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How high does one's durability have to be to do this?

Valiant_Abyss

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How much higher at a minimum does one's durability have to be than the opponent's AP to be completely unharmed by their attacks through sheer durability? To be more specific about what I'm asking, two 5-B characters with the same exact abilities who can stalemate each other. These characters are completely equal and have the same ability to transform. Character B transforms and character A is completely unable to harm B because B's dura is too high. Character A is only able to harm character B when they transform as well.

Is there any way to quantify how high the character's dura would have to be at minimum to do this?
 
This is a lot harder to factor in; but I would pretty much say around the same gap as a oneshot; or possibly higher than that. Though we don't normally assume that tier jump wise; but judging based on Vs thread standards.
 
Normally 10x is tank-territory, if you want them to be pretty much ignore the attack.
 
I'd point out that usually, even the biggest gaps still have characters being susceptible to chip damage; if it's a sharp object hitting their eyes or striking them on certain lower body parts; but this may just be bad writing. But we avoid those examples being legit scaling examples. But in Vs threads, it's harder to decide; but Reppuzan said previously that 100x or above should guarantee invulnerability for certain. Though it may take less than that.
 
i counted 4 buts

tbf chip damage rarely comes to play in fiction and techinically nothing short of a infinite difference would make you take no damage from enemies.
 
What I mean by unable to harm is that character B isn't staggered in the slightest and appears to take no damage at all going off of expressions and the health bar.
 
5x durability to no-diff, 10x to ignore completely would be my estimates for blunt force.
Probably somewhere close to 100x for sharp objects.
 
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A character induces damage through impacts in two way: pressure (it cut or pierce through skin, flesh, bones) and acceleration; if a character do not suffer from tearing effects, either cuz it has natural armor or force armor, it still may suffer from acceleration effects (leading to internal damage).

To no being pushed away at high speeds, a character either needs to be similarly strong (lifting strength), or having disproportionate mass.

Now, how much pressure can someone stand do avoid damage? There's not really a "multiplier" and I believe it depends of the material stroke; and how much acceleration can stand the character to not suffer damage? It depend of the feat I guess.

5x and 10x are arbitrary multipliers with no scientific support.
 
Very tricky thing to judge. Maybe this link could help? It uses human tier people though


if the Peak AP for human tier is 80 and 326 Joules has a very high probability of being fatal or if they do survive critically injure someone

Then that is a difference of 4.075x's

20% lethality head strike = 90 joules

90% lethality of a headstrike = 150 joules

the very bottom has some other kind of math saying that 1000 Joules is basically a 100% Kill rate on a person which is 12.5x above the 80 joules of the highest point in Human tier AP

probably better to just read the link rather than me saying this stuff lol
 
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