Multiverse General A Calc Page

Part 1

Daniel

Tani
‎‎‎‎
#1
Intro
Calculations turn feats from different types of media (manga, anime, video games, etc.) into measurable, real-world values. They allow various movements, impacts, explosions, and environmental changes to be expressed using physics and clear numbers, which makes it possible to determine a character’s speed, strength, durability, and even the actual yield of certain abilities.

In versus debating, this creates a fair baseline for comparison. Visuals alone can be misleading, as while something can look fast or strong because of art style or animation choices, those impressions aren’t always going to be reliable. Calculations remove that uncertainty by focusing on measurable elements like distance, mass, time, and energy, giving every series a neutral standard.

For a calculation to be reliable, it should be easy to follow along. All steps involved for a calculation, including measurements, formulas, values, references, and scans should be easy to follow so anyone can repeat the process and reach the same result. This keeps things accurate, reduces disagreements, and strengthens the credibility of the result.

Several types of calculations are used in versus analysis, each serving a different purpose:
  1. Feat Calculations: These measure something shown directly in the source material, such as a character crossing a distance, lifting an object, creating an explosion, or surviving an impact.
  2. Scaling Calculations: These apply the result of a measured feat to another character when there is clear evidence they can keep up, such as matching blows, blocking attacks, or fighting on equal terms. Scaling isn’t math; it’s a logical extension of a feat when a character has shown they can match or exceed the original performer.
  3. Environmental Calculations: These focus on the destruction or alteration of terrain, structures, or other large-scale features in the environment.
  4. Statement-Based Calculations: These use numbers or claims given in the story as long as they are reliable, consistent with the narrative, and not contradicted by visuals. Examples include stated distances between places, speed, or how much something even weighs.
Together, these methods form a complete framework for turning fictional feats into clear, measurable values. The sections that follow explain how to use them properly, carefully, and consistently.

Core Requirements for Valid Calculations
Valid calculations must rely on real-world physics, solid evidence, clear reasoning, and as few assumptions as possible. Every step needs to make sense, be easy to follow, and match what the scene actually shows. This section explains the basic rules that every calculation should follow to stay accurate and consistent.

Using Real-World Physics
Calculations must follow real physics, using formulas that fit the scene. Fictional physics should only be used when clearly explained in the story. All units and conversions must stay correct and consistent.

Proper Evidence Collection
A calculation is only reliable if the evidence is clear. Provide scans or timestamps that show the full feat, use multiple angles when needed, and make sure the scene is consistent. Always cite the exact chapter, episode, or page.

Citing Reliable References
Some calculations need outside information such as density, temperature, speed, or material strength. These values must come from reliable scientific sources like physics textbooks, NASA data, engineering charts, or academic references. Avoid fan-made wikis or unsourced numbers unless they clearly cite real science. Place citations beside the part of the calculation where the value is used.

Avoiding Unsupported Assumptions
No part of a calculation should rely on invented numbers. Distances, timeframes, and object sizes must come from the scene itself or from well-established standard values. Never guess how long something took or how big something is. Any assumption must be conservative, clearly explained, and based on real-world behavior or consistent visuals.

Burden of Proof
The calculator must support every step with evidence or logic. If a feat is unclear or missing important details, it should be low-ended or thrown out. Unsupported claims or “just trust me” reasoning are never acceptable.

When Statements Override Feats
Exact numbers or clear descriptions provided by the story take priority over visual interpretation. Narration boxes, databooks, and consistent character statements are valid sources, but they cannot override visuals that contradict them, and exaggerated statements should not be taken literally.

Assumptions: Allowed vs. Not Allowed
Some assumptions are okay, but only in very specific situations.

Allowed (with clear justification):
  • Using standard human height when the characters are normal humans
  • Using standard cloud height when the clouds look realistic
  • Using known frame rates for the medium (for example, anime at about 24 FPS)
  • Choosing the most conservative option when multiple angles exist
Not Allowed:
  • Making up distances or timeframes without evidence
  • Guessing based on how “fast” or “big” something looks
  • Treating stylized or dramatic effects as real physical events
  • Using headcanon or interpretations not supported by the scene
Assumptions are only acceptable when they match real-world expectations and are clearly supported by what the scene shows.

Interpretating a Feat
Correctly understanding what a feat is actually showing is one of the most important (and most commonly misunderstood) parts of any calculation. Fiction often uses dramatic visuals, stylized effects, or artistic exaggeration that aren’t meant to reflect real physics, so it’s important to distinguish what is literal from what is not. This section explains how to tell which parts of a scene can be measured and which parts should be ignored.

Literal vs Non-Literal Visuals
Not everything shown in fiction represents a real, physical event. Many series exaggerate impacts, scale, speed, or destruction for drama. When analyzing a feat, only measure elements that the story intends to be real within its world.

Usually literal:
  • The size and position of characters
  • The environment, such as buildings or terrain, when drawn consistently
  • Actual movement from point A to point B
  • Direct impacts without distortion
Usually non-literal:
  • Decorative background effects
  • Symbolic or abstract scenery
  • Stylized shockwaves or dust clouds
  • Bursts of light with no physical meaning
A calculation has to be based on what the scene truly sjhows, not on exaggerated effects added for flair.

Recognizing Artistic Exaggeration
Anime, cartoons, comics, and games often use effects that look impressive but aren’t meant to be taken literally. These include huge smoke clouds, oversized shockwaves, stretched motion streaks, and impacts that visually overwhelm the environment.

To avoid using exaggerated elements:
  • Focus on things that stay consistent, like character height or solid structures
  • Ignore particle effects, stylized clouds, and dramatic flashes
  • Compare multiple panels or frames to check whether the scale stays the same
  • Use the most conservative interpretation when the scale changes
If something looks inconsistent or too dramatic to be real, it is almost certainly artistic exaggeration and shouldn’t be included in the calculation.

Animation, Camera, and Perspective Issues
Camera angles and animation choices can distort size, distance, and speed. Extreme close-ups, diagonal shots, fisheye effects, or poorly drawn backgrounds often make objects appear larger or smaller than they really are.

Common issues include:
  • Characters appearing larger due to forced perspective
  • Stretched motion-blur frames
  • Confusing depth because foreground and background overlap
  • Camera pans that distort scale
To handle these issues:
  • Use neutral, straight-on shots when possible
  • Avoid frames where the camera is too close or angled oddly
  • Cross-check several frames to find consistent measurements
  • Ignore frames that show obvious stretching or drawing errors
If the perspective can’t be corrected in a reliable way, the feat should not be used.

When a Feat Is Too Vague to Calculate
A feat becomes unusable when it lacks the key information needed for measurement. If the scene does not show enough detail, any calculation becomes guesswork.

A feat cannot be calculated if it lacks:
  • A measurable distance
  • A valid timeframe
  • A reference object that stays the same size
  • A scene that clearly shows where everything is
  • A world that looks consistent from frame to frame
When essential information is missing, the correct approach is to:
  • Use a low-end interpretation only if justified, or
  • Talk about what happens without trying to measure it, or
  • Reject the feat entirely
Never try to “fill in the gaps” with made-up values.

Scenes That Are Too Stylized to Measure
Some scenes are so heavily stylized that nothing in them can be tied to real physics. These are especially common in high-action animation or abstract comic art.

Here are some exmples of visuals that cannot be calculated:
  • Symbolic lightning or energy
  • Backgrounds turning into abstract shapes
  • Flashes of light purely for drama
  • Oversized shockwaves or rings with no physical cause
  • Speed lines that don’t match real movement
  • Huge glowing auras with no physical meaning
If the scene doesn’t contain anything with a reliable physical basis, it cannot be calculated.

When in Doubt
When interpretation becomes unclear:
  • Choose the most conservative reading
  • Compare multiple frames or panels
  • Favor visual consistency over dramatic spectacle
  • Reject feats that require made-up information
Accurate interpretation ensures that calculations reflect what the story actually depicts, rather than what dramatic visuals might imply.

Standard Values
Standard values are established, real-world numbers that can be used when a scene does not give exact measurements. They exist to keep calculations consistent, prevent guessing, and make sure assumptions match the physical conditions shown. A standard value should only be used when the scene clearly resembles real-world behavior and nothing contradicts it.

Normal Human Statistics
Normal human values are used when the character is an ordinary human with no special abilities. These numbers work as safe defaults when a scene lacks specific measurements.

Common human standards include:
  • Adult height: about 1.7 meters
  • Running speed: about 5 to 6 m/s
  • Sprinting speed (trained athlete): about 10 m/s
  • Visual reaction time: about 0.2 seconds
  • Small jump or drop height: about 0.5 to 1 meter
  • Arm reach: about 40 to 45 percent of total height
These values should only be used when the character truly behaves like a normal human, has realistic body proportions, and the environment is grounded in real-world physics. They must not be applied to superhuman characters or exaggerated visuals.

Cloud Height
Cloud height is used for feats involving realistic cloud layers.
  • Standard cumulus cloud height: about 2,000 meters
  • Typical thunderstorm cloud base (cumulonimbus): between 1,000 to 2,000 meters
This value is only allowed when the clouds clearly resemble real cumulus formations. It cannot be used for cartoon-style clouds, magical floating clouds, fog, or storm layers that do not match real-world weather.

Atmospheric Density
Air density affects feats involving shockwaves, explosions, air displacement, or drag. Here are some useful values:
  • Sea-level density: 1.225 kg/m³
  • Higher elevations: around 1.0 to 0.8 kg/m³
Use 1.225 kg/m³ unless the scene clearly takes place at a higher altitude such as a mountain or flying structure.

Speed of Sound
The speed of sound changes with temperature. Use the standard value unless the scene shows obvious temperature differences. Here are some typical values provided:
  • Normal conditions (20°C): 343 m/s
  • Hot environments: up to around 350 m/s
  • Cold environments: as low as about 330 m/s
Use 343 m/s unless the story clearly shows a hot desert, freezing tundra, or another temperature extreme.

Gravity and Planetary Constants
Use Earth-like values only when the setting behaves like Earth in terms of physics, terrain, and character interaction with gravity. The standard Earth values are:
  • Gravity: 9.81 m/s²
  • Earth radius: 6,371 km
  • Earth mass: 5.972 × 10²⁴ kg
  • Escape velocity: 11.2 km/s
Do not apply these constants to alien planets, magical dimensions, floating islands, or worlds with unusual physical rules unless the story directly confirms Earth-like physics.

Temperature Baselines
Temperature standards are used for thermal feats, including melting, heating, vaporizing, or otherwise altering the state of materials. Here are some common temperature references:
  • Room temperature: about 20°C
  • Water freezes at 0°C
  • Water boils at 100°C
  • Steel melts at about 1370°C
  • Rock melting or vaporization varies and must be sourced from proper material data
As thermal calculations rely heavily on accurate constants, any values involving melting, vaporization, or heat transfer must come from real scientific references.

When Standard Values May Be Used
Standard values are only acceptable under conditions where they genuinely reflect the physical reality shown in the scene. They may be used when:
  • The exact value is missing, and the real-world default clearly fits the scene
  • The location is Earth-like
  • The real-world assumption keeps calculations consistent
  • The environment behaves normally
Standard values should help stabilize a calculation, not inflate it.

When Standard Values Should Not Be Used
Standard values should be avoided entirely if the story or scene contradicts them, or if the assumption would introduce uncertainty or exaggeration. Do not use standard values in the following situations:
  • The scene contradicts them
  • The setting uses unrealistic physics
  • The value would significantly increase/decrease the result of the calculation without strong support
  • Objects are drawn with exaggerated proportions
  • The environment is stylized or not realistic
  • There is uncertainty about how the world functions
If the scene does not clearly support a standard value, it is safer to leave it out to avoid adding assumptions that could weaken or invalidate the calculation.

Calculation Standards
Calculation standards exist to make sure every feat is handled in a clear, consistent way. A calculation should never rely on guesswork, artistic exaggeration, or incorrect physics. This section explains how to recognize valid feats, how to avoid unreliable ones, and when a result should be accepted, questioned, or rejected.

Consistency With Real-World Physics
All calculations must use real-world physics unless the story clearly defines its own rules. The formulas chosen must fit what is happening in the scene. Use kinetic energy for impacts, potential energy for falls, projectile motion for arcs, and thermal formulas for melting or heating. Make sure units are consistent and the math follows proper dimensional analysis. Using the wrong formula or mixing incompatible units makes the calculation invalid.

Avoiding Outliers
Outliers are feats that are far beyond what a character or verse normally shows. They often come from animation shortcuts, dramatic exaggeration, or one-time moments that were never meant to reflect normal ability.

A feat is likely an outlier if it:
  • Greatly exceeds every other showing of the character.
  • Has no story explanation such as a power-up or transformation.
  • Conflicts with the general portrayal of the verse.
  • Has no similar feats supporting it.
  • Appears once and is never mentioned again.
Outliers should be treated very carefully and usually should not be used for scaling unless there is strong supporting evidence.

Identifying Contradicted or Unusable Feats
Some feats should be thrown out entirely because they conflict with later canon or are too unclear to measure. Thus, a feat should be rejected if:
  • A later scene or statement contradicts it.
  • The artwork is too inconsistent to measure anything.
  • Perspective issues make distance or size impossible to determine.
  • Key information like time or distance is missing.
  • The feat breaks the rules of the story without explanation.
If the source material contradicts the feat or makes it impossible to quantify, it cannot be used.

Verse Consistency and Scaling
Feats must make sense within the story’s internal logic. A feat that fits into the established power levels, character comparisons, and narrative context is much more reliable than a feat that stands alone or contradicts everything else.

When scaling characters, try to:
  • Show direct evidence that characters can match or block each other.
  • Avoid large jumps in the hierarchy without justification.
  • Keep scaling within the same narrative context or story arc.
  • Avoid long speculative chains that rely on multiple assumptions.
If the scaling requires too many indirect steps or becomes unclear, it should not be used.

When a Calculation Becomes Too Speculative
A feat becomes speculative when essential details cannot be confirmed. If distance, time, size, or environment cannot be verified, the calculation ends up being guesswork. Thus, a calculation becomes too speculative if:
  • Important information is missing.
  • The scene can be interpreted in several ways with no clear answer.
  • The visuals rely heavily on stylization or symbolism.
  • The calculation depends on assumptions not allowed in the guidelines.
Speculative feats should either be discarded or clearly labeled as unusable.

Multi-Stage Feats and Separating Components
Many feats include several actions happening one after another. For example, a character might run, jump, punch something, and then cause an explosion. Treating the entire sequence as one event can create unrealistic results. To handle multi-stage feats correctly:
  • Break the feat into smaller, separate actions.
  • Calculate only the parts that can be measured.
  • Do not combine unrelated actions unless the physics of the scene connect them.
  • Use the value that actually reflects the destructive or kinetic part of the feat.
For example, if a character jumps, punches, and then produces an explosion, the calculation should focus on the explosion or impact, not the full chain of motion unless the scene clearly connects them physically.

Calculation Process (Step-By-Step)
A calculation needs a clear and organized method to stay accurate. A consistent process helps prevent mistakes, keeps the reasoning easy to follow, and ensures that anyone can repeat the steps and get the same result. This section explains the full workflow for handling a feat from start to finish.

Purpose of a Clear Method
A structured method ensures that:
  • The logic stays consistent.
  • Every step can be verified.
  • No hidden assumptions slip in.
  • The chosen formulas match the actual physics of the scene.
  • Anyone reviewing the feat can reproduce the result.
1: Identify the Feat
Start by choosing a feat that:
  • Is shown clearly in the source material.
  • Has measurable elements such as distance, size, mass, or time.
  • Is not contradicted by later scenes.
  • Does not rely on stylized or exaggerated visuals.
You also need to decide what you are calculating. Examples include Speed, Durability, Attack Power, or something else that need to be found.

2: Gathering Evidence
Gather all visual references that show the feat:
  • Scans, screenshots, or recorded timestamps.
  • Frames showing the start and end of the action.
  • Multiple angles if they help confirm scale or depth.
  • Chapter numbers, episode numbers, or page references.
The scene should be consistent across the frames you use. Any major shifts in scale or angle must be noted.

3: Measuring Distances
Distance is usually measured through:
  • Pixel scaling when a reliable reference object appears in-frame.
  • Angsizing when measuring large or distant objects that lack a direct reference.
Important rules:
  • The reference object should have a consistent size.
  • Do not use objects that look exaggerated or change shape between frames.
  • Make sure the camera angle or perspective is not stretching or warping the view.
  • If you are unsure, use the safest and smallest reasonable measurement.
Distances must come directly from what the scene provides.

4: Determining The Timeframe
Time is typically measured by:
  • Counting the frames where the object or character is actually moving.
  • Dividing the frame count by the correct frames-per-second value.
  • Confirming that the footage is being shown in real time.
If no timeframe is stated, only approved standard assumptions can be used, such as natural falling time or reaction time. Time cannot be guessed.

5: Choose the Right Formulas
Use formulas that match what is happening in the scene. Common examples include:
  • Speed: v = d ÷ t
  • Kinetic energy: (1/2)mv²
  • Potential energy: mgh
  • Thermal energy: mcΔT
  • Phase change energy: mLf or mLv
  • Projectile motion formulas for arcs
  • TNT equivalency for real explosive behavior
The formula must accurately reflect the physics of the situation.

6: Plug In Values
Insert the measured values into the formulas:
  • Keep units consistent.
  • Convert values before doing the math.
  • Avoid rounding until the final step.
  • Show each step clearly so others can follow your work.
Correct unit handling and clean arithmetic are essential.

7: Showing All The Steps For The Calculation
A valid calculation must be transparent. Include:
  • The formula used.
  • The numbers you inserted.
  • Each step of the math.
  • Visual references for all measurements.
No steps should be skipped. Everything must be laid out so the result is easy to verify.

8: Presenting the Final Result
Finish your calculation with a clear, readable answer:
  • Provide the final number with units.
  • Add common conversions if helpful, such as joules to kilotons or meters per second to Mach.
  • Give a short statement explaining what the result represents.
If the scene allows multiple interpretations, include:
  • A low-end value for the most conservative reading.
  • A high-end value if justified.
  • A mid-range value when that best fits the evidence.
Choose the value that stays the closest to what the scene reliably shows.

Timeframes
Timeframes determine how long an action lasts. Even small differences in time can change the resulting value for Speed or Attack Power, so the timeframe used in a calculation must always come from real evidence. Any time value that cannot be confirmed is not valid. This section explains how to measure time correctly and how to avoid common problems.

Frame Counting (Animation, CGI, and Games)
Frame counting is the most reliable way to measure time in animated or digital media. It involves:
  • Identifying the frame where the movement begins.
  • Identifying the frame where the movement ends.
  • Counting the number of frames between them.
  • Dividing the total frames by the correct frames-per-second value.
Common FPS values:
  • Most anime: about 24 FPS
  • Western animation: 24 or 30 FPS
  • Video games: usually 30, 60, or 120 FPS
  • CGI scenes: consistent but varies by production
Only count frames where the character or object is actually moving. Do not count pauses, still frames, or unrelated cuts.

Real-Time vs Slowed or Sped-Up Footage
Some scenes show slow motion or fast-forwarding for dramatic effect. These effects must not be treated as real in-universe time unless the story specifically states that time itself is being manipulated. Guidelines are listed below:
  • Slow motion is not real unless the story confirms it.
  • Fast-forwarded footage cannot be used for calculations.
  • If you are unsure whether a scene is in normal time, use the most conservative interpretation.
Assumed Timeframes
Assumed timeframes are only allowed in very specific situations where real-world timing is already known and widely understood. They should never be used freely. Assumed timeframes are allowed when:
  • The event follows natural real-world physics (such as falling under gravity).
  • A character reacts to something with a known speed (such as bullets).
  • The guidelines approve a standard value, such as typical human reaction time.
  • The action must logically occur within a familiar time period.
Even when allowed, assumed timeframes must always be conservative and well-supported by the context of the scene.

Unsupported or Arbitrary Timeframes
Time values that are guessed or invented cannot be used. These include:
  • Guessing that something took a second.
  • Choosing a time because the scene looks fast.
  • Assuming something was instant without proof.
If the scene does not show or naturally imply a timeframe, the feat must be low-ended or rejected. Time cannot be inserted into a calculation without evidence.

Correctly Interpreting Fast Scenes
Fast scenes can be misleading. Visual tricks do not equal real speed.

Examples of things that cannot be used:
  • Characters disappearing between frames without visible movement.
  • Rapid cuts between locations.
  • Heavy motion blur or long streaks of light.
  • Simplified animation shortcuts.
Only measure time when continuous movement is clearly shown from point A to point B.

Summary of Timeframe Requirements
Ideally, figuring out a valid timeframe for a feat should:
  • Come from actual evidence.
  • Use frame counting whenever possible.
  • Avoid slow motion or fast-forwarded footage.
  • Never rely on guessed or unsupported values.
 
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Part 2

Daniel

Tani
‎‎‎‎
#4
Distance Measurement
Distance is one of the most important parts of a calculation. Almost every type of feat depends on it, whether you are measuring speed, destructive power, or impact force. If the distance is wrong, the entire result becomes unreliable. Because of this, every distance used in a calculation must come from the visuals and not from guesses or assumptions.

There are two established ways to measure distance:
  1. Pixel scaling
  2. Angular size (angsizing)
Pixel scaling is used when you have a reliable object in the same frame. Angsizing is used when the object is very large, very far away, or has no usable reference in the scene.

Pixel Scaling
Pixel scaling compares the size of an object in pixels to a different object in the same frame whose real size is known. By looking at how large each object is in pixels, you can calculate the real size or distance of the target object.

How Pixel Scaling Works
To use pixel scaling:
  • Find a reference object with a stable and known size.
  • Measure the reference object's height or width in pixels.
  • Measure the target object’s pixel size.
  • Apply proportional scaling.
Example:
  • Real size = (Target pixels ÷ Reference pixels) × Reference real size
  • This only works when both objects share the same depth and are drawn consistently.
Good Reference Objects
Reliable reference objects include:
  • Characters with realistic proportions
  • Buildings and standard architectural features
  • Cars, buses, or other common vehicles
  • Doors, windows, furniture
  • Repeating environmental tiles or patterns
These objects usually have stable, consistent sizes.

Bad Reference Objects
Avoid using:
  • Decorative backgrounds or painted scenery
  • Trees, rocks, or terrain drawn inconsistently
  • Auras, shockwaves, or energy effects
  • Clouds unless they look realistic
  • Any object that appears stretched, warped, or distorted
If the reference is unreliable, the distance will be unreliable too.

Angular Size (Angsizing)
Angsizing measures how large an object appears in the frame compared to the camera’s field of view. It is useful for:
  • Large objects
  • Objects far away
  • Objects with known real-world sizes
This method avoids the problems pixel scaling has at long distances.

When Angsizing Is Used
Use angsizing when:
  • No reliable reference object appears in-frame.
  • The object is too large for pixel scaling (mountains, islands, planets).
  • The real size of the object is already known.
Examples of good angsizing targets:
  • Celestial bodies
  • Massive buildings or megastructures
  • Large terrain features
  • Wide explosions or environmental effects
Why Angsizing Helps
At long distances, perspective distortion makes direct pixel comparisons unreliable. Angsizing works better for distant or horizon-level scenes because it uses angles rather than pixel proportions.

Basic Angsizing Formula
  • Object size = 2 × distance × tan(θ ÷ 2)
  • You can rearrange the formula depending on whether you want the distance or the object’s size.
Estimating the Angle
To estimate the angle:
  • Measure how much of the horizontal frame the object occupies.
  • Multiply this percentage by the assumed camera field of view.
  • A typical FOV for calculation is between 60° and 90°, unless the scene clearly suggests otherwise.
When Angsizing Becomes Unreliable
Avoid angsizing if:
  • The camera has strong distortion (fisheye, extreme zoom).
  • The object is extremely close to the camera.
  • The viewer’s height or position is unknown.
  • The artwork is inconsistent across panels or frames.
  • The result contradicts what the environment shows.
If angsizing produces unrealistic or contradictory results, use a different method or reject the feat.

Perspective Distortion
Perspective can distort size, distance, and shape. This happens when the camera is positioned too close, too high, too low, or uses a wide-angle lens.

Signs of distortion:
  • Characters appear unusually large or stretched.
  • Objects closer to the camera seem much bigger than they should.
  • The background compresses or stretches unnaturally.
To reduce this:
  • Use frames with neutral camera angles.
  • Avoid extreme high or low viewpoints.
  • Avoid shots where depth is unclear.
  • Only scale objects on the same depth plane.
If distortion cannot be corrected, do not use that frame.

Parallax and Depth Issues
Parallax problems happen when objects at different distances overlap or move differently. This makes it impossible to confirm depth. To avoid parallax errors:
  • Only scale objects on the same depth level.
  • Do not scale a foreground object using a background mountain.
  • Avoid scenes where the distance between objects is uncertain.
If depth cannot be verified, the measurement is invalid.

When No Method Works
A feat must be rejected if distance cannot be measured reliably. Do not calculate the feat if:
  • The scene is too stylized.
  • No valid reference object exists.
  • The object changes size between frames.
  • Depth is unclear.
  • Majority of the available frames in that particular scene are distorted.
If the visuals cannot support a real measurement, the feat is not quantifiable.
Calculating Speed
Speed is one of the most commonly calculated feats, demonstrating how fast a character can move, react, travel, or attack, and it affects many other statistics. Because speed can influence entire scaling chains, every speed calculation must be based on measurable movement and a verified timeframe.

Why Speed Calculations Matter
Speed affects several parts of a character’s performance:
  • Reaction speed: How quickly the character notices and responds to something.
  • Combat speed: How fast they move and exchange blows during a fight.
  • Travel speed: How quickly they move across long distances.
  • Attack speed: How fast a projectile or strike travels.
Incorrect speed values can affect every character who scales from the feat, so both distance and time must be supported by real evidence.

Basic Velocity Equations
Most speed calculations use simple kinematic formulas:
  • v = d ÷ t
  • a = Δv ÷ t
  • v² = u² + 2as
These formulas should only be used when:
  • The movement is continuous and clearly shown.
  • Both distance and timeframe can be verified.
  • No outside forces are altering the speed in unrealistic ways, such as flight magic or energy manipulation.
If the movement is stylized, symbolic, or missing measurable points, it cannot be calculated.

Projectile Motion
Projectile motion applies when something follows a natural arc shaped by gravity. This includes thrown objects, falling objects, or characters who leap or are launched. Here are some useful equations for this:
  • Horizontal distance: d = v × t
  • Vertical height: h = ½gt²
  • Mixed or angled motion: use trigonometry when the launch angle is known
Rules for projectile motion
Use projectile motion only when:
  • The object follows a natural, gravity-affected arc.
  • The motion is not being guided or corrected by an outside force.
  • The attack or object is not magical, self-propelled, or flight-based.
The calculation must match the actual behavior shown in the scene. If the arc does not behave like real projectile motion, the method cannot be used.

Acceleration vs Constant Velocity
It is important to know whether a character is accelerating or moving at a steady speed. This affects which formulas you can use.

Constant Velocity
Use constant velocity when:
  • The character is already moving.
  • The movement stays smooth and even.
  • There is no sign of speeding up or slowing down.
Acceleration
Use acceleration when:
  • The character starts from rest.
  • An object is launched or thrown.
  • The movement clearly gets faster over time.
  • A character falls or is pushed by an impact.
  • An explosion expands outward from one point.
Acceleration-based results are often higher than constant-speed results, so the visuals must clearly support the acceleration.

Reaction, Combat, and Travel Speed
Different types of speed measure different abilities. They should not be mixed unless the story shows a direct connection.

Reaction Speed
  • How fast a character notices and responds to something.
  • Often measured with bullet timing, laser dodging, or quick reflex feats.
  • Usually faster than running or long-distance movement.
Combat Speed
  • Movements made during close-range fighting.
  • Includes dodging, blocking, striking, and parrying.
  • Measures quick actions taken moment by moment.
Travel Speed
  • Movement across long distances.
  • Can involve running, flight, or teleport-like travel.
  • Usually lower than reaction or combat speed, but sometimes it can be higher.
  • Cannot be used to scale combat unless the story clearly links them.
Correctly identifying the type of speed prevents inflated or misleading results.

Frame-Based Speed Calculations
Frame counting is one of the most accurate ways to measure speed in animation, CGI, or video games. It gives a precise timeframe if done carefully.

How to calculate speed using frames
  1. Count the frames where movement happens.
  2. Divide the frame count by the FPS (frames per second) to get the time.
  3. Measure the distance using pixel scaling or environmental references.
  4. Apply the formula v = d ÷ t.
Guide for counting frames accurately
  • Only count frames where the character or object is actually moving.
  • Do not count pauses, freeze frames, or scene cuts.
  • Avoid frames with heavy stretching, smearing, or visual shortcuts.
  • Confirm that the scene is shown in real time.
  • Rewatch the scene at slower speed to check accuracy.
If the animation uses shortcuts, time manipulation, or rapid skipping between frames, then frame-based speed cannot be trusted.

Light-Speed Feats and Real Light Requirements
A movement or projectile can only be treated as light-speed or faster-than-light if it behaves like real light. Bright beams or “laser-like” attacks may be called light or lasers in dialogue, but they often show properties that contradict how actual lasers work, so they cannot be assumed to be real light unless the scene proves it.

A projectile should be considered moving at lightspeed only if it:
  • Travels in a straight line.
  • Moves at a constant, very high speed.
  • Produces reflections or refractions.
  • Casts light or shadows.
  • Is described clearly as light, a laser, a photon, or similar.
  • Behaves like electromagnetic radiation.
A projectile should not be considered moving at lightspeed if:
  • It visibly moves slower than real light.
  • It has mass or creates shockwaves.
  • It curves or spirals unnaturally.
  • It is magical, elemental, ki-based, or otherwise fictional in nature.
  • It is drawn as a stylized beam with no real-light behavior.
  • If these requirements are not met, the feat cannot be treated as light-speed or FTL.
Common Speed Calculation Mistakes (Rewritten)
These mistakes often lead to exaggerated or invalid speed results:
  • Inconsistent reference sizes: If reference objects change size between frames, the distance becomes unreliable.
  • Assumed or guessed timeframes: Time must never be guessed unless it follows a natural, proven rule.
  • Stylized motion: Motion blur, speed lines, streaks, and exaggerated trails are artistic effects, not real distance.
  • Teleportation or jump cuts: Appearing in different places between shots does not prove movement speed.
  • Literal interpretation of artistic animation: Fast backgrounds or camera tricks exaggerate speed and cannot be used.
  • Always choosing the highest interpretation: When multiple interpretations exist, choose the safe and conservative one unless the story strongly supports the higher result.
  • Using travel speed as combat speed: Long-distance movement does not automatically scale to battle actions.
Correct Approach
A valid speed calculation should always follow these rules:
  • Use movement that the scene clearly shows.
  • Measure distance using a reliable method.
  • Use a verified timeframe.
  • Ignore artistic exaggeration.
  • Use the correct speed category.
  • Choose the safest interpretation when uncertain.
Energy Calculations
Energy calculations turn physical feats into measurable values. They are used to determine how powerful a character is, how strong their attacks are, and how much force they can withstand. Because energy numbers directly connect to attack potency and durability, every step in an energy calculation must follow real physics and use the correct formula for the situation.

This section covers the major types of energy calculations used in versus analysis and explains when each one should be applied.

Kinetic Energy (KE)
Kinetic energy is used when something is moving and delivers force through impact. It is one of the most common ways to measure striking power or impact durability.

Formula: KE = ½mv²
Kinetic energy applies to feats such as:
  • Punching, striking, or slamming attacks.
  • Characters being launched into walls or the ground.
  • Thrown weapons or projectiles.
  • Collisions involving known mass and measurable speed.
To use KE properly:
  • The mass of the object or character must be known or reasonably estimated.
  • The speed must come from a reliable distance and timeframe.
  • The movement must behave like real physical motion, not stylized animation.
Do not use kinetic energy for magical beams, light-based attacks, or non-physical abilities that do not depend on mass and velocity.

Potential Energy (PE)
Potential energy is used for feats that involve height. This includes lifting, falling, or raising objects or terrain.

Formula: PE = mgh
Potential energy applies when:
  • Characters lift or drop large objects.
  • Terrain or debris is raised or suspended.
  • Characters survive falls from measurable heights.
Important points:
  • Only use PE for vertical height. Horizontal distance does not matter.
  • Gravity should be assumed as Earth-standard unless the setting shows otherwise.
  • PE is often used in environmental feats or large lifting strength demonstrations.
Impact Force (Work and Force-Based Calculations)
Some feats involve force being applied over a distance or through a sudden change in motion rather than simple movement. In these cases, work or force formulas may be more accurate than kinetic energy.
  • Work formula: W = F × d
  • Force formula: F = ma
Use these when:
  • A character stops or slows a moving object.
  • A character resists or blocks a strong push.
  • An impact occurs without clear destruction, fragmentation, or KE-based motion.
  • A moving object loses speed over a known distance.
Impact-based calculations need a realistic stopping distance or deceleration period. If the visuals do not provide enough information about how quickly something slows down, the feat cannot be quantified reliably.

Thermal Energy
Thermal energy calculations are used when heating, melting, or vaporizing a material. Different formulas apply depending on what happens to the material.

Heating (no phase change)
  • Q = mcΔT
  • Used when a material is heated but does not melt or change state.
Melting (solid to liquid)
  • Q = mLf
  • Used when a material melts. Each material requires its own latent heat value.
Vaporizing (liquid or solid to gas)
  • Q = mLv
  • Used when a material is completely vaporized.
To use thermal energy correctly:
  • Mass must be known through volume × density.
  • Specific heat values, melting points, vaporization points, and latent heats must come from credible scientific sources.
  • The visuals must clearly show that melting or vaporization occurred.
Thermal feats often result in very large energy values, so accuracy is important and assumptions must be minimal.

TNT Equivalent Yields
Some feats create explosions that behave like real-world detonations. In these cases, it may be appropriate to convert the energy into TNT equivalents.

Standard TNT values:
  • 1 g of TNT = 4,184 joules
  • 1 kg of TNT = 4.184 × 10⁶ joules
  • 1 ton of TNT = 4.184 × 10⁹ joules
  • 1 kiloton = 4.184 × 10¹² joules
  • 1 megaton = 4.184 × 10¹⁵ joules
Pressure Calculations
Pressure measures how force acts over an area. It is important for crushing feats, piercing feats, or durability against concentrated attacks.

Formula: Pressure = Force ÷ Area
Pressure feats include:
  • Characters surviving extreme water or air pressure.
  • Crushing objects such as metal or stone.
  • Attacks that focus power on a small point.
Because pressure depends on surface area, even small mistakes in estimating the area can greatly change the final value. Always use conservative estimates when the contact area is unclear.

Choosing the Correct Method of Calculation
Different feats require different methods. Use the one that matches the scene:
  • Objects that are moving with a measurable speed → Kinetic energy
  • Building destruction → Fragmentation or pulverization
  • Explosions → TNT equivalent or blast scaling
  • Melting/vaporizing → Thermal energy
  • Lifting/dropping → Potential energy
  • Crushing pressure → Pressure/force formulas
Do not apply a method simply because it gives a higher result. It must match the physics of the scene.

Environmental & Destruction Feats
Environmental feats involve large-scale destruction to buildings, terrain, or the landscape. These feats often show a character’s overall power more clearly than small, close-range actions because they affect large volumes of material. They also require special care since environments can be complex, uneven, or drawn inconsistently.

Fragmentation Types
Different levels of destruction require different amounts of energy. Choosing the correct type is important because using the wrong one can give unrealistic results.

Fragmentation
Fragmentation occurs when material breaks into large chunks. Some examples include:
  • Buildings breaking apart
  • Stone shattering
  • Concrete splitting
Fragmentation is the lowest level of destructive energy among the three major types. It is used for most building-level or small terrain feats.

Pulverization
Pulverization reduces material into small debris or dust. Use this when:
  • Rock or concrete turns into fine particles
  • Structures collapse into dust-like remains
This requires far more energy than fragmentation, so the visuals must clearly support that the material has been crushed into powder.

Vaporization
Vaporization turns solid material into gas or removes it completely. This applies when:
  • Material visibly melts away
  • Structures dissolve or evaporate
  • The scene clearly shows extreme heat or full disintegration
Vaporization only applies when the artwork makes it completely clear. Do not assume it unless it is directly shown.

Crater Calculations
  1. Crater feats involve destroying or displacing ground material. These are very common in impact or explosion feats. Here are the steps listed below for crater calculations:
  2. Measure the crater’s radius, depth, and shape.
  3. Choose a geometric model that matches what is shown, such as a bowl, cone, or hemisphere.
  4. Calculate the volume of the removed or destroyed material.
  5. Multiply by the correct density for the ground type (soil, stone, concrete).
  6. Apply the correct destruction level (fragmentation, pulverization, or vaporization).
Important notes:
  • Do not assume a perfect hemisphere unless the visuals support it.
  • Identify the correct material. Soil behaves very differently from solid rock.
  • Use the shape closest to what is shown, not what gives the highest number.
  • Correct crater modeling prevents inflated results.
Large Structure Destruction
Some feats involve damaging or destroying large man-made structures like towers, stadiums, or castles. These feats require estimating the structure’s total volume and material composition. To calculate these feats:
  • Measure the structure’s size using visible dimensions.
  • Apply realistic density values for materials such as steel, stone, or reinforced concrete.
  • Identify whether the damage is total, partial, internal, or surface-level.
Different destruction levels require different energy values, so correctly identifying the extent of the damage is important.

Terrain Alteration
Terrain alteration refers to large changes made to landforms or natural features. Examples include:
  • Splitting the ground
  • Creating fissures
  • Lifting or shifting landmasses
  • Flattening terrain
  • Triggering large ruptures
To handle terrain feats:
  • Measure the volume of material moved or destroyed.
  • Choose density values that match the type of terrain (soil, stone, bedrock).
  • Distinguish between “moving terrain” and “destroying terrain,” since they require different formulas.
Consistency with what the scene shows is key.

Atmospheric Feats
Atmospheric feats involve moving or affecting large amounts of air, clouds, or weather. Air has very low density, so these feats often need a different approach than solid destruction. Atmospheric feats can include:
  • Pushing or dispersing clouds
  • Creating gaps in storm systems
  • Producing large shockwaves that travel through the air
  • Changing the weather in a noticeable area
  • Causing large temperature shifts
Common ways to calculate atmospheric feats:
  • Cloud movement or lifting energy
  • Shockwave energy based on how far the wave travels
  • Kinetic energy of displaced air
  • Pressure wave equations
  • Temperature-based energy
Only use atmospheric calculations when the scene behaves like real weather. Do not use them if the clouds are drawn decoratively, appear unrealistic, or behave in ways real clouds never would.

Geometric Modeling for Massive Feats
Very large-scale feats often require geometric models to measure the volume of the affected area. Once the volume is known, you can multiply it by the correct density to estimate energy. Here are some common geometric shapes that may appear in a scene:
  • Sphere: used for explosion bubbles, massive blasts, or large hollow areas
  • Hemisphere or dome: used for surface-level blast craters or upward shockwaves
  • Cone: used for funnel-shaped destruction
  • Rectangular prisms or cubes: used for large man-made structures
Always match the shape to what the scene actually shows. Do not assume perfect geometry unless the visuals support it.

Gravitational Binding Energy (GBE)
Gravitational Binding Energy is used for extremely large feats like destroying or tearing apart an entire planet. GBE represents the minimum energy needed to completely overcome a planet’s gravity and break it apart. Use GBE when:
  • A planet is shattered
  • A planet is turned into debris
  • A planet collapses or explodes
  • The feat clearly affects the whole celestial body
Formula for Earth-like planets:
  • GBE = (3GM²) ÷ (5R)
  • G is the gravitational constant, M is mass, and R is radius.
GBE is only used when a whole planet is being destroyed, or when you need the minimum energy required to destroy it. Do not use it for:
  • Surface destruction
  • Cracks or partial breaks
  • Localized explosions
  • Attacks that only damage a section of a planet
Because values are massive, the scene must clearly involve the destruction, or potential destruction of the entire planet before the formula can be applied.

Density Scaling
Not every environment is made of normal soil or rock. Some terrain is metallic, crystalline, icy, or otherwise unusual. Density scaling adjusts the result to match the material shown. Use density scaling when:
  • The terrain is made of metal, reinforced stone, or unusual materials
  • The setting uses crystal, ice, bone, or other non-standard surfaces
  • The planet has different composition than Earth
  • The character destroys a unique building material
This helps ensure the result reflects both the structure’s true material mass and the makeup of its material.

When Environmental Feats Must Be Rejected
Some environmental feats cannot be calculated because the visuals do not provide enough information or are drawn too inconsistently. Reject the feat when:
  • The destruction looks symbolic or artistic
  • The background shifts drastically between frames
  • The amount of material destroyed cannot be estimated
  • The feat relies on magic or effects that ignore real physics
  • The material type is impossible to identify
  • Depth or scale cannot be confirmed
If the amount of mass or energy cannot be measured with confidence, the feat is not usable.

Special Calculation Types
Some feats involve physics that do not fit neatly into standard speed or energy formulas. These special cases need their own rules so the results stay accurate and consistent.

Shockwaves and Shockwave Propagation
Shockwaves happen when an attack or impact creates a rapidly expanding ring of compressed air. They can be calculated with blast-wave equations or by estimating the kinetic energy of the air being pushed outward. A shockwave feat should only be calculated if it shows:
  • A real pressure wave moving through the air
  • A clear circular or spherical expansion
  • Behavior that matches physical shockwaves, not stylized visual effects
Do not use:
  • Decorative shock rings
  • Artistic arcs
  • Exaggerated visual waves with no real air displacement
Only calculate a shockwave if the scene clearly shows real pressure movement.

Blast Radius Scaling
Blast radius scaling measures how destructive an explosion is by looking at how far the damage spreads and what material is affected. This method works well when:
  • The explosion behaves like a real detonation
  • The damage to the ground or structures is visible
  • The blast expands in a consistent outward pattern
Do not use blast radius scaling for:
  • Magical or symbolic explosions
  • Effects that do not behave like real blasts
  • Decorative fireballs or aura bursts
The explosion must follow real-world explosive behavior before this method can be applied.

Escape Velocity Feats
Escape velocity feats involve characters moving fast enough to overcome a planet’s gravity, or launching themselves directly away from a planet with no outside help. Use escape velocity calculations when:
  • The character moves directly upward or outward from the planet
  • No magical, external, or self-propelling force assists the motion
  • The planet has Earth-like gravity or clearly stated gravity
  • The scene shows the character pushing against the planet’s pull
For Earth, escape velocity is about 11.2 km/s.

Relativistic and FTL Calculations
Relativistic Velocity Equation

When something is confirmed to be traveling close to light speed, you can calculate its kinetic energy using the relativistic formula:

Relativistic Kinetic Energy: KE = (γ − 1)mc²
  • γ (gamma) = 1 ÷ √(1 − v²/c²)
  • v = velocity
  • c = speed of light
This formula accounts for the increase in energy needed to approach the speed of light.

FTL Calculations Cannot Be Used
Once a feat exceeds the speed of light, kinetic energy breaks down completely, because:
  • Nothing with mass can exceed c in real physics
  • γ (gamma) approaches infinity
  • Energy becomes undefined in real-world equations
Because of this, kinetic energy for objects moving faster than lightspeed cannot be calculated, as there are no valid real-world formula that exist for this type of feat.

Fictional Physics Disclaimers
Many verses contain attacks, energy types, or powers that do not behave like anything in real physics. These cannot be calculated unless part of their effect follows measurable physical rules. Thus, it should be impossible to calculate:
  • Auras
  • Ki, chakra, mana, or magic energy
  • Artistic explosions
  • Symbolic or metaphorical visuals
  • Abstract light shows or non-physical effects
A calculation must be based on real physics. Fictional powers can only be measured when they produce real, physical results.

Visual Effects That Are Not Literal
Some visual elements exist purely for dramatic effect. They exaggerate motion, power, or speed but do not represent real distances or forces. These effects should not be considered for calculation of a feat:
  • Speed lines
  • Motion blur streaks
  • Dramatic flashes or bursts of light
  • Stylized backgrounds that move rapidly
  • Aura-based effects
  • Large glowing rings or energy halos
These visuals are artistic, not physical, unless the scene clearly shows they behave like real effects. They cannot be used for any measurement.

Range vs Attack Power
Range and attack power measure different things and should never be mixed unless the story clearly connects them.
  • Range describes how far an attack can reach.
  • Attack power describes how destructive the attack is.
Some important rules:
  • A long-range attack is not automatically strong.
  • A short-range strike can be extremely powerful.
  • Only the visible destructive effect determines attack power.
  • Range can help measure distance, but it does not scale damage unless the scene directly shows both.
Chain-Reaction Explosions and Multi-Stage Blasts
Some feats involve multiple explosions or destructive events happening one after another. These should only be combined when the story or visuals show they are part of one connected process. Below is a list of advice for handling multi-stage feats:
  • Treat each stage as separate unless the visuals connect them
  • Combine energies only if the explosions merge into one clear event
  • Ignore aura expansions or buildup visuals unless they cause real physical effects
  • Calculate only the destructive parts of the feat
This prevents stacking unrelated explosions or inflating the result beyond what the scene supports.

Accepted Sources & References
Calculations must be based on reliable, verifiable information. Using trustworthy sources keeps results consistent, prevents misunderstandings, and makes it easier for others to review the math. This section explains what kinds of references are acceptable when gathering data such as density values, speeds, temperatures, or physical constants.

Reliable Scientific Sources
The best references come from established scientific materials. These include:
  • Physics textbooks
  • Academic articles
  • Engineering handbooks
  • Government or university databases
  • Standard density, temperature, and material property lists
These sources contain accurate information and should be used whenever it is necessary to find a specific value.

Commonly Accepted Reference Tables
Many calculations rely on known physical constants or material properties, such as:
  • Density values for rock, stone, metal, concrete, and soil
  • Specific heat and latent heat values
  • Melting and boiling points
  • Atmospheric pressure
  • Speed of sound and air density
  • Standard cloud height ranges
  • Gravity values for Earth and similar planets
When using these, always cite the specific value and ensure it comes from a reliable reference. If multiple values exist, choose the one that best matches the material shown or use a conservative low-end value.

When Fictional Data Can Be Used
Some verses provide their own data about materials, energy types, or physics. This information can be used only when:
  • The story defines the material clearly
  • Its properties are stated or shown consistently
  • It behaves like a physical object rather than a symbolic effect
Fictional values must never replace real-world physics unless the verse directly explains how they work.

What Cannot Be Used as a Source
Certain types of information should never be used in a calculation:
  • Fan-made wikis without scientific backing
  • Headcanon or personal assumptions
  • Unverified “stat” websites
  • Power-scaling lists made by fans
  • Community calculators without proper evidence
  • Interpretations based only on visuals with no physical support
Only sources grounded in actual physics or canon material can be used.
 
Part 3. Pain.

Daniel

Tani
‎‎‎‎
#5
Writing Up Calculations
A calculation must be written in a clear, transparent, and repeatable way. Every step should be easy for others to follow, check, and question if needed. A well-organized calculation removes confusion, prevents hidden assumptions, and makes sure that anyone can redo the math and arrive at the same result. The structure below provides a simple and consistent template for presenting calculations.

Title and Feat Description
Start with a short title that summarizes the feat, followed by a clear explanation of what happens in the scene. A proper description should include:
  • The character performing the feat
  • The specific action (movement, strike, explosion, destruction, etc.)
  • The environment where it takes place
  • The goal of the calculation (speed, energy, distance, durability, etc.)
Example: “Character A dodges a projectile fired by Character B. The projectile crosses a visible distance before Character A reacts. This calculation determines Character A’s reaction speed.”

Source Information
Identify exactly where the feat comes from. Try to include:
  • Chapter and page number (manga)
  • Episode number and timestamp (anime)
  • Level, cutscene, or timestamp (video games)
  • Timestamp (movies)
  • Official scan or screenshot reference
Make sure the images or timestamps match the exact frames used in the calculation.

Visual Evidence
Show the frames, scans, or images used to support the feat. Follow these guidelines:
  • Use the clearest available frame for measurements
  • Add multiple angles if needed
  • Highlight or annotate important elements such as reference objects, distances, and impact points
  • Keep visuals consistent with the source information
The visuals should make it obvious what is being measured so the reader does not need to guess.

Identifying Reference Points
Clearly identify:
  • The starting point of the feat
  • The ending point
  • Any reference objects used
  • The depth plane (so perspective is consistent)
  • Confirmation that the frame is not distorted
Explain why the chosen reference object is valid. For example, stable proportions, realistic size, or a clear connection to the environment. This prevents disputes about scaling choices.

Distance Measurement
Explain the method you used to measure the distance in the feat. Depending on the scene, distance may be found through:
  • Pixel scaling when a known object is visible in the frame
  • Angular size when the real size of a distant object is known
  • Direct measurements when the scene provides explicit distances (signs, text boxes, maps)
When using pixel scaling, make sure to:
  • Show the pixel measurements
  • Identify the real size of the reference object
  • Explain any assumptions
  • Provide the proportional scaling formula
When using angsizing, make sure to:
  • Show how much of the frame the object occupies
  • Provide the assumed field of view
  • Include the angular size formula
Distance measurement must always be completely transparent so anyone can follow your steps.

Timeframe Determination
Show exactly how time was measured.

If using frame counting
  • Count only the frames where movement happens
  • Provide the exact FPS value
  • Convert frames into seconds (frames ÷ FPS)
  • Confirm that the scene is being shown in real time
If using assumed timeframes
  • Explain why the assumption is justified
  • Use conservative values unless the story explicitly states otherwise
  • Never guess or stretch the timeframe
  • A clear timeframe is essential for any accurate speed or energy calculation.
Applying Formulas
List the formulas used and substitute the values directly into them. Example formulas include:
  • Speed: v = d ÷ t
  • Kinetic energy: KE = ½mv²
  • Potential energy: PE = mgh
  • Thermal energy: Q = mcΔT
  • Fragmentation energy: Volume × density × constant
When writing this section:
  • Show each step of the math
  • Include unit conversions
  • Avoid rounding until the final answer
  • Cite where constants come from (tables, references, etc.)
This section is the core of the calculation and should ideally be as precise as possible.

Final Result and Unit Conversion
Present the final result clearly and in standard units, such as:
  • Speed in m/s, km/h, or Mach
  • Energy in joules, kilotons, or megatons
  • Distance in meters or kilometers
Then convert the derived result in more readable units, if needed. You can also include these three things at the end, if you want:
  • A low-end result if appropriate
  • A high-end result if it is justified
  • A short conclusion explaining which value is used and why
The conclusion should be simple and directly tied to the visuals and math.

Notes, Assumptions, and Limitations
Finish every calculation with a short section listing:
  • Assumptions you used and why they are valid
  • Sources of constants or material values
  • Any uncertainties in the feat
  • Explanations for ignoring certain frames or interpretations
  • Clarifications about scaling (if the feat is being used for scaling)
This keeps the calculation honest, transparent, and easy to review.

Scaling Statements (optional but useful for explaining why a feat scales to certain characters in a verse)
If the feat is used to scale other characters, add a brief section explaining:
  • Who scales and why
  • Whether the scaling is numerical or qualitative
  • Any limits or exceptions
Never imply scaling without explaining it.

Appendix: List of Useful Equations (WIP)
Basic Kinematics
  • Speed (velocity): v = d ÷ t
  • Acceleration: a = Δv ÷ t
  • Distance under constant acceleration: d = ½at²
  • Velocity from acceleration: v = u + at
  • Velocity-distance relation: v² = u² + 2ad
Kinetic & Potential Energy
  • Kinetic energy: KE = ½mv²
  • Potential energy (gravity): PE = mgh
  • Work: W = F × d
  • Force: F = ma
Thermal Energy & Phase Changes
  • Heating (temperature change): Q = mcΔT
  • Melting (fusion): Q = mLf
  • Vaporizing (vaporization): Q = mLv
Common constants (approximate):
  • Latent heat of fusion (ice): 334 kJ/kg
  • Latent heat of vaporization (water): 2,260 kJ/kg
  • Note: Metal/rock values vary by material, and thus requires an external source.
Fragmentation & Destruction
  • Fragmentation: ~8 J/cm³ (approximate; material-dependent)
  • Pulverization: ~100–150 J/cm³ (varies by material)
  • Vaporization: Material-dependent; must use thermal formulas.
Volume formulas:
  • Cube: V = s³
  • Rectangular prism: V = lwh
  • Sphere: V = ⁴/₃πr³
  • Hemisphere: V = ²/₃πr³
  • Cone: V = ⅓πr²h
  • Cylinder: V = πr²h
  • Dome (spherical cap): V = ⅓πh²(3R − h)
Angular Size (Angsizing)
  • Object size from angle: S = 2d × tan(θ ÷ 2)
  • Distance from known object size: d = S ÷ (2 × tan(θ ÷ 2))
  • Field of View (FOV): Default horizontal FOV: ~60° to 90°
Pressure & Force
  • Pressure: P = F ÷ A
  • Energy from pressure (approx): E ≈ Pressure × Volume
  • This only applies for crushing/compression feats.
Air and Atmospheric Formulas
  • Speed of sound: ~343 m/s (20°C at sea level)
  • Air density: ~1.225 kg/m³ (sea level)
Circular & Orbital Motion
  • Centripetal force: Fc = mv² ÷ r
  • Orbital velocity (Earth-like): v = √(GM ÷ r)
  • Useful for:
    • Satellite feats
    • Characters maintaining orbit
    • Calculations involving motion celestial bodies
Gravitational Binding Energy (GBE)
  • GBE for Earth-like planets: GBE = (3GM²) ÷ (5R)
  • minimum energy needed for total planetary destruction
Densities (for some common materials)
  • Air: 1.225 kg/m³
  • Water: 1,000 kg/m³
  • Ice: 917 kg/m³
  • Soil (packed): 1,600–2,000 kg/m³
  • Rock (general): 2,500–3,000 kg/m³
  • Concrete: 2,300–2,500 kg/m³
  • Steel: 7,800–8,050 kg/m³
  • Aluminum: 2,700 kg/m³
Temperatures (Common Reference Points)
  • Water freezing: 0°C
  • Room temperature: ~20°C
  • Water boiling: 100°C
  • Steel melting: ~1370°C
  • Rock melting: 1200–1500°C (varies)
 

Daniel

Tani
‎‎‎‎
#7
What is this Diddy Blud doing
Wat

But
It’s a guide I wrote for something I plan to work on in this section later, as long as I don’t get lazy, get sick, or have something serious come up. A lot of the vs debate threads here go nowhere because people often don’t have enough information on how strong the characters in a matchup actually are.

I might need to start reading a lot of manga and watching a lot of shows again, then start logging feats like I did with that Bubblegum Crisis thread a couple of months back, which I forgot about.

I still figure out how to do an actual calc, because every battleboard always has at least one person who handles that stuff.
🙄
 
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