Combat Armor

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Killing Floor 2 item
Combat Armor
MAGAZINE SIZE
SPARE AMMO CAPACITY
DAMAGE
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FIRE RATE
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ACCURACY
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PENETRATION
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• Combat armor protects you from various forms of damage, but is degraded in the process.
• Buy new armor or repair damaged armor at the Trader.

It's a jacket, fitted with plates made from a combo of high-tech fiber and tungsten steel.
General Information
Pricing 300
Ammo Cost 3 (per armor point)
Weapon Type File:KF2 WeaponType Gray.png
Alternative Weapon Type {{{AlternativeWeaponType}}} [[File:KF2_WeaponType_{{{AlternativeWeaponType}}}_Gray.png|top|20px|link=]]
Weapon Information
Starting Ammo
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Parry (damage multiplier) ×Expression error: Unexpected round operator.
Secondary Ammunition
Ammo Type {{{SecondaryAmmunition_AmmoType}}}
Magazine Size {{{SecondaryAmmunition_MagazineSize}}}
Spare Ammo Capacity {{{SecondaryAmmunition_AmmoCapacity}}}
Damage
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Fire Rate
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Accuracy
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Penetration
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Starting Ammo {{{SecondaryAmmunition_InitialSpareMags}}}
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Ammo Cost {{{SecondaryAmmunition_AmmoCost}}}
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Full Recharge Time Expression error: Unrecognized punctuation character "{".s
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Technical Information
Related Achievements
PS4 Trophies


Technical Information:

In Killing Floor 2 Combat Armor has 3 levels of integrity - High (when it has more than 75 points), Medium (when it has 50-75 points) and Low (when it has less than 50 points). Each integrity level allows to absorb different amount of damage: High = absorbs 75% of all incoming damage, Medium = absorbs 65% and Low = absorbs 55% of all incoming damage.
Amount of the damage to absorb depend on current armor state (if player takes hit while having 76 points of armor, absorbed percentage will be at High level). If damage given to player will be greater than amount of the armor he/she has, player will lose all his/her armor and the rest of the damage will be dealt to the actual health.

Heavy Armor Training skill of the SWAT and Survivalist's passive armor ability ignores the armor absorption rate - armor always takes full damage acting like a second health pool. Additionally armor of both perks drained at decreased rate - as long as player will be wearing armor all incoming damage towards it will be multiplied by x0.65. However 100% absorption rate only guaranteed if incoming damage (per single attack or damage tick) will be lesser than current amount of the armor - otherwise incoming damage to health will be decreased by amount of the remaining armor (Damage To Health = Base Damage - Amount of the Armor) and amount of the armor itself will be decreased by 65% (New Armor = Old Armor - Old Armor x 0.65).

Example 1: SWAT player with 100 HP and 100 AP takes 60 points of damage in single hit. This amount of the damage is lesser than amount of the armor player has so on top of 100% absorption rate player will take only 60x0.65 = 39 points of damage to armor.

Example 2: SWAT player with 100 HP and 20 AP takes 40 points of damage in single hit. This amount of the damage is greater than amount of the armor player has so firstly damage to health will be decreased by amount of the armor i.e. 40-20 = 20 and secondly amount of the armor player has will be decreased by 65%: 20 - 20x0.65 = 7. The player will end up having 80 HP and 7 AP.

Combat Armor does not prevent players from taking falling damage and sonic attacks of the Siren.