well, that is weird.
I always thought you need "100/DefenseBaseMultiplier" blocks per "DefenseBaseMultiplier" blocks.
This is how punch-through effects calculate %.
DefenseBasePowerConsumption was then consumed per "block*DefenseBaseMultiplier", not per block.
I would suggest making it consistent:
DefenseFullEfficiencyFactor = 0.1 for (10% of all blocks are required to be system blocks for 100% effect) -- 1 = never caps out, 0.01 = bonus caps out at 1% of blocks being effect blocks..
DefensePerBlockPowerConsumption = 100 -- if somebody want it multiplied by DefenseBaseMultiplier aka divided by DefenseFullEfficiencyFactor he can do it manually.
DefenseBaseEffect = force applied (push, pull), % of server's maxSpeed as bonus (overload), % of force reduction (stop (anti-gravity?))