Sources and method
Where every number comes from.
This index is a fan reference, not an official product. Every stat printed here was read out of the game's published data templates and the community interactive maps, then normalised into six JSON files. Where the source has not published a value, the page shows a gap instead of a guess.
Data sources
six datasets| Dataset | Source | Rows | Fields |
|---|---|---|---|
| Ammunition | Game ammo data template | 71 | Calibre, pierce level, penetration, flesh damage, armour damage, velocity, accuracy, both recoil axes, wound type |
| Body armour | Game body armour data template | 48 | Class, durability, protected areas, material, movement and ergonomics penalty, weight |
| Helmets | Game helmet data template | 39 | Class, durability, material, covered areas, ricochet class, sound profile |
| Weapons | Game weapon data template | 77 | Calibre, firing modes, rate of fire, ergonomics, both recoil axes, stability, accuracy, hip fire, effective range, muzzle velocity, weight |
| Keys | Community key index | 43 | Sector, durability, container list (published for 13 of 43) |
| Maps | Community interactive map payloads, plotted on the rendered sector art | 528 | Marker category, title, condition text, position as a percentage of map bounds. Extracts and key rooms are clickable pins; the remainder are drawn as a non-interactive loot field. |
| Map artwork | Community-maintained Arena Breakout: Infinite wiki map set | 3 | Terrain art only. Re-encoded to WebP at 1600px and 2400px and desaturated so the marker layers stay legible; no terrain is redrawn or generated. Marker coordinates and all written analysis are this site's own. |
Derived values, and how they are derived
no black boxes| Value | Formula | Why |
|---|---|---|
| Effective durability | Listed durability / material modifier, rounded up | Two plates with the same listed durability burn down at different rates depending on material; the effective figure makes them comparable. |
| Defeats armour class | Pierce level >= armour class | The pierce level is the round's own tier; a round defeats any class at or below it. |
| Key loot score | Sum of container weight x quantity | Container weight is a fixed hierarchy from premium weapon case (9) down to jacket (1). It ranks rooms against each other and is explicitly not a market price. |
| Key grade | S >= 20, A >= 13, B >= 8, C > 0, otherwise pending | Thresholds are set against the actual published score spread (5 to 26) so each band holds rooms of comparable container value: S is the single premium room, C still pays something back. |
| DPS index | Rate of fire / 60 x best-round flesh damage | Compares sustained output between weapons that share an armour-class ceiling. It ignores reload time and recoil control, so it ranks rather than predicts. |
Known gaps
stated, not hidden- Key loot for 30 of 43 keys is still marked pending at the source. Those rows show sector and durability only.
- Farm extraction points are absent from the community map payload. The Farm board says so rather than drawing invented pins.
- Attachment-level builds are not modelled: no verified attachment stat table exists for this patch, so loadout pages pair weapons with rounds only.
- Northridge and Airport interactive map payloads are still empty at the source, so neither appears as a sector board.
Patch and updates
1.0.0.142.19All datasets were generated for patch 1.0.0.142.19. Balance changes in a later patch invalidate the affected rows; the generation date is printed in every JSON payload so a stale table is visible rather than silent.