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Ammo and armor: how armor piercing works and which rounds to load

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Game version
Update 2.3.30
Official screenshot of the inventory screen: equipment slots, a backpack grid full of loot and a loot container.
Equipment and backpack grid. Official Steam screenshot.

Every point of armor above your round’s armor-piercing (AP) level cuts damage: the game multiplies damage by 2 ÷ (armor − AP + 2), and armor at or below your AP does nothing. Load AP rounds whose level matches the enemy’s armor and the hit lands at full damage. The shots-to-kill calculator runs this formula for any gun, round and boss.

How the formula plays out

The armor value comes from the target’s body armor, or from its helmet when the hit is a critical; your own shots are critical exactly when you aim at the head (headshots and crits). Your AP is the round’s level plus the gun’s own AP bonus (QBZ-191 and MPX add 0.5). Difficulty also scales damage dealt to you.

Target armor AP 1 (standard) AP 3 (AP rounds) AP 5 (advanced AP) AP 6 (special AP)
3 (Lv.3 Body Armor) 50% 100% 100% 100%
4.3 (Lv.4 Heavy, Lv.4 Ballistic Helmet) 38% 61% 100% 100%
5.4 (Lv.5 Heavy Body Armor, Vida) 31% 45% 83% 100%
6 (Lv.6 Body Armor) 29% 40% 67% 100%

Worked example: Vida wears Lv.5 Heavy Body Armor (5.4). A standard AR round deals 2 ÷ (5.4 − 1 + 2) = 31% of its damage; an Advanced AP Bullet (AR) at AP 5 deals 2 ÷ (0.4 + 2) = 83%. Each hit also strips durability from the armor equal to the round’s armor break.

Ammo by calibre

Calibre Rusty Standard AP Advanced AP Special
S (pistols, SMGs) −1 1 3 5 0, ×1.2 damage, armor break 6.6
AR (assault rifles) −1 1 3 5 6, ×1.1 damage
L (battle rifles) −1 1 3 5 6, ×1.06 damage
MAG (magnum) – 1 2 4 6, ×1.1 damage
Sniper −1 1 2 4 6
Shotgun shell 1 1 3 5 −1, ×1.4 damage
Arrows – 0 (wooden) 2 (basic AP) 4 (intermediate AP) Explosive: 3

The Special S round trades piercing for armor break: it shreds armor durability quickly instead of ignoring armor. Energy rounds sit at AP 3 (small and large) and 4.5 (enhanced small). Since update 1.1.6, every gun firing sniper rounds passes through one enemy and Magnum guns through two.

Special AP blueprints drop from the Storm Area bosses, and Jeff’s Extract Fuel unlocks buying AP Bullet (AR). The weapon table lists which calibre each gun takes, and the best weapons and ammo guide gives the quest that unlocks each round and the gun to carry on each map.

Body armor and helmets

Armor Body value Durability Notes
Lv.2 Body Armor 2 60
Lv.3 Body Armor 3 80 +3 inventory slots
Lv.4 Body Armor 4 100 +3 slots
Lv.4 Heavy Body Armor 4.3 150 Security Captain, Goofy Goose, Mad Bomber
Lv.5 Body Armor 5 120 +2 slots
Lv.5 Combat Body Armor 5.1 136 +5 slots
Lv.5 Heavy Body Armor 5.4 180 Vida
6B13 Killa 5.6 180 +4 slots, shorter stamina recovery wait
Lv.6 Body Armor 6 150 +2 slots
Helmet Head value Durability
Lv.2 Light Helmet 2.2 56
Lv.3 Light Helmet 3.2 69
Lv.4 Ballistic Helmet 4.3 81
Lv.5 Light Helmet 5.1 71 (hearing −0.5)
Lv.5 Combat Helmet 5.3 94
Maska-1SCh KE (Killa) 5.4 70 (narrower view, faster stamina recovery)

Some odd headgear is extreme: the Can Helmet has 9 head armor but only 5 durability and shortens view distance. Gun durability matters too: below 50% a gun loses damage and accuracy.

Backpacks

Backpack Slots Carry weight Unlock
School Bag 12 +10 kg Common loot
Travel Bag 17 +15 kg Purchase unlocked by Orange’s Official Courier
Survivor’s Backpack 23 +22 kg Purchase unlocked by Orange’s Expert Courier I
Military Backpack MAX 30 +30 kg Reward from Orange’s Premium Sniper I; blueprint in the Storm Area

Sources

  1. Decompiled game code: Health.cs and ItemAgent_Gun.cs (duckovAPI)Armor damage formula, gun AP plus bullet AP, head armor on critical hits.
  2. Ammo pages (Bilibili Duckov wiki, Chinese)AP level, damage multiplier and armor break for each round.
  3. Game item data (escapefromduckov.net)Armor values, durability and backpack capacity.
  4. Update log V1.1.6 (Steam)Sniper and Magnum rounds pierce enemies.

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