Penetration explained
Every armor fight in Tarkov is one math problem: does this round beat this plate right now? Learn the rule of thumb, the durability curve, and the ammo trade-offs, then use the calculators for exact numbers.
Published 08 Oct 2026 · By the TarkovTools team
Quick answer
Reliability threshold ≈ 10 × armor class (+ a few). Class 4 full plate soaks rounds
under ~40 pen; class 6 under ~60 pen. Durability changes everything: below 50% the thresholds drop
and mid-tier rounds start punching. Check any pairing in the
penetration calculator.
The threshold, explained without the formula
The game computes a threshold A from the armor's class and remaining durability. Compare your round's pen to A:
- Well above A: near-certain penetration, your shot punches and damages normally (minus a small reduction).
- Just above A: high but not certain, most shots pen, a few bounce.
- Just below A: the partial band, occasional penetrations at low chance, increasing as the plate wears.
- Well below A: never penetrates; only blunt damage. This is why RIP rounds are for legs, not class 6.
Durability: the hidden second variable
A 35% durability class 5 plate is easier to punch than a fresh class 4 in many matchups, the threshold scales with the remaining durability percentage. Spraying a plate with high-armor-damage rounds lowers A until your ammo pens; this is the entire "shred then kill" pattern in one sentence.
Numbers: a class 5 at 100% has threshold ≈ 50; at 50% ≈ 45. Those few points swing entire ammo loadouts from hopeless to effective.
The ammo trade-off triangle
| Style | Example rounds | Best for | Weakness |
|---|---|---|---|
| High pen, moderate dmg | BP, BS, M995, M61 | First-contact kills vs armor | Cost; lower flesh damage once it pens |
| High armor damage | Some AP/tracer rounds | Breaking plates for the team | Slow solo kills |
| High flesh damage | HP, RIP, buckshot | Unarmored/leg meta, scavs | Useless vs class 4+ |
| Budget balance | PS, PP, FMJ | Early wipe, mixed lobbies | Falls off vs 5/6 |
The ammo solver ranks actual rounds against your expected target, use it for loadout specifics.
Frequently asked questions
What penetration value do I need for class 4, 5, 6?
Rule of thumb: roughly 10 × class + 5–10 for reliable penetration at full durability, about 45+ for class 4, 55+ for class 5, 65+ for class 6. Between class×10 and that, you are in the partial-chance band; below, you are tickling. The calculator gives exact numbers for your round.
High pen or high damage, which round do I pick?
High pen for armored first-contact fights (bolt-action, DMR). High damage for unarmored or when you can spray: sustained fire with high-armor-damage rounds breaks plates, then everything pens. The solver ranks both styles.
Why did my shots "not register" on an armored target?
They registered as blunt: the round failed the penetration roll and only a small blunt fraction passed through. That is why low-pen rounds feel useless against class 5–6 even when damage numbers look fine.
Does shooting a damaged plate make my rounds penetrate?
Yes, that is the core mechanic. Lower durability lowers the threshold A, raising penetration chance for the same round. High-armor-damage rounds are valuable precisely because they open the plate for the next shots.