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Need help revamping block tales

So after playing block tales i decided to check the wiki because i was curious on its scaling. Unfortunately the verse page seems to have disappeared and the only thing here was an outdated page for the player. I decided i'd scale the verse myself(currently making a page for the player) and found some feats that seem to have alot of potential however i need someone to calc them (i don't feel like calcing them).

Cruel king makes a mountain spanning snowstorm: The ice king is implied to have used the ice dagger to cause a massive snowstorm in roadtown. The interesting thing about this is that in the objective page at 40:32 we can see the mountain that roadtown is on is covered in snow and if you look at the backround you can see other mountains covered as well.

Red and blue make a crater offscreen: The crator looks fairly massive and was implied to be caused by red and blue fighting shedletsky offscreen.

uncharged dynamite explosion 1: although this is chapter 2 because the dynamite used here isn't being charged i figured it would be ok to use since it should scale to the player in chapter 1

uncharged dynamite explosion 2:

The player dodges an ice explosion: lots of movement here. Could definitely see this qualifying for beyond baseline supersonic.



Anyone available?
 
I've gone through the blog, and I think you did a great job overall with everything. However, I have some minor nitpicks:
alr thx
  • The general info about them, rather than just listing as Unknown, should be listed as Varies (depending on player choice), and all their nicknames shouldn't be in the classification area, but in the name section.
noted although I listed them as unknown instead of varies since its possible for them to have a name given that they have a consistent lore depicted apperance
  • This is kinda minor, but the way the different keys are laid out implies that the player is the same level of strength for all of chapters 1, 2, and 4 respectively, when that is certainly not the case (ex: the player in chapter 1 grows from 9-A, being comparable to dynamite, to 7-B due to fighting the king)
    • The way I'd go about this is something like: Prologue | Early - Mid Demo 1 | Late Demo 1 - Mid Demo 2 | Late Demo 2 - Demo 3 (Pre-ghost walker) | Demo 3 (Post-ghost walker) - Mid Demo 4 | Late - Post Demo 4
This is a very fair point (bcuz of their busted AD)
  • For all the times the profile says "look at this blog for more info," it'd probably be better to have that in a Notes section so as not to clutter the page
Mk
  • A few issues with some abilities and where they're listed:
    • The player doesn't have weapon creation, just hammerspace
Forgot hammerspace would be the better description for this ability
    • Stuff like healing, explosion manip, size manip, sword energy, etc., should be moved from base to with items/swords
Healing is there to describe the level of healing they can do with their methods of healing
Explosion manip, size manip, sword enery, etc comes from their Dynamite, shrinking, and sfoth swords which is straight up just standard equitment to I thought putting them in innate abilities was appropriate
    • Prologue player should have Accelerated Development already due to being able to gain exp at all points in-game
Since exp and levels aren't established in lore they would just be game mechaniques although if they were like say in undertale for example i'd agree with this)
    • Making explosion sounds doesn't mean you have explosion manip
The cards add and change the sound effects of their cards
    • Analytical Prediction doesn't really work as like, anyone can aim-dodge, you don't need some superhuman sense of prediction to step out the way of a moving train.
hmm thats fair (I'll list it as a feat for them) although seintent statue seems to move this way normally not for that specific attack which ties into them being able to dodge this
    • I'm on the fence about High-Godly, as simply having AE doesn't inherently mean that you get that level of regen; in fact, it's the opposite. It's having High-Godly regen that helps get you AE, and in the case of Hatred, it's not the regen that helps grant AE, it's their immortality (hence why the player can still fight Hatred in Nirvana despite already killing and cleansing themselves of them)
The reason why hatred has high godly regen is because he'd have mental and spiritual aspects for existing in mental world while slso being conceptual for being an emotion

him being able to regenerate at all would grant him this souly more off his physiology alone than just AE
    • Adding to this, there's no real reason for Hatred to be conceptual in nature. The way we define concepts on-site is basically something that defines the fundamental nature and qualities of whatever things it is connected to/applies to. Based on this, it's not true to say that Hatred is conceptual, as they never are implied to be the thing that defines hatred, they quite simply just ARE hatred.
but hatred/malice itself literally is connected to/defines things like violence, rage, etc

Also ideas (which are what emotions are viewed as) are accepted on site as concepts
    • I also believe that the player post chapter 3 should straight up be 4-C, as not only is the Dream World confirmed to have a day and night (implying the existence of a sun), but Flocci is also stated to have "power amongst the stars", so it's pretty consistent
ehh the flocci statement could just be flowery language/hyperbole to hype up the versatility of his magic or to gas himself up
still think something like this " 5B possibly 4C" would be more acceptable

thanks for the input tho, will try to fix some of these mistakes
 
Nvm, for Atk fx-R its description says the explosions are what have sound effects which extends to the attacks
 
Healing is there to describe the level of healing they can do with their methods of healing
Even still, aside from the swords, the player can’t actually heal in base and should be listed under the items/cards that can heal them
Explosion manip, size manip, sword enery, etc comes from their Dynamite, shrinking, and sfoth swords which is straight up just standard equitment to I thought putting them in innate abilities was appropriate
Well, in that case, “items” should probably be renamed to “Optional Equipment” so as to make it clear what it actually means.
Since exp and levels aren't established in lore they would just be game mechaniques although if they were like say in undertale for example i'd agree with this)
In that case, the leveling part of the player’s AD should be removed as that only applies to in-universe level up/exp systems.
The cards add and change the sound effects of their cards
Actually now that I look into itI full-on forgot that the card also produces explosion particles, my bad.
The reason why hatred has high godly regen is because he'd have mental and spiritual aspects for existing in mental world while slso being conceptual for being an emotion

him being able to regenerate at all would grant him this souly more off his physiology alone than just AE

but hatred/malice itself literally is connected to/defines things like violence, rage, etc

Also ideas (which are what emotions are viewed as) are accepted on site as concepts
I was going to argue against this, but after looking into it more, you do seem to be mostly correct, although Hatred probably doesn’t count as being conceptual in nature due to emotions not counting by default. But, I’m not an expert on the subject in the slightest, so getting someone more knowledgeable to comment about it would probably be helpful.
 
Even still, aside from the swords, the player can’t actually heal in base and should be listed under the items/cards that can heal them
 Ok (I'll make and link a blog for healing then)
Well, in that case, “items” should probably be renamed to “Optional Equipment” so as to make it clear what it actually means.
They're already listed as that
In that case, the leveling part of the player’s AD should be removed as that only applies to in-universe level up/exp systems.
 So just don't add it then? (Demo 1s ad never relied on leveling)
Actually now that I look into itI full-on forgot that the card also produces explosion particles, my bad.
 That's a minor mistake
I was going to argue against this, but after looking into it more, you do seem to be mostly correct, although Hatred probably doesn’t count as being conceptual in nature due to emotions not counting by default.
This applies to emotions that people simply feel (in otherwords the first 3 emotions for demo 3). Beings formed from an emotion not tied to just the brain/mind would still fall under this.

Malice isn't just an emotion its something that also extents to violence and the like, since this is what hatred is and hatreds layer is also shown to contain other peoples souls then his existence wouldn't be tied to just the brain/mind
But, I’m not an expert on the subject in the slightest, so getting someone more knowledgeable to comment about it would probably be helpful.

Thats fair although finding someone interested in discussing this would be difficult
 
 Ok (I'll make and link a blog for healing then)
Eh, you really don't need to. At most, you can link to the Block Tales Wiki, showing all items, but just giving a few examples should be fine
They're already listed as that
No, I mean like, in the ability tabbers, for clarity, y'know?
So just don't add it then? (Demo 1s ad never relied on leveling)
No, they clearly have AD throughout all the chapters, as they go from around 9-A to 7-B on their own within just chapter 1
This applies to emotions that people simply feel (in otherwords the first 3 emotions for demo 3). Beings formed from an emotion not tied to just the brain/mind would still fall under this.

Malice isn't just an emotion its something that also extents to violence and the like, since this is what hatred is and hatreds layer is also shown to contain other peoples souls then his existence wouldn't be tied to just the brain/mind
Again, I don't know jack sh*t on this kinda stuff, so I honestly can't tell you if this is right or not
Thats fair although finding someone interested in discussing this would be difficult
Just make like a Q&A thread, or go to some staff members who are good with Metaphysical Aspect stuff and comment on their message walls. It's not too hard to get a response
 
Eh, you really don't need to. At most, you can link to the Block Tales Wiki, showing all items, but just giving a few examples should be fine
ok then
No, I mean like, in the ability tabbers, for clarity, y'know?
so like make a tanner for optional equipment and put items in there?
No, they clearly have AD throughout all the chapters, as they go from around 9-A to 7-B on their own within just chapter 1
 chapter 1 is where they get the best showings for their AD which only applies to anything at or beyond chapter 1
Again, I don't know jack sh*t on this kinda stuff, so I honestly can't tell you if this is right or not

Just make like a Q&A thread, or go to some staff members who are good with Metaphysical Aspect stuff and comment on their message walls. It's not too hard to get a response
Will do
 
Healing in block tales might be layered now

Explanation: As you prob already know the player(pre - GB) has regen negation up to mid for being able to kill zombies who are implied to be capable of both indefinitely surviving without their legs and regenerating them. healing items, healing cards, etc are also mid for being able to heal mortal damage

in chapter 3 ghost of hax are shown to be capable of using items like applesauce to heal from your attacks despite applesauce never being implied to do anything beyond healing your party for 6 hp meaning all other items and therefore all other methods of healing should scale to it.

all methods of healing are comparable to items this means the player even in prologue gets layered healing

@IDK3465 you agree on this?
 
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I'm back, did I missed something?
Not to much

while you were gone we were discussing keys for the players profile and some minor stuff (like calcs)

atm tho we're discussing of block tales characters having potentially layered healing
 
Had to fix the link but basically speaking

regen neg negates healing and regeneration not just healing

if this is true then Items in block tales get layered healing which scales to any and all other forms of healing making healing in general layered
 
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Had to fix the link but basically speaking

regen neg negate healing and regeneration not just healing

if this is true then Items in block tales get layered healing which scales to any and all other forms of healing making healing in general layered
I won't be surprised if MC gets to outer at the end of the game
 
I won't be surprised if MC gets to outer at the end of the game
That'd be funny although considering how this is still roblox MC will prob end up being 2C - low 1C by the end of the game since the end should be tackling time travel shenanigans

Anyway you agree on the layered healing? (personally i think this is pretty concrete)
 
Alright so I have a list of basically all the feats that need to get calced

Prologue: Red and blue make a massive crater,
Demo 1: Supreme ant used dig! (LS Feat), Sentient Statue KE (Ap feat), Sentient Statues crushing weight (LS feat that relies on the speed of the previous calc), Dynamite explosion 1, Dynamite explosion 2, Cruel kings Mountain spanning snowstorm (AP feats)
Demo 2: Tree golem jump slam(LS feat), Greifer tendrills the ground (LS feat)
Demo 3: Player pushes around some stone statues(LS feat)
Demo 4: Player moves a giant cube(LS feat), Temple guardian breaks the floor(Potential LS feat)


Might have a possibly class Z feat (them surviving the warping of mental world without being crushed or even effected) for demo 3

Would only be a possibly feat tho
Anyways these are how our calcs are looking like atm

@IDK3465

@AppleMaker

if you guys are able could you guys send these into calc requests? (I'm busy with the profile)
 
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Healing in block tales might be layered now

Explanation: As you prob already know the player(pre - GB) has regen negation up to mid for being able to kill zombies who are implied to be capable of both indefinitely surviving without their legs and regenerating them. healing items, healing cards, etc are also mid for being able to heal mortal damage

in chapter 3 ghost of hax are shown to be capable of using items like applesauce to heal from your attacks despite applesauce never being implied to do anything beyond healing your party for 6 hp meaning all other items and therefore all other methods of healing should scale to it.

all methods of healing are comparable to items this means the player even in prologue gets layered healing

@IDK3465 you agree on this?
I’m kinda iffy about this because it’s not like those items are shown to produce an equal effect to the zombie’s regen (it’s not like any of the player’s stuff can tear off legs or anything). So it’d probably just be better to keep scaling them to whatever damage we know the player’s items can cause.

Just because you can bypass a healing factor doesn’t mean you can produce damage equal to that healing factor.
 
I’m kinda iffy about this because it’s not like those items are shown to produce an equal effect to the zombie’s regen (it’s not like any of the player’s stuff can tear off legs or anything). So it’d probably just be better to keep scaling them to whatever damage we know the player’s items can cause.

Just because you can bypass a healing factor doesn’t mean you can produce damage equal to that healing factor.
Mb Idk why but for some reason I read regenerating limbs as mid instead of low-mid (massive blunder on my part)

What that basically means is that zombies have only low-mid regen instead of mid regen making the regen neg not scale to items 😭

bit unfortunate (gotta fix this)
 
Alright so I have a list of basically all the feats that need to get calced

Prologue: Red and blue make a massive crater, player breaks some wooden planks, player breaks some more wooden planks (All ap feats)
Demo 1: Supreme ant used dig! (LS Feat), Sentient Statue KE (Ap feat), Sentient Statues crushing weight (LS feat that relies on the speed of the previous calc), Dynamite explosion 1, Dynamite explosion 2, Cruel kings Mountain spanning snowstorm (AP feats)
Demo 2: Tree golem jump slam(LS feat), Greifer tendrills the ground (LS feat)
Demo 3: Player pushes around some stone statues(LS feat)
Demo 4: Player moves a giant cube(LS feat), Temple guardian breaks the floor(Potential LS feat)


Might have a possibly class Z feat (them surviving the warping of mental world without being crushed or even effected) for demo 3

Would only be a possibly feat tho
Adding these feats
 
@IDK3465 found a solid LS meta from flocci

Basically flocci states that his ship in a bottle is magical and can carry you across any Dockside riverbank. Obviously this wouldn't be flowery language since he justifies this with the fact that its magical

flooci also seems to demonstrate some knowledge on the outside world so he should be somewhat reliable in terms of knowledge

with that in mind the longest dockside riverbank would naturally belong to the longest river which would be the nile river .
the nile river is about 6700 kilometers meaning floccis magic can make a boat carry you across 6700 kilometers of water at this speed

I say floccis magic because is it his home so logically speaking since ship in a bottles normally can't do this normally can't do this we can decides that flocci obviously gave that ability with his magic which is something we know he can do since we see him give inanimate objects like mannequins the ability to talk

As for how he scales since his magic is whats doing this (giving a boat the ability to allow the player to traverse up to thousands of kilometers worth of water) we can assume things like his magical attacks would scale to this which also effects the player since they can block them (he has no reason to be holding back here since his home is at stake here)

we NEED this to get calced since I think this should be reaching AT LEAST class G (which is actually consistent since some of the other LS feats could potentially be reaching class M
 
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@IDK3465 found a solid LS meta from flocci

Basically flocci states that his ship in a bottle is magical and can carry you across any Dockside riverbank. Obviously this wouldn't be flowery language since he justifies this with the fact that its magical

flooci also seems to demonstrate some knowledge on the outside world so he should be somewhat reliable in terms of knowledge

with that in mind the longest dockside riverbank would naturally belong to the longest river which would be the nile river .
the nile river is about 6700 kilometers meaning floccis magic can make a boat carry you across 6700 kilometers of water at this speed

I say floccis magic because is it his home so logically speaking since ship in a bottles normally can't do this normally can't do this we can decides that flocci obviously gave that ability with his magic which is something we know he can do since we see him give inanimate objects like mannequins the ability to talk

As for how he scales since his magic is whats doing this (giving a boat the ability to allow the player to traverse up to thousands of kilometers worth of water) we can assume things like his magical attacks would scale to this which also effects the player since they can block them (he has no reason to be holding back here since his home is at stake here)

we NEED this to get calced since I think this should be reaching AT LEAST class G (which is actually consistent since some of the other LS feats could potentially be reaching class M
I’m sorry to ask, but, how exactly does the distance the boat can travel translate into force? Like, I’m genuinely curious how you got those sort of results because like… force isn’t based on distance, it’s based on acceleration, and simply saying “this thing can go for miles” or something like that means nothing as for how quickly it can travel those miles or how long it takes to reach that speed.
 
I’m sorry to ask, but, how exactly does the distance the boat can travel translate into force? Like, I’m genuinely curious how you got those sort of results because like… force isn’t based on distance, it’s based on acceleration, and simply saying “this thing can go for miles” or something like that means nothing as for how quickly it can travel those miles or how long it takes to reach that speed.
Because force can't magically be applied outta thin air (newtons first law) especially in the context of boats.
The reason why some boats have paddles for example is so you can exert a force that forces the boat to move in the direction you want it to move
As another example is that In the case of modern day (for example cruise ships) they usually use engines to do this

Here there is literally nothing applying any force to this boat beyond floccis magic (meaning floccis magic fully scales to this). why this is immpressive is because floccis magic can literally allow a boat to push through absurdly large bodies of water without it being implied to have the need to stop or have any other limitations to this so floccis magic in lore is capable of doing something even cruise ship engines struggle to do
 
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Found something else useful in layered mind hax for their status moves

Basically in pre prologue and prologue its shown that superballs inflict dizzyness upon hitting the enemy

any normal enemy ( - helmet noob) is uneffected by this effect but still effected by things like the dizzy dial and things that induce the "daze" status

daze should have 1 layer because of this

edit: nvm helmet noobs have their own version of defense that just has this as a drawback (I was just yapping)
 
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Found something extremely broken for the verse in cross verse scaling (bossess become somewhat cracked now)

Anyone open open to discuss it?
 
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Ok so basically it has to do with defense in block tales

Now originally I brushed defense as statistics amplification and nothing more but I found something interesting

Defense according to the wiki makes it to where attacks that deal equal or less damage to the opponents defense get automatically deflected.

So I did some digging and found out that this is actually true. For example purple noobs triple slash does 2dmg per hit however if you have enough defense the attack gets automatically deflected making it do no damage Another thing is that when an attack with a secondary effect gets deflected it cancels even the secondary effect of the attack for example both greifers plant rush and acid rain have a secondary effect that inflicts poison on the enemy however when deflected we see both these attacks fail to even inflict poison showing even secondary effects are negated


Best part about this is that since defense can be manipulated by the verse either through cards or other means that would mean its a part of the verses power system and wouldn't be relegated to being seen as a game mechanic making it applicable to crossverse
 
As for how you bypass this attacks that negate durability/invulnerability would work. For example the players superball has a secondary effect on the second hit where it will always deal at least 1 dmg to the enemy.

this ability is shown to completely bypass defense entirely

Another way to bypass it would be just scaling higher or comparable to the defense of the opponent although this depends on the amount of defense

Lvl 1 defense = Characters ap must be more than 1.5x stronger than their durability

Lvl 2 = Characters ap must be more 2x stronger than their durability

Lvl 3 = Characters ap must be more than 2.5x stronger than their durability

its important to keep in mind that atk/def stages are additive by about 150% (in otherwords +1) in oppose to being multiplicitive since +1 attack makes it to where attacks deal +1 dmg

The ability itself should be listed as passive invulnerability and limited power nullification(negates secondary effects) with everyone being assumed to start at zero defense unless established otherwise
 
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Another thing, I think the firebrand should have death hax since it kills captain trotters crew with seemingly no cause whatsoever

One could try to bring up its soul absorption HOWEVER its heavily implied that the victim has to already be sacrificed/dead beforehand for this to work

Another possible rebuttal could be madness hax however we see with greifer that those effected by sfoths madness hac don't just die they simply show signs of going insane. You could try to argue the crew went insane and killed each other however we see the crew had no actual signs of injury when this happened so that couldn't have been the case.

the only logical conclusion at this point would be that the firebrand has some form of passive death hax with the player, captain trotter, and calypso having some form of resistance to this

@IDK3465 @AppleMaker feel free to tell me what you guys think of this
 
Another thing, I think the firebrand should have death hax since it kills captain trotters crew with seemingly no cause whatsoever

One could try to bring up its soul absorption HOWEVER its heavily implied that the victim has to already be sacrificed/dead beforehand for this to work

Another possible rebuttal could be madness hax however we see with greifer that those effected by sfoths madness hac don't just die they simply show signs of going insane. You could try to argue the crew went insane and killed each other however we see the crew had no actual signs of injury when this happened so that couldn't have been the case.

the only logical conclusion at this point would be that the firebrand has some form of passive death hax with the player, captain trotter, and calypso having some form of resistance to this

@IDK3465 @AppleMaker feel free to tell me what you guys think of this
Honestly I thought crew got killed by Guardian for some reason (basically he took their souls or they got into traps or smth else), I have no opinion about firebrand's death hax rn, but it kinda sounds believable
 
Honestly I thought crew got killed by Guardian for some reason (basically he took their souls or they got into traps or smth else), I have no opinion about firebrand's death hax rn, but it kinda sounds believable
I thought it was something else too but after looking closer into it the firebrand just seems to have some form of death hax

Also did you look at what I said about defense?
 
I thought it was something else too but after looking closer into it the firebrand just seems to have some form of death hax

Also did you look at what I said about defense?
Yep, kinda neutral about it. I guess IDK3465 could tell better than me if it should be considered that or something else
 
I tend to get really confused when something involves specific hax and game scaling in general
 
I think just a possibly would make the most sense, as it’s pretty vague as to what actually happened here
Fair (there isn't any direct confirmation just surrounding evidence atm)

what about defense tho
 
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Fair (there isn't any direct confirmation)

what about defense tho
ehhhh... I think anything that's mainly relying on damage values or in-game stats isn't really reliable for multipliers, as those kinds of things need some kind of direct statement in order to work. Also, I'm kinda confused as to what exactly you're proposing tbh
 
Also, I'm kinda confused as to what exactly you're proposing tbh
I guess he means that MC have cards such as Charge Def, Defender and etc that could be considered a multipliers. Also he assumes that this should grant MC a status effects negation/resistance when he have enough defense to not take damage and probably durability negation cuz he can damage his enemies with defense if he gets his thrown ball rebound (even though I'm not sure it should work that way and I have a headcanon, that MC just breaks his enemy's guard and throws ball through it)
 
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ehhhh... I think anything that's mainly relying on damage values or in-game stats isn't really reliable for multipliers, as those kinds of things need some kind of direct statement in order to work.
The multiplier seems to vary between different attacks so I do agree it would be a bit complecated but wouldn't be too difficult

since attacks that scale to ap are shown to do a minnimum of 1 (the players physical attacks) we would assume the value itself would account for 1 dmg with attacks that scale higher scaling as such

with that in mind if something like dynamite is shown to do 5x more dmg than the player physisally we would just apply +1 to that and compare this to the players ap (meaning in this case charge + dynamite scales 6x hhgher than the players ap)

Again its very complecated since rather than a specific number its more like a damage formula

Also, I'm kinda confused as to what exactly you're proposing tbh
For defense what i'm basically proposing is that everyone has a form of passive invulnerability and limited power null that makes it to where if an enemy hits them with an attack that scales lower than their ap value it won't effect them regardless of the gap even if it had secondary effects

for example say we had 2 characters

char 1 - 0.16 Tons

char 2: 0.14 tons

since character 1 scales higher if they had this ability then character 2 would be unable to damage them unless their attacks ignored conventional durability since defense works that way
 
I guess he means that MC have cards such as Charge Def, Defender and etc that could be considered a multipliers. Also he assumes that this should grant MC a status effects negation/resistance when he have enough defense to not take damage and probably durability negation cuz he can damage his enemies with defense if he gets his thrown ball rebound (even though I'm not sure it should work that way and I have a headcanon, that MC just breaks his enemy's guard and throws ball through it)
Yeah, I think that the ability neg stuff should be ok, but it’s the multiplier stuff I take issue with
 
Yeah, I think that the ability neg stuff should be ok, but it’s the multiplier stuff I take issue with
The damage values (What the multipliers rely on) are being shown to us on screen so it actually dosen't leave too much room for inconsistency

for example in comparison to their physical attacks(which would be the basis for their ap) power stab does 3x that dealing 3 dmg compared to their fists doing 1 dmg

This is basically how we figure out weapon multipliers in a nutshell (useful for their scaling chain). It also means characters would need very cracked out durability/endurance feats to tank their attacks since from what I remember their amps can make attacks deal up to 9x the amount of dmg they normally do
 
The multiplier seems to vary between different attacks so I do agree it would be a bit complecated but wouldn't be too difficult

since attacks that scale to ap are shown to do a minnimum of 1 (the players physical attacks) we would assume the value itself would account for 1 dmg with attacks that scale higher scaling as such

with that in mind if something like dynamite is shown to do 5x more dmg than the player physisally we would just apply +1 to that and compare this to the players ap (meaning in this case charge + dynamite scales 6x hhgher than the players ap)

Again its very complecated since rather than a specific number its more like a damage formula
Again, damage values, hp, and other in-game stats aren’t really usable as multipliers or for scaling in general, so I don’t think this would work.
For defense what i'm basically proposing is that everyone has a form of passive invulnerability and limited power null that makes it to where if an enemy hits them with an attack that scales lower than their ap value it won't effect them regardless of the gap even if it had secondary effects

for example say we had 2 characters

char 1 - 0.16 Tons

char 2: 0.14 tons

since character 1 scales higher if they had this ability then character 2 would be unable to damage them unless their attacks ignored conventional durability since defense works that way
Hold on, are you saying that defense makes it so that any attack that is weaker than the defender’s durability is completely ignored? I thought that it just passively lowered how much damage is taken by some present age?
The damage values (What the multipliers rely on) are being shown to us on screen so it actually dosen't leave too much room for inconsistency

for example in comparison to their physical attacks(which would be the basis for their ap) power stab does 3x that dealing 3 dmg compared to their fists doing 1 dmg

This is basically how we figure out weapon multipliers in a nutshell (useful for their scaling chain). It also means characters would need very cracked out durability/endurance feats to tank their attacks since from what I remember their amps can make attacks deal up to 9x the amount of dmg they normally do
I still doubt that it means it’s canon or should be assumed to line up 1:1 with how much energy a character can produce, like, even for Undertale where HP and stuff is an in-universe thing we don’t assume a 2x increase in damage = a 2x increase increase in AP
 
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