Durability

## Introduction

**Durability** is the measurement of an object's fracture toughness used to determine the level of stress that the object or person s able to withstand. This is not to be confused with endurance; while durability is the ability to withstand damage, endurance is a measure of **stamina.**

## Measurement of Durability

Durability calculation is applicable to various items such as chemicals, civil and mechanical engineering or commerce, and the applications vary. Calculating the original and the current performance gives an item its true worth.

### Calculating Durability

Calculating durability is a way of finding out a durability rating from a calculation.

### Newton's Third Law

His third law states that for every action (force) in nature there is an equal and opposite reaction. If object A exerts a force on object B, object B also exerts an equal and opposite force on object A. In other words, forces result from interactions.

### Examples of Newton's Third Law

So let's say when Goku and Beerus clashed fist in Battle of Gods Saga, their actions were their fist colliding together caused an reaction which them sending an powerful shockwaves throughout their universe because they used equal force to create that chain reaction. I'm not trying to go to deep into this but I hope y'all get what I mean.

### Withstanding Attacks

Some characters are capable of withstanding damage to the point where an attack only leaves little to no damage on their bodies

* Example

That time when Frieza withstood Goku's Kaioken x20 Kamehameha point blank and leaving only a scratch on him despite Frieza blocking the attack with one hand.

### No-Selling Attacks

No-Selling is a term originated from wrestling. It means that a victim shows no reaction to their opponent's offensive moves. It's the concept that the character seems to be invulnerable to pain, when in reality, the ability just didn't inflict enough pain to leave a reaction. The attack can be capable of moving, budging, and occasionally even harming the victim, but they wouldn't show a reaction to this. This is occasionally tied to endurance and pain tolerance instead of durability, but in most situations, the attack was so weak that a character didn't even attempt to react to the attack. Characters are capable of No-Selling and tanking attacks at the same time.

* Example

Goku not selling Golden Frieza's punch.

### Tanking Attacks

It means that an attack doesn't even phase you, and occasionally even bouncing off of you, destroying the weapon, or harming the limb of the person who tried to harm you. This differs from No-Selling, as while No-Selling is a lack of reaction, tanking is a lack of damage.

* Example

Jiren standing still while taking no damage from Super Saiyan 2 Goku.

## Possible Issues with Scaling to Durability

### Durability Negation

There are many types of attacks and indirect effects that can cause harm without requiring to scale to a character's durability.

Acid and Nanotechnology work by deconstructing the matter that a character is made up of without requiring huge amounts of energy.

Electricity can be conducted through flesh, electrocuting someone and causing damage internally without inflicting significant external damage. Even a character tough enough to withstand the energy of an electrical shock may still react visibly to having their nerves electrified.

Vibrations can pass through a person's body, targeting their internal organs without breaking the skin.

There are many possible reasons why a character's attacks may work against another character, even if that character has a higher level of durability. Context needs to be examined to determine *how* a character inflicts harm without solely looking at *who* they can harm.

### Haemoptysis

Haemoptysis is the act of coughing up blood. This is caused from the force of blunt attacks damaging blood vessels, causing blood and fluids to build up in your lungs. This created the popular notion that characters are getting their durability bypassed. This a flawed way of scaling, as organs and blood vessels are weaker than the actual body.

Causing Haemoptysis to a person by blunt force isn't the safest method of scaling. A way of scaling is from a boxer causing Haemoptysis to a victim who didn't gain it from another boxer's attack, the first boxer would scale above the second.

### Areas of Vulnerability

Most characters have specific spots on their body that are much weaker than others, like eyeballs, genitals, kidneys, livers, and more. Other characters have specific places on their body that are noticeably weaker than their other parts. Harming those body parts aren't usually the best for scaling to durability, but a way around this is scaling the fighter above another person who failed to harm that specific area of vulnerability.

### Surface Area

 File:Surface Area Durability.png
The issue of "cutting" and "piercing" attacks comes up as a result of the difference in surface area between the character being attacked and object being used in attacking them. Even in real-life, a person can do a lot more damage to somebody else with a sword than they can with their bare hands.

For example, if a character withstands an explosion as their primary durability justification than the energy of the explosion that they tanked has hit them over a large surface area of their body. However if all of that energy were focused in an extremely narrow area of effect such as the width of a blade or the point of a needle - then the energy would more than likely pass through the character's body much easier. Even a weaker attack than the aforementioned explosion could do more visible damage by being concentrated.

Extremely fine attacks such as with monomolecular wire or extremely sharp blades may effortlessly slice or pierce a character without much energy being applied so additional context should be investigated when rating the AP of somebody who primarily attacks via this method.

This can also be an issue with giant-sized characters being harmed by somebody much smaller than them. A bee can inflict pain on a human without possessing attack potency anywhere comparable to a human's durability.

### Pressure Points

Characters who attack via pressure points are more than likely targeting areas of vulnerability so that devastating effects such as pain, incapacitation or death can occur without much in the way of visible damage. A person having higher durability wouldn't necessarily protect against such an attack. This does not prohibit the user of pressure points from also scaling through their own strength to the person that they defeat via their pressure points but if the only feat of them defeating somebody is by targeting their weak spots then it is not strong evidence for comparability.

### Surviving Attacks

Many characters have been shown to survive attacks far above their durability, usually surviving with large injuries that others on their scale usually wouldn't survive. This is because of endurance, as they can endure a certain amount of pain regardless if the attack has burned them or sliced off limbs. This is not a durability factor, as this is a quality that is commonly attributed to willpower.

## Durability Levels

Durability measurements, values, and tiers are the same as the **Attack Potency** levels.

## Other statistics

* Attack Potency
* Speed
* Lifting Strength
* Striking Strength
* Range
* Intelligence
* Stamina