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The statistics for the armor are chosen to try to "realistically" model how such a piece of armor would actually behave in the circumstances of the game if the game were "the real world". But also, they can't spend a lot of CPU to execute an actual simulation of the ballistic impact, they have to just choose some various resistance numbers so the calculation is quick.
Finally, armor itself will take damage and degrade, so needing to repair armor will be a thing.
Armor has always been a flat resistance (possibly durability loss issues aside). Even this has more unironic depth because armor isn't just anti bullet/bite stats. But a variety of enviro resist stats including PSYCHIC.
Which is why baby's first jumpsuit, the sunrise suit, is always trash against attacks. but could upgrade to an amazing budget lightweight anomaly looter suit. With value even when I had a SEVA sci-fi super enviro suit to save on repair bills running laps around the map.
This also leads to why there are so many min/maxer pretending to care about lore players debating duty vs freedom. They tend to have unique suits that are solid armor without sacrificing enviro and artifact slot capability vs traditional body armor you can always find which can't even carry artifacts at all until upgraded. The path of peace means getting shot less, but also means no one of a kind midgame super armors. (oh well, will just have to settle for my ♥♥♥♥♥♥♥ EXO SUIT)