Methodology & data policy
Every formula, every assumption, every source — in the open. If a number on this site can't be traced to this page, treat it as a bug and report it.
The tier-gap penetration model
Delta Force gives ammo and armor tiers from 1 to 6. The gap between them decides the share of shots that penetrate for full damage. Community testing after the penetration rebalance reports: same tier ≈ 50% penetration, +1 tier ≈ 75%, +2 tiers ≈ 90–100%, and steep drop-offs below. Our default table:
| Ammo − Armor gap | Penetration chance (default) |
|---|---|
| +3 or more | 100% |
| +2 | 90% |
| +1 | 75% |
| 0 (same tier) | 50% |
| −1 | 25% |
| −2 | 10% |
| −3 or less | 5% |
These values are community estimates [VERIFY], not official numbers. The publisher does not document exact penetration curves, and patches change them. Blocked shots deal an assumed 30% of their damage to health [VERIFY] and drain armor durability by the remainder.
TTK simulation
flesh/shot (armored) = dmg × (pen + (1 − pen) × 0.30) armor/shot = dmg × (1 − pen) × 0.70 shots to break = ceil(durability ÷ armor/shot) total shots = phase math until health ≤ 0 TTK (ms) = (shots − 1) × 60000 ÷ RPM
Hit-area multipliers (chest ×1.0, head ×2.0, limbs ×0.9) are editable inputs because they vary by equipment and are not officially published. Damage falloff is user-supplied as a percentage.
Profit model
EV = extractionRate × loot + insuranceRate × insuredKit − kitCost break-even loot = (kitCost − insuranceRate × insuredKit) ÷ extractionRate
Assumes gear+ammo are the insured kit; meds are consumed regardless; insurance returns apply whether you extract or die.
Sources
- Delta Force ammo & armor penetration guide (tier-gap overview)
- How armor and bullet damage work in Delta Force (six armor levels)
- r/DeltaForceGlobal — community discussion of ammo tiers and penetration changes
Community sources move; if a link dies or a value changed with a patch, that's a report, not a surprise.
The [VERIFY] policy
Every game value in our data files carries a verification flag and the whole dataset carries a review date (currently 2026-10-08). Values marked [VERIFY] are structured placeholders: the tools work, the defaults need patch-day confirmation. We would rather label uncertainty than present a guessed number as fact.
How updates happen
- Trigger: notable patches, season changes, or community reports.
- Process: re-check sources → update the single data file → review date changes → note in the changelog.
- All tools read one data file, so a fix updates the TTK calculator and the ammo chart together.
AI-assist disclosure
Pages were drafted with AI assistance and reviewed by the site operator before publishing. Calculations are deterministic code you can audit — the client-side source is readable, and no number on this site comes from a language model's "memory" of game data.
How to report an error
Use the contact page with the page URL, the value, your test method and the patch number. Corrections that check out ship with a changelog credit to the reporting operator's handle (if they want one).