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How does the number of hits a Character needs to deal/can take from something before dying factor into their AP/durability?

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I'm not referring to stuff like game mechanics, as that can pretty much always be ignored. What I mean by this is direct in-universe statements on the matter, like:
  • "All it takes is 7 strikes in order to kill an [X enemy]"
  • "Armour that can withstand the force of 1000 spiders"
  • "Can survive 2 hits from [Y character] before dying"
For cases like this, do we say that the thing in question applies to some kind of multiplier depending on how many hits it can take/needs to deal to another thing, or do we say that they upscale/downscale to some unknown amount depending on the number of hits?

If the latter's the case, what exactly is the range for scaling?
Does only being able to take 5 hits before dying mean you're at most that thing's level? What about 8 or 20? Or 100? How many hits can you take before dying to something do you need to scale to that thing?

I'm very confused about this
 
1. I don't think that would be applicable for a use of a multiplier, that's just damage accumulating over time
2. If it's saying Armour Durability > 1000x Spider's AP then that seems fine, tho you would need good evidence to back up a multiplier that big. If it's only it can take a 1000 spider's hits before breaking or the individual hits of a 1000 spiders attacking, then no you wouldn't get a multiplier out of that
3. A multiplier likely can't be taken from this either but the person's durability could be downscaled from Y's AP with an At most value
 
1. I don't think that would be applicable for a use of a multiplier, that's just damage accumulating over time
2. If it's saying Armour Durability > 1000x Spider's AP then that seems fine, tho you would need good evidence to back up a multiplier that big. If it's only it can take a 1000 spider's hits before breaking or the individual hits of a 1000 spiders attacking, then no you wouldn't get a multiplier out of that
3. A multiplier likely can't be taken from this either but the person's durability could be downscaled from Y's AP with an At most value
Ok, so what I’m getting from this is that you can’t get a multiplier from the amount of hits it takes to break something, which is pretty much what I expected (also, yes, the spider example was more than likely referring to individual spiders rather than a single concentrated hit)

As for my second question, what exactly is the line between upscaling and downscaling here?
Like, let’s say it takes 15 hits for me to die to something, does my durability directly scale to it, do I downscale, or do I potentially upscale from it?
 
If you took the first hit without like, every organ exploding and you are minutes away from death, it’s safe to scale in my opinion
 
If you took the first hit without like, every organ exploding and you are minutes away from death, it’s safe to scale in my opinion
Even if it only takes a couple more attacks to get defeated? Shouldn't you still downscale quite a bit from it in that case?
 
As for my second question, what exactly is the line between upscaling and downscaling here?
Like, let’s say it takes 15 hits for me to die to something, does my durability directly scale to it, do I downscale, or do I potentially upscale from it?
As long as each hit isn't like nearly killing you then being able to take 15 hits from something seems like a pretty direct durability feat
 
Alright, what if it only takes 7?
Same thing, there isn't gonna be a clear cutting off point (This is the whole how many grains of sand is a mound of sand problem). You just have to use the context of the scene itself
 
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