Fragility

* Please see the Discussion page for reasoning.

It has been ***suggested*** that this article or section be **merged with Block mechanics.**

* Please see the Discussion page for reasoning.

**Here is a basic ,but much needed description of how a lot of the games mechanics affecting blocks.**

**Make sure not to miss:**

**Damage types**

**Fragility
Primary and secondary splash radius**

**Energy/damage ratio**

**Repair/energy ration**

**Max repair per minute**

**Max energy usage per minute**

# **General block mechanics**

### Health points

Health points or hp is a number that represents health of a block

### Damage type

There are multiple Damage types ,each block will receive more damage or less damage to each type of block according to its damage type

### Fragility

Fragility is the property of the block that decides how often it will get shot off without being destroyed Blocks only fall if below 20% of their max HP. The fragility starts off with the written chance at 20% health (fragility 1 has 1% to fall at 20% health) but it increases the closes the hp gets to 0% ,meaning if a block is at 1% health and has a fragility of 1 (like most standard blocks) ,it will fall 95% of the time, while if a block has a fragility of 0.1 (like most armour blocks ,except Hawkeye which has a fragility of 1) it will fall only 9.5% of the time if its hp gets to 1%

### Death damage/radius/impulse

The explosion damage a block will deal in a certain radius when destroyed

impulse is how much knockback will be generated by that explosion

# **Weapon block mechanics**

### Damage

The damage dealt to blocks/shields for 1 shot multiplied by the way its Damage type affects that type of block/shield

### Interval

How long the weapon will take to reload 1 shot/1 volley

### Primary splash radius

How many blocks out the damage **Explosive Damage type weapons will do full damage**

### Secondary damage

Each explosive weapon has 2 explosions ,the main one ,and a secondary one with lower damage but higher radius.

This is the damage of that secondary explosion

### Secondary splash radius

The splash radius the the secondary explosion mentioned above ^

### Firing knockback

The force your tech receives as knockback from the firing of a weapon ... i guess...

### Weapon rotate speed

How fast a Weapon rotates in degrees/second

### Damage type AGAIN

There are multiple Damage types ,each weapon will deal more damage or less damage to each type of block or shield according to its damage type

### Projectile spray

Higher this number is ,the lower the accuracy of a weapon

### Projectile lifetime

After this many seconds ,the projectile will just disappear into nothingness

# **Energy block mechanics**

### Passive energy usage

Blocks like shield projectors and repair bubbles will use a pre-determent amount of energy for each minute they are active

### Energy capacity

The power capacity of a **Battery** in in game units (**duh**)

### Energy generation

How many units of energy a generator produces ,typically written both in terms of minutes and seconds

### Charging rate

How fast a wireless charger transfers energy to other techs

for example Venture Remote Charger which has the fastest charging rate of 15000 energy/min can charge a GSO Small Battery Cell Which has 1500 power capacity in 6 seconds or 10 of them per minute

## Shields

Shields will block damage by blocking the incoming shots with their force field.

If a weapon is fired from within the shield bubble, the shield wont be able to block it (obviously)

Most types of damage are completely negated by shields ,save for melee ,fire and explosives

When an explosive shell hits the shield ,it will detonate ,and the explosive damage caused by that detonation will completely ignore shields ,passing straight though them and damaging the blocks on the other side if the explosion radius is big enough

thus bigger shields are a lot better against explosions

### Energy to damage ratio

The energy used for 1 point of damage dealt to shields

this is also affected by **Damage type** multipliers

## Repair bubbles

Repair bubbles repair all blocks within their sphere of influence

### Repair to energy ratio

How many **Health points** are repaired by repair bubbles for each unit of energy used

### Max energy per minute

The maximum amount of energy a device can use while operating

Some devices have a limit on this like **Repair Bubbles** ,and some don't like **Shields** (in which case the maximum energy used per minute depends on the damage it receives)

### Max repair per minute

The maximum repair rate of a repair bubble per minute ,shared across all blocks being healed by it

for example if a GSO Repair Bubble Projector which heals for a maximum of 12,000 hp per minute ,is repairing 20 blocks simultaneously ,it will heal each block for 600 hp per minute

This effect stacks with multiple repair bubbles ,so if a block is covered by 2 repair bubbles ,it will heal at double the rate.

Going back to the previous example ,if 20 damaged blocks are covered by 2 GSO Repair Bubble Projectors, it they will heal for 1200 hp/min instead of 600