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The main units screen. Gives you an overview of the frames and machines you currently have built. Any warnings or fatal errors, such as damage to the frame or missing parts / weapons, will show up as orange and red warnings over the unit’s name.
Also check: Phantom Brigade General FAQ
Phantom Brigade Unit Guide
Double-click a unit to customize it.
How many units can I deploy?
A maximum of 4 per mission. You can buy further upgrades to build and store more frames, but they will not be usable in battle. They are there mainly as spares in case you don’t have time to repair your frontline squad between battles.
What in the Sam Hill is going on here? Don’t worry, let’s take it bit by bit.
On the far left is the list of parts currently equipped. A machine needs all four body parts and at least one weapon in order to be deployed into battle.
The next column is the list of parts that can be equipped to the currently-selected slot.
This list can be sorted by group (type, e.g. assault rifles or Elbrus torsos), quality (rare, uncommon, common), or level, either ascending or descending. Additionally it can be filtered for specific part types or manufacturers.
Right-click or double-click an equipped part to strip it, and double-click a part in storage to equip it to that slot.
When you click on an equipped part, if it has any customizable slots, they pop out underneath it in the far left menu. You can equip and unequip modules in the same way as equipping parts.
Some modules may be locked, meaning that you cannot customize them. Generally, rare equipment will have one locked slot containing a part-specific perk, and have 1-2 customizable slots. Uncommon equipment may have 0-1 customizable slots, and common equipment will almost always have its modules welded in.
This is not dependent on level.
Rarity only affects how many module slots a part has (fixed by type and rarity), your chance of getting a part with good perks, and provides a flat boost to stats.
These slots will always be the same type for the part type and rarity, e.g. a rare Elbrus arm will always have customizable Offensive and Defensive slots.
Some weird stuff goes on with perks– it’s possible to roll weapon perks on body parts. These will not contribute towards actual weapon effectiveness and are quite useless. Generally the most useful body part perks will be Improved Cooling and Composite.
The bar at the top of the screen shows a brief summary of the unit’s current stats.
Level: affects hidden buffs to damage resolution, contributes to workshop crafting level.
Mass, Power, Thrust: contribute to the unit’s mobility. Speed is determined by mass and power (mass = power gives you 16 speed) and maxes out at 28. Dash distance is determined by mass and thrust and maxes out at 48.
Weight class determines how the unit reacts when colliding with something else. A heavier unit ignores collisions with a lighter unit and causes the lighter unit to crash, ending its action. Remember that raising a shield will increase your weight class.
Speed and dash classes have no in-game bearing. Only the numerical value matters.
Integrity and Barrier represent how tough your unit is.
Ignore the action cooldown part– it is inaccurate and the numbers are not calculated correctly. This will be explained in greater detail in the section “Understanding Heat”.
Heat dissipation is how much heat you dissipate per second.
In order to fire a weapon safely, Heat generated – (Dissipation × Action duration) < Heat capacity.
How often you can fire a weapon is simply Heat generated ÷ Dissipation. If this is lower than the action duration, this means that your weapon generates heat slower than you can dissipate it, and so you can continuously fire that weapon without building up any heat.
All the statistics presented (except for the aforementioned dirty lies) are important to understanding how your weapon behaves. The thing is, slmost of the stats are actual raw numbers.
Let’s start off with “Damage / hit” and “Shots & fragments”. Damage per hit is really damage per projectile, assuming 100% damage. Shots and fragments is how many projectiles are generated; for example a shotgun firing 2 shots with 24 fragments each generates 48 projectiles per firing action.
In this case, our RF Flux fires 1×12 projectiles doing 191 damage each, for a total of 2292 damage per action.
“But wait!” I hear you say. The “Damage / action” number shows 1972! What’s going on? Well, that number actually accounts for optimal range and scatter. At the range which it does maximum damage, it will have scattered enough that not all its projectiles are expected to hit its target. So at the optimal range, it’s actually doing 80-90% damage. This is reflected in the “Damage / action” statistic.
What about “Damage / second”? It seems straightforward– 2292 damage in 0.9 seconds means 2… oh. 2546 damage per second. Why is it showing 2320?
First, rounding errors. Phantom brigade only displays so many decimal points, and 0.9 seconds could be anywhere from 0.851 to 0.949 seconds.
Second, the “Damage / second” statistic actually takes into account heat generation and dissipation. If your machine is capable of sinking more heat than the weapon will ever generate, the DPS statistic will show its full value. Otherwise it will be lower than maximum because you will not be able to fire your weapon constantly.
… At least, that’s the idea. In practice, heat calculation in the statistics screen seems to be slightly off, so don’t worry too much about that and do your own math.
Reading the range graph is essential to figuring out what exactly your weapon is doing. Thankfully…
Range & Scatter
Scatter represents the cone, in degrees, that all shots are randomly shot out in. Some weapons have a separate value for idle and moving scatter, meaning when your unit is stationary and when it is running.
A lower scatter value is generally better, letting you put more rounds on target and possibly even on the same part. That said, a high scatter value is not a particularly huge problem at close range, so don’t worry about shooting stuff in your face if you need to. The more important consideration at close range is the optimal range graph.
The optimal range graph is actually two graphs at once: damage falloff, and optimal range accounting for scatter (idle scatter, if there are two values).
The damage falloff graph is the darker grey graph in the background, and represents how much damage a projectile will do at a particular distance, with the top of the graph being 100%.
The light grey graph in the foreground represents your weapon’s optimal range, accounting for how much it will scatter. This RF Flux actually has an optimal range where its projectiles are doing 80-90% damage, since beyond that, you lose more damage to scatter than you gain from increased projectile damage.
Range modules simply stretch out the damage falloff graph. They do not influence scatter.
This means that for high scatter weapons, improving their scatter contributes far more to effectiveness and effective range than actual range modules or even damage modules, for a given range band.
Other weapons affected in this way are the HG2 Firestarter, SG2 Shred, SG3 Heavy, SG4 Semi, and the SR1 Midway(!).
The above graph is for a RA2 Lancer. Note the flat portion of the weapon’s effective range: it will happily do 50% damage to units from point-blank on out.
Don’t be afraid to shoot at things outside of the optimal range bands. Hold down CTRL to get detailed statistics and see what you’re actually doing when you fire at something.
Ignore the heat predictions in the item screen, they’re wrong.
I’m not kidding. Thankfully, you can do your own math!
Sustained frequency is an absolutely simple calculation: activation heat divided by heat dissipation. If your action duration is higher, that’s your sustained frequency.
The reasoning is absolutely simple: you need x amount of time to sink x amount of heat generated.
Taking the example above:
This RA2 Lancer generates 71 heat over 0.5s. The unit has a heat dissipation of 34.1 per second. Note that because of the action duration, the weapon effectively generates 142 heat generated per second, for half a second.
71/34.1 ≈ 2.09
You can fire the weapon every 2.09 seconds without net heat buildup. Accounting for the 0.5s action duration, that’s a 1.6s downtime.
However, that’s not the only consideration. You have a maximum heat capacity and will start to take overheating damage when exceeded.
71 – (34.1 × 0.5) = 53.95
Firing the RA2 once generates 53.95 excess heat. Assuming your total heat capacity is 100, you will need to wait until your total heat is 100 – 53.95 = 46.05 to safely fire it again. This requires you to wait (53.95 – 46.05) ÷ 34.1 ≈ 0.23 seconds.
Finally, you will take 100 ÷ 34.1 ≈ 2.93 seconds to fully cool down.
Note that the total time, 4.16 seconds, is (accounting for rounding errors) the same as double the calculated 2.09 seconds from earlier! Because of heat capacity, you don’t need to fire only when your heat reaches 0. You can fire with built-up heat and not waste any cooling, which lets you plan your attack windows and still remain heat-optimal. You just have to eventually pay the piper and cool off.
Many weapons generate more heat per action than your heat capacity, so you will rely on being able to sink enough heat over the weapon’s action duration in order to stay below max heat. Another example, with the UHB Solarburst this time: 296 heat over 4s.
296 heat / 4s = 74 heat per second
Assuming a 100 heat capacity, to avoid overheating, your minimum heat dissipation must be able to get you to 100 total heat at the end of the action, in other words to sink 296 – 100 = 196 heat over 4 seconds. This is 49 heat per second.
We have 58.4 per second, more than enough to avoid damage. Firing the Solarburst will generate an excess of 74 – 58.4 = 15.6 heat per second, ending the action with 15.6 ×4 ≈ 62.4 heat.
This is the actual calculation used in-game. The overheat warnings in the units tab are quite inaccurate.
If you had only 34 cooling:
- 1s: 74 – 34 = 40 heat excess
- 2s: 40 + 40 = 80 heat excess
- 3s: 120 heat excess, overheating
- 4s: 160 heat excess, overheating
You would be overheating by the end of the 3rd second and severely ablaze by the end of the firing action.
Weapons do a certain base amount of kinetic damage per shot. This amount increases by 0.25 of the base amount per level. Uncommon weapons get a flat 15% bonus on top, rare weapons get a 30% bonus.
That’s it. Nothing else goes into damage scaling.
To the best of my knowledge only kinetic damage scales, but I haven’t looked into it too much. Rarity grants a bonus to all damage.
E.g. a common level 1 SGC Blast does 8 damage per fragment over 1 shot and 24 fragments, for a total of 8×1×24 = 192 damage. Per level this increases by 8×0.25 = 2.
At level 2 it will do 8+(1×0.25*8) = 8+2 = 10 damage per fragment for a total of 10×1×24 = 240 damage. An uncommon version would do 11.5 damage per fragment for a total of 276, a rare version would do 13 damage per fragment for a total of 312.
At level 20 the common version will do 8+(19×0.25×8) = 8+38 = 46 damage per fragment for a total of 46×1×24 = 1104 damage.
In other words: Level 1– 100% of base damage, level 5– 200% damage, level 9– 300% damage, level 13– 400% damage, and so on.
Beam scaling follows the same rules, except that instead of firing a certain number of “shots” per action, it fires a certain number of “shots” per second. Mods that reduce a beam weapon’s action duration will also reduce its overall number of shots, making them of questionable utility.
The calculation is not very straightforward. Beams “fire” 30 shots per second whose kinetic damage scales with 0.25 per level as expected. Thus a beam’s raw DPS is simply its scaled kinetic damage multiplied by 30. This is the number you see under “/ Second” if your machine has enough cooling to fire the beam weapon constantly.
Now the numbers get fuzzier once you bring in damage buildup. I’m not sure what the damage buildup number represents, and how exactly it’s affected by action duration mods.
In the example above, the UHB’s base damage is 2.5, which at level 100 is 64.375, and per second is 64.375×30 = 1931.25.
Compare the two UHBs above. The damage for the (left) 4-second action is 1931 multiplied by 3 seconds, and the damage for the (right) 3.4 second action is 1931 multiplied by 2.4 seconds. It appears that shortening the action by 0.6 seconds has cut out 0.6 seconds of full damage time. From this we can guess that after some point, the UHB begins to output full damage constantly.
In contrast, with a BM1 Sunswarm for a 2s action and 2 buildup, the difference between a 2 second action and a 1.7 second action seems to be 0.5625 seconds of full power equivalent versus 0.36 seconds of full power equivalent.
Same for the BM2 Glorydog, which for a 3.5s action and a 8 buildup outputs 0.5625s of full power equivalent.
How does this work? I have a suspicion that the actual damage graph is related to the “Damage buildup” statistic in some way, but honestly I can’t be bothered to do the research. The numbers below cannot be accurate, but they’re a rough illustration of what I’m thinking. A dev should chime in on this.
What we can take from this, however, is that perks which shorten a beam’s action time are actually Really Bad. They significantly eat into the amount of damage you do, since damage takes time to build up and shortening the action eats into the full damage period, while massively increasing your heat burden, which remains the same but squeezed into a shorter time.
Since beams fire at a constant 30 “shots” per second, shortening the action does not “compress” the shots, and so you’re dealing far less damage with a shorter action.
Weapon Perks & Modules
When a weapon is generated, first its available slots are laid out. This is solely determined by the weapon type and rarity: a weapon of a specific type and rarity will always have the same slots.
Next, the perk is generated. This is always fixed in place and cannot be removed or customized. Higher rarity gives you a better chance of getting rare perks.
Next, modules are generated. Again, higher rarity gives you a better chance of getting better modules.
For uncommon and common weapons, these modules may be welded in place. Rare weapons will always have their module slot customizable. You can equip any weapon module in any slot, there is no further restriction by rarity.
Some common weapons do not have a second module slot at all.
Finally, the weapon’s level determines its damage, and only its kinetic damage. Scaling is an additional 25% of base per level, and only kinetic damage scales. That is, at level 5 a weapon will deal twice the damage of level 1, three times at level 9, four times at level 13, and so on.
An uncommon weapon gets a 15% bonus to all damage types. A rare weapon gets a 30% bonus.
Dispersing I, II, III: Reduces heat generated. Useful for every build, extremely useful when optimizing for sheer rate of fire.
Force Enhancer I, II, III: Increases kinetic damage. Not as good as Supercharge, but still a great perk.
Precision I, II, III: Reduces idle scatter. Does not affect moving scatter. Strictly inferior to Stabilized.
Quick Loader I, II, III: Reduces action duration and heat generation. Almost always excellent (except on beams). Though it does not increase hard DPS in the way that Force Enhancer does, by reducing action duration it grants an incredible spike to burst damage. Generally inferior to Supercharge outside of extremely specialized builds.
Ranged I, II, III: Increases the minimum and maximum distance of damage falloff, not scatter. A rather bad perk that can be extremely detrimental for certain builds. Note that it does not improve scatter, so weapons with an effective range limited by scatter will be even worse with this perk, since their damage falloff is pushed even farther away.
Stabilized I, II, III: Reduces scatter while idle and moving. Not very useful for most weapons, incredibly good for others (e.g. RF Flux) where scatter is the main limiting factor for damage. Can also improve the spread of an already accurate weapon, making you more likely to hit the same part.
Supercharge I, II, III: Increases kinetic damage, reduces heat generated and action duration. A three-in-one of Dispersing, Force Enhancer, and Quick Loader, though not as efficient as each individual module. Also seems to reduce minimum range and increase maximum range. An incredible perk that can fairly double your DPS and make your more effective in other ways, e.g. by shortening your action window. Almost always the best perk, outside of specialized builds.
Accelerator I, II, III: Increases projectile speed .Situational at best. Since it does not affect scatter, it does not improve the effectiveness of scatter-limited weapons.
Concussive Payload I, II, III: Absolutely hilarious on weapons with high base concussive damage. Make all your foes experience sleepy time. Geneva don’t care ’bout permanent brain damage. Useless on weapons with no concussive damage stat.
Crystal Matrix I, II, III: Increases damage buildup. Only relevant for beams. However, as damage buildup seems to be related to how long it takes for a beam to get to full power, increasing it reduces your damage output. I have no clue how this works.
Demolition Payload I, II, III: Increases impact damage (damage to buildings). Not very useful.
Destabilizing Payload I, II, III: Increases stagger damage. There are so few weapons that deal stagger damage, and it is so rarely useful, that this feels almost like a joke.
Expanded Magazine I, II, III: Increases the number of shots fired by a percentage, rounding off according to banker’s rounding for 0.5– to the closest even number. E.g. on a ML10 Starburst firing 10 shots, Expanded Magazine II fires 12.5 -> 12 shots (12 is the closest even number) while with Expanded Magazine III it fires 13.5 -> 14 (14 is nearer). Does not affect beams or number of fragments on shotguns. Absolutely useless on anything firing 1 shot, boost the damage of anything firing 2 shots (like the SR1) by a hilarious 50%.
Large Payload I, II, III: Increases damage radius and impact radius. Since the increase is by a percentage, it disproportionate improves weapons that already had good blast radii to begin with. Beware the increased potential for friendly fire.
Liquid Cooling I, II, III: Reduce heat generation. Stacks multiplicatively with Supercharge and Dispersing, i.e. 100% * 0.82 (Supercharge III) * 0.85 (Liquid Cooling III). Frequently the best module for general purpose builds, especially on weapons that fire a small number of shots.
Magnetic Bearings I, II, III: Increases turn rate limit for weapons that have them. E.g. with the heavy two-handed weapons and beams. Potentially useful, but only for those weapons, and only against fast-moving targets.
Piercing Round I, II, III: Increases penetration. Only relevant for railguns. Generally overshadowed by other perks.
Reinforced Stock I, II, III: Reduces idle and moving scatter. Situationally useful for most weapons, incredibly good on weapons limited by scatter. For weapons with no damage falloff, this can push their effectiveness far beyond what you might expect. Try it on the SG3 Heavy.
Target Sensor I, II, III: Increases minimum and maximum range. Situationally useful, can be extremely detrimental.
Thermal Payload I, II, III: Increases heat damage to the enemy. Potentially useful on the incendiary weapons, but I don’t use them enough to say.
Integrity and barrier scale linearly with level, getting a 25% bonus of the base value per level as with weapons. They also gain a 15% bonus for uncommon parts and a 30% bonus for rare parts.
Mass affects speed and dash distance, as well as determining how a unit behaves in a collision.
Heat dissipation is simply added up across each individual part.
Heat generation strictly refers to how much heat is generated by using your thrusters, if applicable.
Heat capacity is how much heat the machine can “store” before it begins to take overheating damage.
Power affect speed, along with weight. Who would have thought Jeremy Clarkson was right?
Barrier regeneration governs how much, well, barrier you regenerate per turn. I haven’t done much testing on it, to be honest.
Thrust affects dash distance, along with weight.
Each individual body part contributes differently to these core stats, but the only stats that really matter for individual parts are integrity and barrier. Otherwise they are all summed together and treated as a single statistic for the entire machine.
Modules can further affect these, and torso parts may be able to swap out reactors, which drastically affect a machine’s power and heat characteristics.
Note that Elbrus parts have one more module slot than other models, potentially compensating for their middle-of-the-road stats.
Body Perks & Modules
Barrier Integration I, II, III: Increases Barrier. Not very useful at low levels, entirely useless at higher levels. It seems to grant a percentage of the base amount rather than the scaled amount, making it even more useless.
Composite I, II, III: Reduces mass. Very useful, especially for machines that do not need additional cooling.
Improved Cooling I, II, III: Incredibly useful. Generally your best choice, unless you need just that bit more mobility to hit 48 dash distance.
Plated I, II, III: Increases Integrity. Not very useful at low levels blah blah.
Modules are divided into Offensive, Defensive, and Mobility. Torsos additionally can mount Thrusters and Reactors.
Capacitor I, II, III: Increases heat capacity. Rarely as useful as simply increasing cooling.
Heatsink I, II, III: Increases heat dissipation at the expense of power. The Mk1 version does not reduce power, and so is numerically the best of the three levels, though if you have excess power, Mk3s can make for some truly busted setups.
Precision Sensor (L/R): Reduces scatter for either the left- (secondary) or right-hand (primary) weapon. Situationally useful, except for certain scatter-limited weapons where it is exceptionally good.
Range Sensor (L/R): Reduces minimum range and increases maximum range. Very good for expanding the range of a weapon in both directions, but does not affect scatter.
Hybrid Sensor (L/R): And there you have it. Improves both scatter and range. Generally the best choice, since it can dramatically expand your tactical options.
Basic Plate: 15% increase to integrity and mass. Not useful, since it does not increase barrier.
Reinforced plate: 40% increase to integrity, 35% increase to mass. The tooltip tells lies. Pass.
Hollow Plate: 15% reduction to integrity, barrier, and mass. Not as useful as Light Plate, but not as punishing either.
Light Plate: Reduces integrity and barrier by 30%, but also lowers weight. Easily the best choice, since mobility almost always trumps durability.
Regenerator I, II, III: Increases barrier regeneration rate. Does not increase the amount of Liquid Fix you can carry into battle.
Booster I, II, III: The holy grail of mobility parts, not the least because they cannot be crafted. The dash distance increase is immense, and the ability to dash 48 units is useful on every single machine, no questions asked.
Generator I, II, III: Increases power generation. Generally worse than Weight Reduction, since power only contributes to speed, whereas reducing mass improves dash distance as well.
Hydraulics I, II, III: Reduces mass in exchanged for reduced heat dissipation as well. Essentially always overshadowed by Weight Reduction.
Weight Reduction I, II, III: Usually the best option if you haven’t maxed out dash distance yet. Reducing mass improves both speed and dash distance. This is a flat reduction as well, not a percentage, so it works equally well on all parts.
Thrusters and Reactors
There aren’t that many anyway, go figure it out yourself.
I like my R2 Hotrod reactors and T1 Reach thrusters.
Body Part Scaling
Body parts follow a different generation scheme from weapons. They are all descended from the Ur-Part, in <InstallDirectory>ConfigsDataDecomposedEquipmentSubsystemsmech_base.yaml:
Heat dissipation: 25
Then, you go through armor.yaml, which simply multiplies those numbers by 1 (i.e. leaves them unchanged).
Next, every body part is really part of an armor sets, which applies a multiplier to those default values.
Barrier: 0.276 × 675 = 186.3
Heat: 1.13 × 25 = 28.25
HP: 0.53 × 675 = 357.75
Mass: 0.94 × 74 = 69.56
And finally, each individual component in an armor part is tracked, but generally they once again apply a universal multiplier to the armor set stats.
Torsos are made of a head, torso, and pelvis. Each arm is made of a shoulder and forearm. Legs are made of two thighs and two, well, legs.
This example is for Bein:
– Subtotal per leg: 0.125
For a grand total of 0.35 + 0.25 + 0.2 + 0.2 = 1.00 of the value of the entire set.
As with weapons, scaling gives a 25% bonus of base integrity and barrier per level.
E.g. in this case, a level 1 common Bein arm would have 0.2×186.3 = 37.26 barrier.
At level 100, it would have [186.3 + (186.3×0.25×99)] × 0.2 ≈ 959 barrier.
A level 100 common Bein torso would have [357.75 + (357.75×0.25×99)] × 0.35 ≈ 3224 integrity.
Mass and heat dissipation do not scale with level. Rarity grants a flat boost to integrity and barrier (15% for uncommon, 30% for rare).
With the right parts and combinations of parts, it’s possible to build some truly wack-out busted machines. This usually relies on combining strengths together to amplify them, rather than spreading them out across multiple areas.
For example, this sniper is capable of running quite quickly and dashing the maximum distance, while firing its railgun sniper rifle more than once a second. This was achieved by stacking together Dispersing and Liquid Cooling on the weapon for a 36% heat reduction, alongside a Bein torso and legs with a R2 Hotrod reactor, and then Elbrus arms with Light Plate and Heatsink Mk3. All body parts have Improved Cooling III.
Optimization must be for a goal; there is no such thing as “optimal” in a vacuum. The role you intend the machine to play informs how you build and optimize it.
Want a mobile, responsive flanker? Set it up with weapons that have a wide effective range and no accuracy penalty while moving. Since it’ll spend a lot of time at the front and therefore in cover, you might decide to skimp a little on cooling in favour of range or even concussion. Too much mass and it won’t be able to run and gun properly.
Want a back-row sniper? They probably won’t be running much, but you’ll want them to put out as much damage as possible while still being able to dodge missiles. This means powerful thrusters, massive cooling, and possibly range or hybrid modules.
What about something for machine-gunning down entire city blocks units of enemies? They’ll likely be standing still in the middle of a firefight, so they’ll need additional integrity. Cooling is going to be important, as well as the ability to get out of dodge once your burst is over, so more thrust is always a good idea.
In short: once you get a feel for battle, you’ll understand what you want out of your machines, and hence what to look out for when building them.
In general, Bein parts have the best cooling. Elbrus parts have one additional module slot to offset their average stats, and this can make them the best choice for a slow, e.g. using Elbrus arms to mount heatsinks.
Frankly, I’d rather leave this to someone else to maintain a cloud sheet or something that lets you plug in the values and it’ll calculate all the relevant numbers for you.
Basically, read in the data from <InstallDirectory>ConfigsDataDecomposedEquipmentSubsystems. Everything you need is in there in the form of YAML (why) files.
Scaling is hideously simple, add 25% of base stats per level. The simplest way to code it is:
scaledStat = baseStat * (level + 3) * 0.25
Uncommon gives a flat 15% bonus, Rare gives a 30% bonus to Integrity and Barrier for body parts, Kinetic damage for weapons.
Calculating armour values is a little less straightforward. Armour parts are descended from a lineage:
mech_base.yaml -> armor.yaml -> armor_<type>_<class>.yaml -> armor_<type>_<class>_<component>.yaml.
mech_base.yaml contains the base stats for all armour pieces:
Heat dissipation: 25
Each stage applies a multiplier to the stage before it. E.g. armor_bein_m.yaml:
Barrier: 0.276 × 675 = 186.3
Heat: 1.13 × 25 = 28.25
HP: 0.53 × 675 = 357.75
Mass: 0.94 × 74 = 69.56
Barrier: 0.1 × 0.276 × 675 = 18.63
Heat: 0.1 × 1.13 × 25 = 2.825
HP: 0.1 × 0.53 × 675 = 35.775
Mass: 0.1 × 0.94 × 74 = 6.956
A torso is made of a head, torso, and pelvis for a total of 0.35. Each arm is made of a shoulder and forearm for a total of 0.2. The legs are made of two thighs and two legs for a total of 0.25.
Heat is equally simple, a weapon generates its “heat generation” amount over the course of its action duration. Heat dissipation is per second.
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