Methodology & data sources
Every formula and dataset behind the calculators, so you can verify or replicate any result.
Last updated: 08 Oct 2026
The penetration formula
We use the community-datamined model, identical in independent open-source projects:
A = (121 − 5000 ÷ (45 + 2 × durability%)) × armorClass ÷ 10
- pen ≥ A → penetrates:
chance = 100 + pen ÷ (0.9A − pen)% - A − 15 < pen < A → partial:
chance = 0.4 × (A − pen − 15)²% - pen ≤ A − 15 → no penetration
Validation examples the model reproduces: M995 (pen 53) vs class 5 full = ~93%; 7.62x39 BP (pen 47) vs class 4 full = ~96%; M855 (pen 31) vs class 4 full = ~13%.
Armor damage model
Durability damage per hit (used for "shots to break"):
dmg = max(1, pen × (armorDmg% ÷ 100) × clamp(pen ÷ class × 10, lo..hi) × destructibility)
with clamp = 0.5–0.9 for penetrating hits and 0.6–1.1 for blocked hits;
destructibility by material: Aramid 0.19, UHMWPE 0.34, Combined 0.375, Titan 0.41, Aluminium 0.45,
ArmoredSteel 0.53, Ceramic 0.55, Glass 0.6 (community datamining values).
Penetrating damage reduction
When a round penetrates, damage is reduced by the model factor
median(0.6, pen ÷ (A + 12), 1), i.e. between 0% and 40% reduction, matching the
in-game behaviour description ("0% to 40% less damage").
Data sources
- Ammo stats (175 rounds, 29 calibers): Escape from Tarkov Wiki ballistics table, fetched 2026-10-08 via reader; spot-validated against known values (BS 45 dmg / 54 pen; M995 42/53; M80 80/43; LPS 81/42).
- Armor list (45 body armors, 38 plates): tarkovdb.gg armor chart, fetched 2026-10-08; classes and base durability.
- Formulas: community-datamined implementation, cross-validated across independent open-source projects (cited in the investigation; identical math).
All data is a snapshot; Tarkov patches change values. Updates ship with a changelog entry and the snapshot date on affected pages.
Known limits (honest list)
- Single-layer model: multi-plate rigs, soft armor under plates, and zone splits are not simulated per-zone.
- Helmets: ricochet and helmet-specific quirks are not modeled; use torso values for helmet approximations only.
- Pens deviation: the game applies deviation to penetration power; we use the nominal value (standard practice).
- Damage falloff: distance reduces speed and (slightly) damage/pen; the calculators use point-blank values.
- Blunt damage: estimated with the community medians; treat as indicative, not exact.
Testing & corrections
- Every formula has hand-verified test cases (see the repo's test suite) that must pass before deploy.
- Spot validation against known community values is part of the data pipeline.
- Corrections: report with a source; confirmed fixes ship with a changelog entry.
AI use disclosure
Pages are drafted with tooling assistance and reviewed before publishing; every stat and formula is verified against the sources above. No invented numbers appear on this site.