Strong armour will help to withstand more hits and remain as the last survivor in the match. Isn’t it the main goal?
Damage Model
When the bullet is fired it has mass, initial speed, damage, armour-piercing and stopping power, which increases the damage to the enemy whose threshold of “pain shock” has been passed from previous hits.
As the bullet flies, characteristics are being reduced due to the air braking. Also, depending on spread value of the weapon the bullet may increasingly deviate from the target.
Taken damage can be reduced by the armour depending on its thickness and the remaining armour-piercing power of the bullet but it can not be less than 10% of the damage. Different body parts can be more or less susceptible to any damage. For example a good hit to the head will increase damage by 1.8 times and damage to the neck by 2 times.