less at Level 1 up to 65% at Level 4. Uncovered locations take full damage regardless of what the target wears.
What's the best ammo against armor?
Armor Piercing — it trades 20% flesh damage for 30% more through vests and helmets. Against unarmored targets Hollow Point's double flesh damage wins instead.
Does Level 4 cover more?
Yes — pelvis and upper arms on top of the torso, at a 65% reduction. It's the only vest that extends past the torso.
Is a helmet worth it?
Headshots hit for ~2.4× on most classes, so yes — even Level 1's 30% cut often adds a full shot to your enemy's headshot kill.
Does durability matter?
Durability exists in the data but its in-fight depletion isn't confirmed; the calculator applies full reduction to every shot and says so.
Is the calculator free?
Yes, free in the browser — no download, no account.