We’ve changed how bullets, helmets and armor work in PlayZ to make the game more realistic and exciting. This guide will help you understand these new changes, including Armor Coefficient, Bullet Damage, and Armor Ratings. Read on to learn how these changes affect your gameplay.
Armor Coefficient
Armor Coefficient indicates armor strength, correlating to the extent of health damage reduction. Applicable solely to bullets impacting the torso and back. For example, a .308 round causes 105 health damage in the Torso at point-blank (0-meter distance).
At point-blank range WITH an AVS Vest
- With an AVS Vest (coefficient 4), damage is reduced to 26.25 (105/4).
- The bullet goes through the vest and inflicts a Bullet Wound and Stage 2 Pain.
- The victim has a mid-probability of falling unconscious.
At 300 meters WITH an AVS Vest
- With an AVS Vest (coefficient 4), damage is reduced to 26.25 (105/4) – Distance Factor.
- The bullet is stopped by the vest and inflicts a Hematoma and additional shock damages.
- The victim has a high-probability of falling unconscious.
At point-blank range WITHOUT an AVS Vest
- Without an AVS Vest, damage is 105 at point-blank.
- The bullet inflicts a Bullet Wound and Stage 2 Pain.
- The victim has a mid-probability of falling unconscious.
- The victim is most likely dead.
At 300 meters range WITHOUT an AVS Vest
- Without an AVS Vest, damage is 105 – Distance Factor.
- The bullet inflicts a Bullet Wound and Stage 2 Pain.
- The victim has a mid-probability of falling unconscious.
- The victim is likely dead.
Bullet Damage
Bullet Damage shows a bullet’s initial damage potential at point-blank (0-meter distance).
- Damage diminishes with distance due to variables such as bullet weight, caliber, velocity, and air resistance.
Armor Ratings
Armor Ratings range from 0 (no protection) to 10 (maximum protection), reflecting the armor’s bullet-stopping efficacy.
- An armor that intercepts a bullet, causes additional shock damage (potentially rendering the target unconscious) and hematoma.
- An armor that fails to stop a bullet, results in a bullet wound, necessitating medical intervention (surgery kit or hemostatic bandage).
- Regardless of armor’s effectiveness in stopping the bullet, the incurred health damage remains constant.
Bullet Damage Point-Blank (0-meter distance)
Bullet | 22 | 380 | 9×19 | 45ACP | 9×39 | 545×39 | 357 | 762×39 | 556×45 | 46×30 | 9x39AP | 57 | 308 | 762×54 | 7.92×57 | 338 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Damage | 14 | 24 | 28 | 31 | 52 | 80 | 45 | 77 | 77 | 25 | 52 | 28 | 105 | 105 | 99 | 450 |
Armor Ratings (0 to 10)
Unarmored | Police Vest | Press Vest | JPC | LV MBAV | Plate Carrier | AVS | 6B23 | IMTV | 6B43 | |
---|---|---|---|---|---|---|---|---|---|---|
Armor Coefficient | 1 | 1.4 | 2 | 3.3 | 3.3 | 3.3 | 4 | 4 | 5 | 6.7 |
22 | 0 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 |
380 | 0 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 |
9×19 | 0 | 8 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 |
45ACP | 0 | 5 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 |
9×39 | 0 | 1 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 |
545×39 | 0 | 1 | 4 | 8 | 9 | 10 | 10 | 10 | 10 | 10 |
357 | 0 | 1 | 4 | 6 | 7 | 8 | 10 | 10 | 10 | 10 |
762×39 | 0 | 1 | 4 | 6 | 7 | 8 | 10 | 10 | 10 | 10 |
556×45 | 0 | 1 | 3 | 4 | 4 | 5 | 5 | 7 | 10 | 10 |
46×30 | 0 | 1 | 2 | 3 | 4 | 4 | 5 | 6 | 10 | 10 |
9x39AP | 0 | 1 | 2 | 2 | 3 | 3 | 3 | 4 | 6 | 9 |
57 | 0 | 1 | 2 | 2 | 2 | 2 | 3 | 3 | 5 | 7 |
308 | 0 | 0 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 |
762×54 | 0 | 0 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 |
7.92×57 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 |
338 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 |
Helmet Ratings (0 to 10)
Other | Chainmail Coif | Norse Helm | Great Helm | ZSh3 Pilot | Mich 2001 | Ballistic | Gorka | Ssh68 | Maska-1 | |
---|---|---|---|---|---|---|---|---|---|---|
Helmet Bullet Coefficient | 1 | 1.4 | 1.8 | 2 | 2 | 4 | 4 | 4 | 4 | 5 |