…And probably shields, too, but I didn’t specifically test that. Basically, I noticed that the algorithm significantly preferred one line of armors I made (one level higher on HP, one level lower on resistances and repairLevel) over another (one level higher on resistances, one level lower on HP).

 I mentioned this to Song, and she said that damageAdjLevel isn’t tracked by the algorithm. So I tested this by taking the Level 10 entry of the first of those two armor lines and running it through /balanceStats at both damageAdjLevel="1" and damageAdjLevel="9":

10   armor   uncommon   damageAdjLevel=“1”   -9.1   -19.8   39.6   0.0   0.0   0.0   0.0   2.5   0.0   0.0   0.0   0.0   -61.9   10.7   3.0   35000
10   armor   uncommon   damageAdjLevel=“9”   -9.1   -19.8   39.6   0.0   0.0   0.0   0.0   2.5   0.0   0.0   0.0   0.0   -61.9   10.7   3.0   35000

 (…Also “reopened” because I accidentally clicked “resolve” instead of “edit” when I wanted to fix a typo. >.< )