Human Rights
Support Human Rights
           Learn More →
Despera
Check out the Despera & Yotsuba Fan Project
           See Project →
Support Us
Support the wiki directly
About Page
Please check The Codex:About page to see what to do to help.
           See About page

The Wiki Forums are up! Check them here!

Durability

From The Codex
Jump to navigationJump to search


Important Codex Wiki Articles
Important Pages The Codex Wiki - Site FAQ - General Help Page- Tiering System - Civilization Tiering System - Pseudo-Tiering System - Archetype - Rules for Codex Profiles - Common Editing Mistakes - Disclaimer - How to Handle Calculations - Calculation Pages - Universe - Multiverse - Omniverse - Projectile and Objects Feats - Dimensional Tiering Explanation - Common Terminology - Discussion Rules - Reference for Common Feats - Rules for Acceptable Profiles - Rules for Fanon Profiles - Misleading Titles - Mistranslations - Translations - Localization - Calculation Usage - Outside Wiki Standards - Statements - Cosmology Categorizations - Fictional Universes
Terminology Alignment - Status - Protection Level - Threat Level - Potential - Legacy - Influence - Cardinality - Grade - Dimensionality - Attack Potency - Durability - Speed - Reactions - Lifting Strength - Striking Strength - Range - Intelligence - Knowledge - Powers and Techniques - State of Being - Physiology - Equipment - No Limits Fallacy - Omnipotence - Cinematic Time - Canon - Crossover - Hierarchies - How to Handle Canon - Multipliers - Environmental Destruction - Bloodlust - Overtime Feats - Chain Reactions - Outside Help - Finishing Blow - Space - The Kardashev Scale - Infinity - Power Source - Light Speed - Requirements for Speed of Light/Faster Than Light Speeds
Standards Transcendence - Creation vs Destruction - Outlier - Ludonarrative Dissonance - Inconsistency - Plot-Induced Stupidity - Reality - Fiction Interaction - Powerscaling - Black Hole - Wormhole - Stabilization Feats - Merging Feats - Embodying Feats - Data World Standards - Dream World Standards - Standard Battle Assumptions - One-Shot - Speed Blitz - Penetration Damage - Blunt Force Damage - Death of the Author - Versus Threads - Information Pages - Light Dodging Feats - Lightning Standards - Void Standards
Formats Standard Format for Character Profiles - Standard Format for Factions - Standard Format for Cosmic Forces - Standard Format for Events - Standard Format for Verse Pages - Standard Format for Locations Profiles - Standard Format for Weapon Profiles - Standard Format for Powers and Abilities - Standard Format for Civilization Profiles - Standard Format for Category Names - Standard Templates For Tabbers
Fanon Fanon - Strongest Character Tier List - Weakest Character Tier List - Strongest Smash Bros. Characters Tier List


Kid Goku could tank attacks from rocket launchers.
Kid Goku could tank attacks from rocket launchers.

Introduction

Durability is a term used to define withstanding a certain amount of power. Unlike Stamina, durability isn't based off your endurance, but rather what you can survive. Under Newton's Third Law of motion it is noted that every action has an equal and opposite reaction, so normally for someone to be producing high energy with their Attack Potency, they must logically be able to withstand it, which would apply to their durability. Some attempt to argue that this cannot be used as authors in fiction do not realize this, however, this in itself is a faulty argument as there's a lot of different things the author is at times "not realizing" that would make it nigh-impossible to even gauge statistics properly if we allowed it. A lot of authors also seem to understand the idea of being able to withstand what one can dish out too, with one's who clearly don't portray their character this way having themself get hurt upon unleashing massive amounts of energy.

Misconceptions with Durability

  • A major misconception with durability falls under a person assuming if a character survived an attack at all, even if they knocked it out, they must scale to the person's Attack Potency as it would have killed them otherwise. This is not the case, if an attack instantly knocked you out, that means the attack did so much damage your body could not withstand it, and essentially shut itself off. This does not scale to durability at all as one did not withstand anything with this feat.
  • Another misconception is a character should be able to scale to an attack in durability even if it broke their bones due because "if it didn't completely vaporize their bones then they did withstand it somewhat". This is completely false, with this same logic, real life humans would reach up to Wall level in durability as some can survive getting run over by cars but amass massive injuries from it. Technically they've only "withstood" it because the force of the attack they took only focused on specific spots that were thankfully non-lethal, this is not due to their durability. Do note that withstanding something should be one survive hits from the attacker, being able to still stand, or no real indication that the attacks are breaking their bones in a single hit. For surviving something, this falls more into Resilience.

Higher levels scaling

Once going above tier 3, our scaling reaches into unquantifiable energy areas, this is better suited to be explained in our tiering system.

Durability levels

Tier Level Energy in

Conventional Terms

Energy in Tonnes

of TNT Equivalent

Energy in Joules High End to Low End ratio Explanations
11-C Absolute Zero None None None None At this state one has zero energy, normally for massless particles at rest.
11-B Subatomic Comparable to subatomic particles Comparable to a subatomic particles Comparable to a subatomic particles N/A Energy levels so low where they reach a Planck scale or below.
11-A Atomic Energy of an atom. Energy of an atom. Energy of an atom. N/A Energy levels comparable to a single particle.
Low 10-C Low Subhuman ~Lower quantifiable finite value of Joules to

0.003 Joules

~Lower quantifiable finite value to 7.17×10-13 Tons ~Lower quantifiable finite value to 3×10-3 J N/A Normally reserved to digital or data beings.
10-C Subhuman 0.003 Joules to 1.4 Joules ~7.17×10-13 to 3.34×10-10 Tons ~3×10-3 to 1.4×100 J N/A Normally reserved to bugs or insects.
High 10-C High Subhuman ~1.4 Joules to 25 Joules ~3.34×10-10 to 5.97×10-9 Tons ~1.4×100 to 2.5×101 J N/A Normally reserved to small animals or infants.
Low 10-B Below Average Human 25 Joules to 50 Joules 5.97×10-9 to 1.195×10-8 Tons 2.5×101 to 5×101 J 2.6x The physically impaired, children of society, or obese people of society.
10-B Average Human 50 Joules to 130 Joules 1.195×10-8 to 3.1071×10-8 Tons 5×101 to 1.3×102 J 2.6x The regular human of society.
High 10-B Above Average Human 130 Joules to 300 Joules 3.1071×10-8 to 7.17×10-8 Tons 1.3×102 to 3×102 J ~2.307x An athletic human.
10-A Peak Human 300 Joules to 7 Kilojoules 7.17×10-8 to 1.67×10-6 Tons 3×102 to 7×103 J ~23.33x High level athletes, they normally participate in sports like Basketball, Tennis, Boxing, MMA, etcetera.
9-C Bone 7 Kilojoules to 14 Kilojoules 1.67×10-6 to 3.34608×10-6 Tons 7×103 to 1.4×104 J 2x Mainly for also be melee weapons, conventional firearms or smaller predator animals.
9-B Wall 14 Kilojoules to 0.018 Tons 3.59×10-6 to 1.8×10-2 Tons 1.4×104 to 7.6×107 J ~5441.067x The beginning of superhuman, destroying walls in various manners.
9-A Room 0.018 Tons to 0.25 Tons 1.8×10-2 to 2.5×10-1 Tons 7.6×107 to 1.046×109 J ~13.89x The energy to destroy a room.
Low 8-C Small Building 0.25 Tons to 5 Tons 2.5×10-1 to 5 Tons 1.046×109 to 2.092×1010 J 20x The energy to destroy a small building. This is normally considered a residential home.
8-C Building 5 Tons to 7.5 Tons 5 to 7.5 Tons 2.092×1010 to 3.138×1010 J 1.5x The energy to destroy a building. Normally considered for commercial buildings.
High 8-C Large Building 7.5 Tons to 10 Tons 7.5 to 1×101 Tons 3.138×1010 to 4.184×1010 J ~1.33x The energy to destroy a large building.
8-B City Block 10 Tons to 100 Tons 1×101 to 102 Tons 4.184×1010 to 4.184×1011 J 10x The energy to destroy a city block.
8-A City District 100 Tons to 10 Kilotons 102 to 1×104 Tons 4.184×1011 to 4.184×1013 J 100x The energy to destroy a city district.
7-C Town 10 Kilotons to 1 Megaton 1×104 to 106 Tons 4.184×1013 to 4.184×1015 J 100x The energy to destroy a town.
7-B City 1 Megaton to 50 Megatons 106 to 5×107 Tons 4.184×1015 to 2.092×1017 J 50x The energy to destroy a city.
7-A Metropolis 50 Megatons to 1 Gigaton 5×107 to 1×109 Tons 2.092×1017 to 4.184×1018 J 20x The energy to destroy a metropolis.
6-C Island 1 Gigaton to 1 Teraton 1×109 to 1×1012 Tons 4.184×1018 to 4.184×1021 J 1000x The energy to destroy an island.
6-B Country 1 Teraton to 1 Petaton 1×1012 to 1×1015 Tons 4.184×1021 to 4.184×1024 J 1000x The energy to destroy a country.
6-A Continent 1 Petaton to 40 Petatons 1×1015 to 4×1016 Tons 4.184×1024 to 1.674×1026 J ~40x The energy to destroy a continent.
High 6-A Multi-Continent 40 Petatons to 28.6 Exatons 4×1016 to 2.87×1019 Tons 1.674×1026 to 1.2×1029 J ~716.85x The energy to destroy multiple continents. Normally things like surface wiping or atmosphere destruction.
5-C Moon 29.6 Exatons to 430 Exatons 2.87×1019 to 4.3×1020 Tons 1.2×1029 to 1.8×1030 J ~14.53x The energy to destroy the moon. The normal assumption is our Earth's moon.
Low 5-B Small Planet 433 Exatons to 48 Zettatons 4.3×1020 to 4.8×1022 Tons 1.8×1030 to 2×1032 J ~111.11x The energy to destroy a small planet. The normal assumption is the planet Mercury.
5-B Planet 48 Zettatons to 4.075 Yottatons 4.8×1022 to 4.075×1024 Tons 2×1032 to 1.705×1034 J ~85.25x The energy to destroy a planet. The normal assumption is our Earth.
High 5-B Large Planet 4.075 Yottatons to 182.31 Ninatons 4.075×1024 to 1.823×1029 Tons 1.705×1034 to 7.628×1038 J ~44,737x The energy to destroy a large planet. The normal assumption is Neptune.
5-A Brown Dwarf 182.31 Ninatons to 3.910 Tenatons 1.823×1029 to 3.91×1030 Tons 7.628×1038 to 1.636×1040 J ~21.45x The energy to destroy a Brown Dwarf. The normal assumption is OTS 44.
Low 4-C Low Mass Star 3.910 Tenatons to 55 Tenatons 3.91×1030 to 5.49×1031 Tons 1.636×1040 to 2.3×1041 J ~7.33x The energy to destroy a star that has low mass.
4-C Star 55 Tenatons to 912.295 Tenatons 5.49×1031 to 9.12×1032 Tons 2.3×1041 to 3.817×1042 J ~16.59x The energy to destroy an average star. The normal assumption is our sun.
High 4-C High Mass Star 912.295 Tenatons to 1 Foe 9.12×1032 to 2.39×1034 Tons 3.817×1042 to 1×1044 J ~26.20x The energy to destroy a star that has large mass. The normal assumption is the star Rigel.
4-B Solar System 1 Foe 2.39 × 1034 Tons 1 × 1044 J 1x The energy to destroy a solar system. The normal assumption is our solar system, with a baseline supernova output of approximately 1 Foe (10⁴⁴ Joules).
4-A Star Cluster 11.7 Foe 2.80 × 1035 Tons 1.17 × 1045 J 11.7x The energy required to overcome the gravitational binding energy of a globular star cluster, based on Omega Centauri (4 × 10⁶ M☉, radius 230 ly) with a GBE of 1.17 × 10⁴⁵ Joules.
3-C Galaxy 3.69 × 109 Foe 8.82 × 1043 Tons 3.69 × 1053 J 3.15 × 108x The energy required to overcome the gravitational binding energy of a galaxy, based on the Milky Way (1.15 × 10¹² M☉, radius 50,000 ly) with a GBE of 3.69 × 10⁵³ Joules.
3-B Galaxy Cluster 4.18 × 1013 Foe 1.00 × 1048 Tons 4.18 × 1057 J 1.13 × 104x The energy required to overcome the gravitational binding energy of a galaxy cluster, based on the Virgo Cluster (1.5 × 10¹⁵ M☉, radius 7.5 Mly) with a GBE of 4.18 × 10⁵⁷ Joules.
3-A Supercluster 1.01 × 1016 Foe 2.41 × 1050 Tons 1.01 × 1060 J 241.6x The energy required to overcome the gravitational binding energy of a supercluster, based on the Laniakea Supercluster (1 × 10¹⁷ M☉, radius 200 Mly) with a GBE of 1.01 × 10⁶⁰ Joules.
2-C Universal Unquantifiable (Baseline: ~1.64 × 1024 Foe) Unquantifiable (Baseline: ~2.39 × 1058 Tons) Unquantifiable (Baseline: ~1 × 1068 J) N/A Impossible to fully quantify with our current understanding of physics. The baseline energy of the Big Bang (10⁶⁸ J) is used as the minimum threshold for Universal scale.
2-B Multi-Universal Unquantifiable Unquantifiable Unquantifiable Unquantifiable Impossible to quantify with our current understanding of physics.
2-A Multiversal Unquantifiable Unquantifiable Unquantifiable Unquantifiable Impossible to quantify with our current understanding of physics.
2-A+ Multiversal+ Unquantifiable Unquantifiable Unquantifiable Unquantifiable Impossible to quantify with our current understanding of physics.
->1-Ω Approaching Absolute Infinity Unquantifiable Unquantifiable Unquantifiable Unquantifiable Impossible to quantify with our current understanding of physics.
1-Ω Absolute Infinity Unquantifiable Unquantifiable Unquantifiable Unquantifiable Impossible to quantify with our current understanding of physics.

Other Tiers Chart

Tier Level Energy in

Conventional Terms

Energy in Tonnes

of TNT Equivalent

Energy in Joules High End to Low End ratio Explanations
Unknown-E Unknown:Lower Reality Unknown Unknown Unknown Unknown These are characters that are in lower levels of reality, such as characters from a fictional realm. Due to being a reality where the regular world views them as fiction, it is impossible to truly quantify their energy levels and thus they are given an Unknown rating.
Unknown-D Unknown: True Unknown Unknown Unknown Unknown These are characters that are essentially featless and have no showings, they cannot even be given a tier due to their physiology or biology in most cases. Eldritch beings are a common example of this, or weapons that attack through spiritual means.
Unknown-C Unknown: Inconsistent Unknown Unknown Unknown Unknown For characters that are inconsistent, this can work in two scenarios.

Scenario one is where a character very clearly is comparable to another character, and this character is 7-C. Naturally through our powerscaling rules they should also be 7-C, however the narrative, plot, etcetera very clearly shows they are not at all this level, thus they are net Unknown: Inconsistent level.

Secnario two is a character naturally far too inconsistent to get a tier without a reasoning such as a Varies.

Unknown-B Unknown: Powerful Unknown Unknown Unknown Unknown For characters that are so powerfully above most of a cast that it would be too much of a low end to merely put them at least above whatever tier the cast is at, this can also apply to characters so immensely stronger from an amplification or something similar but can't be properly gauged or tiered from it. This rating denotes their unknown levels of immense strength.
Unknown-A Unknown: Cosmic Unknown Unknown Unknown Unknown These are for characters that are normally things like contextually omnipotent creator godlike beings with no real feats other then merely "creating the universe"/"creating the multiverse". These types of beings are obviously narratively meant to be all-powerful while having no real feats to tier them at due to their nature, they are put at this level to denote their unknown levels of immense strength.
Varies Varies Variable Variable Variable Variable Characters that vary in tier, this can normally do a magical item that has different levels of spells, a character themself shift constantly in power, normally characters of the Cartoon Physics variety. It should be noted that a character merely being inconsistent does not give them varies, there needs to be normally a reason behind them being varies. A good example of this is Mario, other examples are cartoon gag characters that have no consistent strength and merely serve to be as strong as the joke needs them to be.

Additional terms

"+" symbol

The "+" symbol was originally used when the Durability has been calculated to be greater than the average (arithmetic mean) of the high end energy level and low end energy level of a particular tier. Though it was agreed that the usage of this was ultimately unnecessary as calculations are ultimately massively subjective and have been in many cases subject to change, thus now the "+" symbol is used for 2-A to differentiate a countless multiverse and infinite multiverse.

At least

Should be used to denote the lower cap of a character, if the exact value is indeterminate. Usually listed for characters that have done a feat superbly casually.

At most

Should be used to denote the higher cap of a character, if the exact value is indeterminate. Usually listed for characters that have done a feat that is questionable compared to their other feats.

Likely

Should be used to list a hypothetical statistic for a character, but inconclusive due to lack of feats or viable power-scaling. Probability of said hypothetical statistic should be favourable.

Possibly

Should be used to list a hypothetical statistic for a character, but inconclusive due to lack of feats or viable power-scaling. Probability of said hypothetical statistic should also be indeterminate.

"Hard to Kill" terms

These are aspects on the profile usually noting how Regeneration, Immortality, Cartoon Physics, Invulnerability, Immutability, Resilience, etcetera makes a user harder to kill then usual. Usually should be for characters that are shown in series that these abilities make them very difficult to take down for good.