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VEGA Conflict Wiki
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Phasing
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Phasing
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== Explanation == {{Statistic Group Definition | name = Phasing Details | image = ScreenSlots-Stat.png | tooltip = Grants the ability to enter and exit Phase State while Screen Energy is above the threshold. | children = Phase Screen Charge, Phase Screen Drain, Phase Threshold }} For simplicity, [[ship]]s and [[module]]s are termed as "individuals" while fleets and bases are termed as "collections". At the start of battle, each collection starts with zero Phase Energy, and gains Phase Energy equivalent to the Phase Screen Charge stat per second. Once Phase Energy reaches the current Phase Screen Energy, Phase State is entered. Then, Phase Energy is lost equivalent to the Phase Screen Drain stat per second until it once again reaches zero, at which point Phase State is exited. Whenever an individual is hit, the Phase Energy of its parent collection is reduced according to the amount of damage taken by the individual's screens. If incoming damage causes Phase Energy to be fully depleted, the excess damage is then dealt directly to health. If an individual with Screen Energy is destroyed, the parent collection's Screen Energy is reduced by the same amount; Phase Energy is subsequently reduced proportionally, while Phase Screen Charge and Phase Screen Drain are also adjusted to use the new Screen Energy value. Notwithstanding damage taken, the duration which a collection remains out of Phase State is equal to the Screen Energy divided by the numerical value of Phase Screen Charge, while the duration which it remains in Phase State is equal to Screen Energy divided by the numerical value of Phase Screen Drain. {{Clr}}
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