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Armors are types of clothing that give the player protection from sources of damage.

SAS: Zombie Assault 3[]

In SAS: Zombie Assault 3, bonuses include increased defense, increased movement, decreased respawn time when killed, increased accuracy, or even increased health. All new players will start off with Basic armor which only provide enough stats to survive a few Ranks, but with them being weak they should be replaced with better armor within Ranks 6-14.

Armors provide bonuses when equipping same type of armor (tactical or heavy) on all 5 pieces. The Basic Clothing do not belong to any of those 2.

Types of Armor[]

  • There are three kinds of armor: the uncategorized armor of the 'Basic' set, Tactical Armor, and Heavy Armor.
  • The Basic Helmet and Gloves improve Defense, Health, and Accuracy; the Basic Vest and Pants improve Defense, Health, and Respawn; the Basic Boots improve Health, Speed, and Respawn.
  • Tactical Helmets and Gloves improve Defense, Respawn, and Accuracy; Tactical Vests and Pants improve Defense, Health, and Accuracy; Tactical Boots improve Defense, Health, and Speed.
  • Heavy Helmets, Vests, Pants, and Gloves improve Defense, Health, and Respawn; Heavy Boots improve Defense, Speed, and Respawn.

List of Clothing sets[]

Basic[]

Basic Clothing: This set has low stats in all categories.

Basic Helmet Basic Vest Basic Pants Basic Gloves Basic Boots
Basic Helmet Basic Vest Basic Pants Basic Gloves Basic Boots
Cost: Free Cost: Free Cost: Free Cost: Free Cost: Free
Unlock: Rank 1 Unlock: Rank 1 Unlock: Rank 1 Unlock: Rank 1 Unlock: Rank 1

Tactical[]

Combat Clothing: They will keep you alive a little longer.

Combat Helmet Combat Vest Combat Pants Combat Gloves Combat Boots
Combat Helmet Combat Vest Combat Pants Combat Gloves Combat Boots
Cost: $350 Cost: $900 Cost: $600 Cost: $200 Cost: $500
Unlock: Rank 8 Unlock: Rank 14 Unlock: Rank 12 Unlock: Rank 6 Unlock: Rank 10
Interceptor Helmet Interceptor Vest Interceptor Pants Interceptor Gloves Interceptor Boots
Interceptor Helmet Interceptor Vest Interceptor Pants Interceptor Gloves Interceptor Boots
Cost: $5,000 Cost: $25,000 Cost: $15,000 Cost: $3,000 Cost: $10,000
Unlock: Rank 18 Unlock: Rank 24 Unlock: Rank 22 Unlock: Rank 16 Unlock: Rank 20
  • Modular Tactical Clothing: These are good.
Modular Tactical Helmet Modular Tactical Vest Modular Tactical Pants Modular Tactical Gloves Modular Tactical Boots
Modular Tactical Helmet Modular Tactical Vest Modular Tactical Pants Modular Tactical Gloves Modular Tactical Boots
Cost: $50,000 Cost: $130,000 Cost: $100,000 Cost: $40,000 Cost: $80,000
Unlock: Rank 28 Unlock: Rank 34 Unlock: Rank 32 Unlock: Rank 26 Unlock: Rank 30
  • Advanced Combat Clothing: These are the best non-premium Tactical Armor pieces the player can buy.
Advanced Combat Helmet Advanced Combat Vest Advanced Combat Pants Advanced Combat Gloves Advanced Combat Boots
Advanced Combat Helmet Advanced Combat Vest Advanced Combat Pants Advanced Combat Gloves Advanced Combat Boots
Cost: $200,000 Cost: $350,000 Cost: $300,000 Cost: $160,000 Cost: $250,000
Unlock: Rank 38 Unlock: Rank 44 Unlock: Rank 42 Unlock: Rank 36 Unlock: Rank 40
  • Ex5S Clothing: These pieces originally could only be bought with real-life money, ranging from $0.99 to $2.99. Later they could be bought with SAS-BUCKS. They are the best pieces of Tactical Armor the player can get.
Ex5S Helmet Ex5S Vest Ex5S Pants Ex5S Gloves Ex5S Boots
Ex5S Helmet Ex5S Vest Ex5S Pants Ex5S Gloves Ex5S Boots
Cost: $1.99 or 200 SAS-BUCKS Cost: $2.99 or 300 SAS-BUCKS Cost: $1.99 or 200 SAS-BUCKS Cost: $0.99 or 100 SAS-BUCKS Cost: $1.99 or 200 SAS-BUCKS
Unlock: Rank 1 Unlock: Rank 1 Unlock: Rank 1 Unlock: Rank 1 Unlock: Rank 1

Heavy[]

  • Protection Clothing: They will keep you alive a little longer.
Protection Helmet Protection Vest Protection Pants Protection Gloves Protection Boots
Protection Helmet Protection Vest Protection Pants Protection Gloves Protection Boots
Cost: $350 Cost: $900 Cost: $600 Cost: $200 Cost: $500
Unlock: Rank 9 Unlock: Rank 15 Unlock: Rank 13 Unlock: Rank 7 Unlock: Rank 11
  • Dragon Skin Clothing: They're ok for now.
Dragon Skin Helmet Dragon Skin Vest Dragon Skin Pants Dragon Skin Gloves Dragon Skin Boots
Dragon Skin Helmet Dragon Skin Vest Dragon Skin Pants Dragon Skin Gloves Dragon Skin Boots
Cost: $5,000 Cost: $25,000 Cost: $15,000 Cost: $3,000 Cost: $10,000
Unlock: Rank 19 Unlock: Rank 25 Unlock: Rank 23 Unlock: Rank 17 Unlock: Rank 21
  • Defender Clothing: These are good.
Defender Helmet Defender Vest Defender Pants Defender Gloves Defender Boots
Defender Helmet Defender Vest Defender Pants Defender Gloves Defender Boots
Cost: $50,000 Cost: $130,000 Cost: $100,000 Cost: $40,000 Cost: $80,000
Unlock: Rank 29 Unlock: Rank 35 Unlock: Rank 33 Unlock: Rank 27 Unlock: Rank 31
  • PASGT Clothing: These are the best non-premium Heavy Armor pieces the player can buy.
PASGT Helmet PASGT Vest PASGT Pants PASGT Gloves PASGT Boots
PASGT Helmet PASGT Vest PASGT Pants PASGT Gloves PASGT Boots
Cost: $??? Cost: $??? Cost: $??? Cost: $??? Cost: $???
Unlock: Rank 39 Unlock: Rank 45 Unlock: Rank 43 Unlock: Rank 37 Unlock: Rank 41
  • Exos Clothing: These pieces originally could only be bought with real-life money, ranging from $0.99 to $2.99. Later they could be bought with SAS-BUCKS. They are the best pieces of Heavy Armor the player can get.
Exos Helmet Exos Vest Exos Pants Exos Gloves Exos Boots
Exos Helmet Exos Vest Exos Pants Exos Gloves Exos Boots
Cost: $1.99 or 200 SAS-BUCKS Cost: $2.99 or 300 SAS-BUCKS Cost: $1.99 or 200 SAS-BUCKS Cost: $0.99 or 100 SAS-BUCKS Cost: $1.99 or 200 SAS-BUCKS
Unlock: Rank 1 Unlock: Rank 1 Unlock: Rank 1 Unlock: Rank 1 Unlock: Rank 1

SAS: Zombie Assault 4[]

In SAS: Zombie Assault 4, armors are made by various industries and come in many sets. They can give the player bonuses of physical resistance, toxic resistance, heat resistance, increased or decreased movement speed, damage to zombies' melee attacks, weapon damage, and reload speed. By augmenting the armor (as can be done with weapons), the armor can give:

  • Additional physical protection
  • Additional heat protection
  • Additional toxic protection
  • Increased critical chance
  • Increased gun damage
  • Increased maximum health
  • Increased maximum energy
  • Increased recovery speed(reduced time)
  • Decreased reload time(increased speed)
  • Increased health regeneration rate
  • Increased energy regeneration rate
  • Increased movement speed
  • Increased damage to melee attackers
Armor points resistance raw data

Raw Data

Linearized and analyzed

Linearized and analyzed

see Augments for more information.

Damage Reduction[]

Armors give specific amount of armor points which results in damage resistance. Reduction can be calculated with the following formulas:

Damage Reduction (in %) = sqrt(Armor Points)

up until 5,500 Points in armor (74.16% reduction), and it then becomes

Damage Reduction (in %) = 74 + sqrt(Armor Points - 5,500) / 5

Damage reduction is capped at 99% which equates to 21,125 armor points.

Effective Health[]

Effective health describes how much additional health would be needed to afford the same protection as a given amount of armor.  For example, 50% resistance provides x2 effective health, and 75% resistance provides x4 effective health. Note that this also applies to sustain.  For example, a health pack provides twice as much survivability to a character with 50% resistances as it does to a character with 0% resistances. Of course this is true only for the resistance not ignored by zombies (such as dark minions) and only to resistance for the type of damage  dealt (e.g. chemical resistance to toxic puddles).  The following graphs describes effective health as a function of resistances:

Effective Health As a Function Of Armor Points[]
Effective Health

The effective health gains for low levels of armor are fairly modest.  But high levels of armor can provide enormous durability.  









Change in Effective Health Per Additional Armor Point[]
EH derivative

Resistances yield significant gains for low, medium, and high levels of armor, but not so much in between.  The early gains fall off because damage resistance percent grows with the square root of armor.  The inverse relationship between effective health and resistance drives the medium and late gains from armor.  Gains to armor fall off after medium levels of armor because the formula for calculating percent resistance changes, introducing a kink.  

The takeaway from this graph is: 1) small levels of armor are beneficial, but these will be attained simply buy adding equipment without augmenting it.  Augmenting armor is not worth much unless the character can build a large amount of it.  2) There are big returns for getting around 8500 points in armor or getting around 20000 points in armor.  One should strive for either of these goals but not anything in between.  

Percent Change in Effective Health Per Additional Armor Point[]
EH Partial Elasticity

This graph shows the fractional increase in effective health per additional armor point.  It shows how much stronger extra armor makes you "feel".  That is, increasing from x73 effective health to x74 effective health will not feel as impactful as increasing from x1 to x2 effective health, even though the increment in effective health is identical.  What this graph shows is that increasing from 8500 to 20000 armor points will feel about as impactful as increasing from 0 to 8500 armor points.





Armor Pieces In SAS: Zombie Assault 4, each piece of armor has varying levels of resistances indicated by a number, which can be calculated with formula above.

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Z-Arm Tech[]

HVM[]

Kevlar[]
Carbon Fibre[]

RIA (Rubicon Industries)[]

Hardplate[]
Trooper[]
Special Forces[]

Ronson[]

Shotlite[]

Hummingbird[]
Dragonfly[]

Spaceskin[]

Graphene[]

Atomic[]

Titan[]
Medusa[]

Fairground[]

Clown[]
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