Multiverse General Attack Power

Daniel

tani
‎‎‎‎
#1
What is Attack Power?
Attack Power measures the amount of energy behind a character’s attacks. It is typically determined through feats the character has directly performed in their series or by comparing them to others with similar accomplishments. It reflects how much damage or destruction a character can potentially inflict in a single attack, as well as their capacity to harm opponents with specific levels of durability.

For the purposes of this section, "Attack Power" serves as the standard for evaluating and comparing the relative strength of different characters or entities. While alternative terms like Attack Potency, Destructive Capacity, or simply Strength may also appear, Attack Power is the primary term used in this section.

It’s important to note that a character’s rated Attack Power does not always match the visible destruction caused by their attacks. A character may possess a high level of Attack Power even if their attacks produce little or no visible energy output or environmental damage.

Alongside other key stats like Durability, Speed, and Stamina, Attack Power helps form a more complete understanding of a character’s overall capabilities. Each of these attributes plays a vital role in evaluating a character’s strengths, weaknesses, and how they perform across different scenarios.

It’s also important to distinguish between Attack Power and Destructive Capacity. Attack Power refers to the energy a character can output (or the level they are scaled to), while Destructive Capacity focuses on the visible damage shown in the environment or as portrayed in the source material. Recognizing this difference is essential, as the two terms may seem interchangeable but are applied in different ways.

The Core Concept
Attack Power refers to the raw energy output of an attack, rather than the visible damage it causes to the environment. In many fictional works, power is portrayed in a stylized or exaggerated way, and some attacks may cause minimal collateral damage despite being immensely powerful. Because of this, Attack Power focuses on the attack’s intent, targeted effectiveness, and narrative impact, rather than relying solely on its area of effect or environmental destruction.

For example, an energy beam that pierces a highly durable character (without causing an explosion or damaging the surroundings) can still be considered a high-level attack. In such cases, the damage inflicted on the target, rather than the environment, is a better indicator of the attack’s energy output. This perspective allows Attack Power to account for both concentrated attacks (such as piercing strikes or internal damage) and widespread ones (like explosions or shockwaves), as long as the resulting force is comparable.

Since fictional narratives often bend or ignore real-world physics, often disregarding things like energy conservation, momentum, or material response, Attack Power is best understood as the implied energy within a story’s context. It reflects what the attack is meant to accomplish in the narrative, rather than what would realistically happen under physical laws. This makes it a more versatile and fairer metric when comparing characters from different settings or genres.

Ultimately, the concept of Attack Power offers a consistent standard for evaluating characters whose abilities may differ in form but not in effectiveness. Whether an attack vaporizes an entire battlefield or leaves behind no visible trace, its true strength lies in what it can overcome, especially when measured against the durability of its target.

Methods Used For Scaling
Measuring Attack Power isn’t always straightforward, and there are several methods used depending on the nature of the feat, the scaling logic involved, or the available supporting material.

Direct Feats
One of the most straightforward ways to evaluate a character’s Attack Power is by examining the destruction they cause directly. This includes feats like blowing up a building, splitting a mountain, or creating a large crater. These events can often be measured using calculations that take into account the size of the object destroyed, the spread of the damage, the speed of the event, and the energy required to cause it, which is typically expressed in joules or tons of TNT. When a feat is clearly shown and easy to quantify, it’s considered one of the most reliable indicators of a character’s Attack Power.

Scaling from Other Characters
Sometimes a character’s Attack Power isn’t demonstrated directly, but it can still be inferred by comparing them to others. For instance, if Character A is able to hurt Character B, and Character B has previously survived a large explosion, then it is reasonable to assume that Character A possesses a similar level of power. This method is especially useful in stories where clear feats are uncommon but power dynamics between characters are well established.

Statements & Lore
Another way to estimate Attack Power is through character dialogue, official guidebooks, or narrative commentary. These statements can offer helpful clues about a character’s strength, especially when they align with what is shown in the story. However, such statements should not always be taken at face value. Some may be exaggerated, unclear, or intended purely for dramatic effect. It is important to consider the context, the reliability of the source, and whether the statement is consistent with other known information.

Visual Indicators
In some cases, even without direct destruction, the environment provides visual clues about an attack’s strength. Shockwaves, craters, glowing energy auras, and trembling surroundings can all suggest a high level of power. These signs are useful for supporting other methods of scaling, especially when clear feats or reliable statements are lacking. However, they often rely on interpretation and can be misleading if taken out of context, so they should be used carefully.

Energy Yield Calculations
Sometimes, Attack Power can be estimated using real-world physics and mathematics. This includes applying formulas related to kinetic energy, explosive force, and other physical principles. Techniques like pixel scaling, time analysis, and mass estimation are commonly used to approximate how much energy an attack would realistically require. These calculations help create more consistent power comparisons, especially across characters from different series with varying visual styles or narrative tones.

Attack Power vs Destructive Capacity
Definitions
Attack Power and Destructive Capacity are often treated as interchangeable, but they refer to different concepts. Attack Power is the amount of energy or force behind an attack, focusing on what the attack can achieve regardless of how much environmental damage is shown. Destructive Capacity, in contrast, refers to the visible damage caused to surroundings during an attack. While the two are closely related and often overlap, they are not always the same. Understanding this distinction is important when analyzing or comparing characters.

Key Differences
Some attacks are extremely powerful yet cause little or no visible destruction because their energy is concentrated on a single point or target. These are known as focused or concentrated attacks, such as piercing strikes or internal damage that bypass external defenses. In contrast, widespread attacks like explosions or large shockwaves create clear environmental damage and visibly demonstrate destructive capacity. Additionally, some abilities do not rely on physical force at all. Powers like soul manipulation or reality-warping can be highly effective without leaving behind any visible destruction, which highlights how Attack Power and Destructive Capacity can point to very different aspects of a character's strength.

Some Examples
Imagine a character who can injure or defeat a mountain-level opponent without leaving any visible signs of destruction in the surrounding area. Even if the terrain remains untouched, the fact that they could harm someone with that level of durability suggests they possess mountain-level Attack Power, even if their Destructive Capacity appears low. On the other hand, a bomb that levels an entire city clearly demonstrates both city-level Destructive Capacity and likely a matching level of Attack Power. These examples show how one can exist without the other, and why judging power solely by what is visually shown can be misleading.

Why Does this Distinction Matter?
As the previous examples show, it is easy to misjudge a character’s strength when focusing only on visible destruction. Some of the most powerful attacks may leave almost nothing behind, while others create large-scale damage without necessarily displaying higher energy output. Understanding the difference between Attack Power and Destructive Capacity helps avoid inaccurate assumptions during scaling discussions. It also prevents characters with precise, internal, or non-physical attacks from being underestimated. Recognizing this distinction allows for more accurate comparisons, especially in settings where powers and abilities can sometimes be displayed in unusual (and even stylized) ways.

Levels of Attack Power
To categorize characters based on their Attack Power, a tiered system is used that sorts them according to the scale of their destructive energy or output. These levels are typically grounded in real-world energy measurements, often expressed in joules, to provide a more objective way to evaluate feats. The system allows for consistent comparisons between characters across different series, regardless of art style or setting. Each level is named based on the scale of destruction its associated energy level could realistically achieve, such as destroying a building, a mountain, a planet, or even things on a larger scale.

List of Levels
  1. Below Human Level: Applies to characters whose physical attacks are weaker than those of an average human. They are typically only capable of harming small animals or fragile objects and lack the strength to physically affect targets in the way a normal person could.
  2. Human Level: Applies to characters whose physical strength is comparable to that of an average adult human. They can injure other people and damage weak or easily breakable materials like wood, glass, or drywall.
  3. Peak Human Level: Applies to characters who operate at the peak of real-world human performance. They are stronger and more physically capable than the average person, and are typically on par with elite athletes, skilled martial artists, or highly trained combatants.
  4. Wall Level: Applies to characters who can break through or destroy solid walls or barriers made from materials like stone, brick, or concrete. Characters at this level are capable of smashing through reinforced structures with raw physical force.
  5. Small Building Level: Applies to characters who can destroy small structures such as sheds, cabins, or compact houses. They may directly cause this destruction themselves or be able to battle evenly with opponents who have demonstrated such feats.
  6. Building Level: Applies to characters who can destroy or significantly damage buildings larger than a standard house, such as warehouses or small commercial structures. At the higher end of this level, characters may be able to destroy apartment complexes, office towers, or other similarly sized buildings.
  7. City Block Level: Applies to characters capable of destroying an entire city block in a single attack. This includes multiple large buildings, streets, and nearby infrastructure contained within a densely packed urban space. Characters at the higher end of this level may be able to destroy several city blocks at once, flattening wide urban areas that span multiple structures, road networks, and potentially small neighborhoods.
  8. Town Level: Applies to characters capable of destroying a small town or large village in a single attack. The affected area typically includes a collection of homes, buildings, and roads spread over a modest area. At the higher end of this level, characters may be able to devastate a large town or densely packed settlement, reflecting a scale of destruction greater than that of a standard town but not yet reaching full city-level devastation.
  9. City Level: Applies to characters who are capable of destroying an entire city. which includes all of its buildings, infrastructure, and surrounding city environment in a single attack.
  10. Mountain Level: Applies to characters capable of destroying a mountain or any rock formation of a similar size and composition in a single attack.
  11. Island Level: Applies to characters capable of destroying an entire island in a single attack. This encompasses both the landmass and any structures located on it. At the higher end of this level, characters are capable of destroying islands significantly larger than average, extending the range of destruction comparable to small countries in size, though still smaller than a full country.
  12. Country Level: Applies to characters capable of devastating or completely destroying an entire country in a single attack. This includes wiping out the landmass, infrastructure, and population across a vast geographic region. At the higher end of this level, characters may be able to destroy larger nations on a global scale, though still below the scale of destruction of an entire continent.
  13. Continent Level: Applies characters capable of destroying an entire continent in one attack. At the upper end of this level. characters may be able to destroy multiple continents at once, affecting vast portions of the planet’s surface simultaneously.
  14. Moon Level: Applies to characters who can destroy a natural satellite the size of Earth’s Moon in a single attack. The energy required is immense, as it must overcome the moon’s gravitational binding energy and fully dismantle its structure. At the upper end of this level characters may be able to destroy small planets that are larger than moons but still smaller than Earth, placing them between lunar-scale and full planetary-scale destruction.
  15. Planet Level: Applies to characters with the power to destroy an entire planet, including its core, crust, and atmosphere, such as Earth or any planet comparable in size. Note that this level of destruction requires overcoming the Gravitational Binding Energy (GBE) that holds the planet’s mass together.
  16. Large Planet Level: This tier applies to characters capable of destroying planets significantly larger than Earth, such as gas giants or super-Earths. The energy required to achieve this far exceeds standard planetary destruction, due to the planet's greater mass and gravitational cohesion. At the upper end of this level, characters may possess enough power to destroy extremely dense stellar objects like white dwarfs, placing them on the cusp of star-level destructive capability.
  17. Star Level: Applies to characters capable of destroying full-sized stars, such as the Sun, along with their energy output, mass, and structural integrity. At the higher end of this level, characters may be able to destroy stars significantly larger than the Sun, including red giants or blue supergiants, which possess far greater mass and energy.
  18. Solar System Level: Applies to characters who can destroy an entire solar system, including its sun, planets, moons, and other celestial bodies like asteroids and comets. Destruction at this scale requires the ability to obliterate not only the central star but also objects at the farthest reaches of the system, such as distant planets or the outermost regions of the solar system.
  19. Multi-Solar System Level: Applies to characters who can destroy multiple solar systems simultaneously. This requires not just destroying the central stars but also the farthest planets and celestial bodies in those systems.
  20. Galaxy Level: Applies to characters capable of destroying or severely damaging an entire galaxy, including all of its stars, planets, and star systems. This level of destruction also accounts for all of the space between the star systems, not just the planets and stars contained within the galaxy.
  21. Multi-Galaxy Level: Applies to characters who can destroy or create multiple galaxies, considering not only the stars, planets, and star systems within them but also the vast space between these celestial objects. To qualify for this level of destruction, a character must have the ability to affect multiple galaxies simultaneously, rather than one at a time.
  22. Universe Level: Applies to characters capable of destroying or creating an entire universe, including all matter, energy, and the space-time within it. This level of power affects not just the physical aspects of the universe, but also the very structure that holds it together.
  23. Multi-Universe Level: Applies to characters capable of destroying, creating, or affecting at least 2 up to 10 entire universes. This level represents characters with power over multiple independent universes.
  24. Multiverse Level: Applies to characters capable of destroying or affecting an uncountably large, albeit finite number of universes, typically within a structured multiverse composed of many separate space-time continuums.
  25. Multiverse Level+: Applies to characters or entities capable of destroying, creating, or significantly affecting an infinite number of universes. To qualify for this level, a character needs to demonstrate powers or abilities that can affect an infinite number of universes, where it needs be stated directly that the number of universes affected must be infinite either by the narration or a character.
  26. Megaversal / Complex Multiverse Level: Applies to characters whose powers extend beyond a single multiverse and affect multiple multiverses, each containing an infinite number of universes at minimum. It involves realities that exist beyond the standard multiverse, including structures such as layered or nested cosmologies, where multiverses are contained within higher-dimensional frameworks that exist above them.
  27. Omniversal / Beyond-Dimensional Levels: This level applies to characters that exist beyond anything measurable or understandable through conventional space, time, or dimensional frameworks. These beings are not limited by universes, multiverses, or even complex layered realities. Instead, they operate on a level that transcends all physical and conceptual systems, including logic, narrative structure, and even existence itself. Characters at this level exist beyond all forms of reality, including those containing infinite universes or higher-dimensional constructs.
Purpose of These Levels
The purpose of these levels is to help determine where characters stand relative to others, even across different series or settings. By using defined tiers based on energy output or destructive capability, this system provides structure for organizing scaling arguments and helps minimize subjective interpretation. It can be very useful in cases where a character lacks many direct feats but is consistently scaled through interactions with other characters.

Notes on Levels of Attack Power
These levels are intended as general guidelines rather than strict rules. A character’s effective tier can vary depending on their form, power-ups, or the specific context of a feat. In some cases, attacks or abilities may only reach a particular tier under temporary or special conditions, such as transformations or story-driven boosts. As such, level placement should always consider both the consistency and context of a character’s performance.

Special Exceptions
Not all attacks rely on raw energy output or cause visible destruction. Some abilities operate through non-conventional mechanics, often referred to as “hax” in power-scaling and versus discussions. Characters who use hax may not demonstrate high Attack Power in the traditional sense, but their abilities can bypass durability or ignore conventional defenses entirely. In many cases, this makes them just as dangerous, if not more so, than characters with overwhelming physical strength.

Types of Abilities That Can Bypass Standard Durability
Many hax-based abilities bypass conventional durability by targeting aspects of a character beyond the physical body. Some common examples include:
  • Soul manipulation: Targets the character’s soul directly, often ignoring physical defenses entirely.
  • Mind manipulation: Affects consciousness or perception rather than the body itself.
  • Existence erasure: Removes a character from reality altogether, rendering traditional durability meaningless.
  • Reality warping: Alters the fundamental rules of the world, typically without relying on raw physical force.
  • Spatial and temporal manipulation: Distorts space, erases time, or causes widespread effects across dimensions.
  • Conceptual attacks: Target abstract elements such as identity, logic, or causality, making them extremely dangerous regardless of physical durability.
Concentrated or Unusual Attacks
Some characters are capable of causing extreme damage through highly concentrated or internalized attacks that do not rely on widespread destruction. These attacks focus force on a specific area, allowing them to harm opponents without significantly affecting the environment. Common examples include:
  • Pressure point strikes
  • Internal explosions
  • Piercing beams
Such attacks can severely injure targets while leaving the surroundings largely untouched, allowing a character to scale to high levels of Attack Power without producing visible collateral damage. This highlights the difference between how effective an attack is and how much external destruction it causes.

Other Exceptions
Some characters only exhibit higher levels of Attack Power under specific conditions. These special cases include:
  • Form-specific boosts: Temporary increases in power caused by transformations, power-ups, or emotional surges. These boosts often result in dramatic changes to a character’s strength during combat.
  • Scaling anomalies: Situations where a character manages to harm or defeat someone far stronger without a clear or consistent explanation. These often result from vague mechanics or narrative convenience.
  • Plot-specific Abilities: Abilities that only activate under certain story-driven conditions. These powers may bypass normal rules or limitations but only function within specific narrative contexts.
Why Do These Matter?
These exceptions help illustrate why visible destruction is not always a reliable measure of a character’s power. Many abilities can be extremely dangerous without causing any major environmental damage. Recognizing this ensures that precise, internal, or non-destructive abilities are not overlooked or underestimated when evaluating strength.

Real-World Physics vs Fiction
Scientific Accuracy in Calculations
Real-world physics and mathematics are valuable tools for evaluating destructive feats. By applying formulas that involve energy, mass, velocity, and surface area, it's possible to estimate how much force is behind an attack. These values are typically expressed in joules or tons of TNT, providing a more objective foundation for understanding a character’s Attack Power. Using scientific methods allows for consistent comparisons between characters, even across different series with varying tones, styles, or settings.

Fiction Doesn't Always Follow Real-World Logic
While scientific calculations are helpful, fiction often breaks the rules of real-world physics for narrative or visual effect. Some attacks may cause massive explosions without visible shockwaves, destroy planets without leaving craters, or unleash energy that distorts reality itself. These effects are often stylized for drama and not meant to represent realistic energy output. Writers typically prioritize symbolism, pacing, or storytelling over accuracy, so feats should be evaluated within the context of the story rather than by real-world standards alone.

Context Is Just as Important as Math
While calculations can provide useful estimates, they should always be interpreted within the context of the story. A lack of visible destruction does not necessarily mean an attack is weak or ineffective. For instance, if a character harms someone who previously destroyed a mountain, it is reasonable to conclude that they may possess mountain-level Attack Power, even if no mountain is actually destroyed during the scene. Ultimately, consistency within the narrative matters more than strict adherence to real-world physics, as fictional stories often operate under their own internal logic.

Tl;dr
  • Real-world physics and calculations are useful for estimating energy output and destructive force in fictional settings. However, fiction often ignores or alters physical laws for the sake of narrative, visuals, or symbolic impact.
  • A lack of visible destruction does not always mean an attack is weak; many powerful feats are subtle or stylized.
  • Internal consistency within the story matters more than adherence to real-world logic.
  • Scientific methods help ground analysis, but story context and narrative intent ultimately define how a character’s power should be interpreted.
This is the first half of the full explanation.
 
Last edited:

nik87

Kitetsu Wanker
#7
I assume this is another case of >Zoro's attacks are more lethal but Luffy's AP is far higher?
Whenever I see such statements, I know people are clueless.
Attack power is not an appropriate term for One Piece. Pick a specific stat instead.
 

Daniel

tani
‎‎‎‎
#8
Attack Power Chart
Below Human Level
  • Energy Range (in joules): 0 J to 135 J
  • Energy (in tons TNT equivalent): 0 to (3.23 × 10^-8) tons TNT
  • High-End to Low-End Ratio: 135
Human Level
  • Energy Range (in joules): 135J to 1060J
  • Energy (in Tons TNT Equivalent): (3.23 × 10^-8) tons TNT to (2.53 × 10^-7) tons TNT
  • High End to Low End Ratio: 7.85x
  • Source:
    • https://wayofmartialarts.com/average-force-of-a-punch/
      • “On average, a seasoned boxer can deliver a punch with a force of about 770 psi (pounds per square inch).”
      • “An average person generates around 100–110 foot‑pounds or 135–150 joules with their average punch.”
      • The lower end of this range is used as the minimum value for Human Level, which is 135J.
Peak Human Level
  • Energy Range (in joules): 1060J to 1,150,000J
  • Energy (in Tons TNT Equivalent): (2.53 × 10^-7) tons TNT to (~2.75 x 10^-4) tons TNT
  • High End to Low End Ratio: 1,084.9x
  • Source:
  • Example Calculation:
    • Pressure:
      • 770PSI = 770 x (6894.76Pa) = (~5.31 x 10^6)Pa
      • 1PSI = 1 lbf/in², 1in² = (0.0254m)² ≈ 0.00064516m², and 1 lbf = 4.44822N
      • 1PSI = (4.44822N)/(0.00064516m²) = 6894.76 Pa
    • Contact Area (20 cm^2):
      • Surface Area of a boxer’s fist is assumed to be 20 cm^2. Surface Area is Length x Width.
      • Force = Pressure x Area = (5.31 x 10^6Pa) x (0.002m^2) = (1.06 x 10^4)N
    • Stopping Distance (0.1 m):
      • E (work) = Force x Distance = (1.06 x 10^4N) x (0.1m) = (1.06 x 10^3)J
      • Stopping Distance of 0.1m indicates how far the fist travels into, and is decelerated by the target during impact.
Wall Level
  • Energy Range (in joules): 1,150,000J to 110,905,344J
  • Energy (in Tons TNT Equivalent): (~2.75 x 10^-4) tons TNT to 0.0265 tons TNT
  • High End to Low End Ratio: ~96.4x
  • Source:
  • Calculation:
    • Volume of wall = length x width x height = (2 x 2 x 0.15)m^3, or 0.6m^3
    • Standard thickness of 0.15m is used.
    • Using Bond’s law, where the equation is written as
      • P80 = 0.15m (size of material after broken down), or 150,000μm
        • This value is used to ensure that the size of the rubble is the same size as the thickness of the wall.
      • F80 = cube root the volume of wall, so you get ~0.843m, or 843,000μm
      • Mass of concrete = Density x Volume = (2,400 kg/m^3) x (0.6m^3) = 1,440kg
      • Wi = ((53.49kj/kg) x 1000) / 3600 = 14.86kWh/ton, which is the work index of concrete converted from kj/kg to kWh/ton.
    • Plug in the values listed above to find E, which is the work needed to break down the material to pieces the size listed in P80 (which is 0.15m) from its initial starting size of ~0.843m
      • The resulting value is 0.222 kWh/ton. You find this by multiplying the number calculated in the bracket by Wi, and then multiply by 10.
      • Converting the above value into kJ per kg, multiply by 3,600 to convert kWh to kJ, and then divide by 1,000 to get the energy needed to break the material down per kilogram.
      • Resulting value is 0.799 kJ/kg. This is the value E, or the amount of energy needed to break down the material from the initial size (F80) down to the final size, which is the value (P80).
    • Multiply the resulting value of E by the total mass of concrete to find the total energy needed to break down the wall.
      • Total Energy = (Mass = 1,440kg) x (0.799 kJ/kg) = ~1,150,000J
Small Building Level
  • Energy Range (in joules): 110,905,344J to (1.34 x 10^9)J
  • Energy (in Tons TNT Equivalent): 0.0265 tons TNT to 0.319 tons TNT
  • High End to Low End Ratio: 12.05x
  • Source:
  • Calculation:
    • Volume of building = length x width x height = (7 x 7 x 7)m^3, or 343m^3
    • Standard thickness = 6 inches, or ~0.15m (rounded down, but whatever)
    • Volume of actual building = outer volume - inner volume
      • outer volume = (7 x 7 x 7)m^3, or 343m^3
      • inner volume = (length - (wall thickness both sides))^3 = (7 - (0.15 x 2))^3 = (6.7m)^3 = 300.76m^3
      • This is the volume of the space that is hollow
      • concrete volume = outer volume - inner volume = (343 - 300.76)m^3 = ~42.24m^3
    • Using Bond’s law, which is
      • Using cement clinker (53.49 kJ/kg) in the average bond index chart, as it better represents the reinforced structural material that is concrete.
      • The “10” multiplier is there as a way to ensure unit consistency with Bond’s original dataset, allowing the equation to produce correct values when using Wi in (kWh/t) and particle sizes in micrometers.
      • Wi is in kWh per ton
      • P80 and F80 are in micrometers (µm), where “F” is the size of material before being broken down and “P” is the size of material after being broken down.
    • Finding average size of the solid block from the overall volume of concrete, which is 42.24m^3
      • Just cube root 42.24m^3 and the result is ~3.47m, or 3,470,000μm. This will be the initial particle size before it is broken down into smaller pieces.
      • P80 = 150,000μm , and F80 = 3,470,000μm
      • P80 is 0.15 m, or 150,000 micrometers, is chosen as the final particle size to match the wall thickness uniformly.
    • The rest of the values in the equation need to be plugged, although Wi needs to be converted into kWh/ton first.
      • Wi = ((53.49kj/kg) x 1,000) / 3,600 = 14.86kWh/ton
      • Solving the equation inside the brackets first, you get a value of ~0.002
      • Multiply 0.002 by (10 x Wi) and you get a value of ~0.304 kWh/ton.
      • Converting ~0.304 kWh/ton into kJ/kg results in a value of 1.094 kJ/kg, which is the value of E (work needed). This is done by multiplying 3,600 first, which converts kWh into kJ, and then divide the value by 1,000 to get the work needed in kiloJoules per kilogram.
    • For the mass of the entire concrete, multiply density of concrete by volume
      • mass = (2,400kg/m^3) x (42.24m^3) = 101,376kg
    • Find the final value of E
      • Total Energy = (101,376kg) x (1.094kJ/kg) = 110,905kJ, or 110,905,344J
      • Divide energy in joules by 4,184,000,000 to convert to tons TNT
      • Energy = 0.0265 tons TNT
Building Level
  • Energy Range (in joules): (1.34 x 10^9)J to (5.14 x 10^10)J
  • Energy (in Tons TNT Equivalent): 0.319 tons TNT to 12.28 tons TNT
  • High End to Low End Ratio: 38.5x
  • Source:
  • Calculation:
    • Volume of building = length x width x height = (20 x 20 x 20)m^3, or 8,000m^3
      • The height of the building will be set equal to length and width to make calculation simple for this level.
    • Standard thickness = 12 inches, or ~0.3m (rounded down)
    • Volume of actual building = outer volume - inner volume
      • outer volume = (20 x 20 x 20)m^3, or 8,000m^3
      • inner volume = (length - (wall thickness both sides))^3 = (20 - (0.3 x 2))^3 = (19.4m)^3 = ~7,301.4m^3
        • This is the volume of the space that is hollow
      • concrete volume = outer volume - inner volume = (8,000 - 7,301.4)m^3 = ~698.62m^3
        • This is the total volume of concrete used for the building in this calculation.
    • Using Bond’s law, where the equation is written as
      • P80 = 0.3m (size of material after broken down), or 300,000μm
      • This value is used to ensure that the size of the rubble is the same size as the thickness of the wall.
      • F80 = cube root of total volume of concrete, which is ∛(698.62m^3) = 8.87m, or 8,870,000μm
      • Mass of concrete = Density x Volume = (2,400 kg/m^3) x (698.62m^3) = 1,676,688kg
        • Volume = Total volume of concrete used fo the building
      • Wi = ((53.49kj/kg) x 1,000) / 3,600 = 14.86kWh/ton, which is the work index of concrete converted from kj/kg to kWh/ton.
    • Plug in the values listed above to find E, which is the work needed to break down the material to pieces the size listed in P80 (which is 0.3m, or 300,000μm) from its initial starting size of 8.87m (or 8,870,000μm)
      • The resulting value is ~0.221 kWh/ton. You find this by multiplying the number calculated in the bracket first, and then multiply by Wi and 10.
      • Converting the above value into kJ per kg, multiply by 3,600 to convert kWh to kJ, and then divide by 1,000 to get the energy needed to break the material down per kilogram.
      • Resulting value is 0.797 kJ/kg. This is the value E, or the amount of energy needed to break down the material from the initial size (F80) down to the final size, which is (P80).
    • Multiply the resulting value of E by the total mass of concrete to find the total energy needed to break down the wall,
      • Total Energy = (Mass = 1,676,688 kg) x (0.797 kJ/kg) = ~1,336,571,908J, or ~1.34 Gigajoules.
      • That is 0.319 Tons TNT.
City Block Level
  • Energy Range (in joules): (5.14 x 10^10)J to (6.426 x 10^12)J
  • Energy (in Tons TNT Equivalent): 12.28 Tons TNT to 1,535.85 Tons TNT
  • High End to Low End Ratio: 125x
  • Source:
  • Calculation:
    • The diameter of the explosion must be at least 200 m to cover the entire city block.
      • Since the radius is half of the diameter, the minimum explosion radius would be 100 m.
    • Using Y = ((X/0.273)^3)/1000
      • Set the value of X, which is the radius, to 0.1, which is 0.1km
      • Calculate Y = ((0.1/0.273)^3)/1000 = (4.915 x 10^-5) megatons TNT
      • Multiply that by 1,000,000 and the result is 49.15 tons TNT.
      • Divide the above value by 2, since only half of the total energy of an explosion comes from the shockwave. This results in a yield of 24.57 tons TNT, assuming the explosion expands spherically in all directions.
      • 24.57 tons TNT, or (~1.03 x 10^11)J
Town Level
  • Energy Range (in joules): (6.426 x 10^12)J to (6.426 x 10^15)J
  • Energy (in Tons TNT Equivalent): 1,535.85 tons TNT to (1.536 x 10^6) tons TNT
  • High End to Low End Ratio: 1,000x
  • Source:
  • Calculation:
    • Assuming a town with a circle landmass, where the radius can be found from diameter.
      • radius = diameter/2 = (1 km)/2 = 0.5km
    • Using Y = ((X/0.273)^3)/1000
      • Set the value of X, which is the radius, to 0.5, which is 0.5km
      • Calculate Y = ((0.5/0.273)^3)/1000 = (0.00614 x 10^-4) megatons TNT
      • Multiply that by 1,000,000 and the result is 6,143.6 tons TNT.
      • Divide the above value by 2, since only half of the total energy of an explosion comes from the shockwave. This results in a yield of 3,071.8 tons of TNT, assuming the explosion expands spherically in all directions.
      • 3,071.8 tons TNT, or (~1.285 x 10^13)J
City Level
  • Energy Range (in joules): (6.426 x 10^15)J to (1.265 x 10^19)J
  • Energy (in Tons TNT Equivalent): (1.536 x 10^6) tons TNT to (3.023 x 10^9) tons TNT
  • High End to Low End Ratio: 1,968x
  • Source:
  • Calculation:
    • Assuming a town with a circle landmass, where the radius can be found from diameter.
      • radius = diameter/2 = (10 km)/2 = 5km
    • Using Y = ((X/0.273)^3)/1000
      • Set the value of X, which is the radius, to 5, which is 5km
      • Calculate Y = ((5/0.273)^3)/1000 = 6.143 megatons TNT
      • Multiply that by 1,000,000 and the result is 6,143,587 tons TNT.
      • Divide the above value by 2, since only half of the total energy of an explosion comes from the shockwave. This results in a yield of 3,071,793 tons of TNT, assuming the explosion expands spherically in all directions.
      • 3,071,793 tons of TNT, or (1.285 x 10^16)J
Mountain Level
  • Energy Range (in joules): (1.265 x 10^19)J to (8.815 x 10^19)J
  • Energy (in Tons TNT Equivalent): (3.023 x 10^9) tons TNT to (2.1 x 10^10) tons TNT
  • High End to Low End Ratio: 6.97x
  • Source:
    • https://www.stardestroyer.net/Empire/Science/Asteroids.html
      • “Fragmentation energy is the energy required to shatter the asteroid so that no individual fragment exceeds 10 m in diameter.”
      • The calculator should be fine for mountains too as it is also composed of rock and a volume can be calculated based on its shape, which is pretty much a cone.
    • https://www.britannica.com/place/Mount-Fuji
      • “The base of the volcano is about 78 miles (125 km) in circumference and has a diameter of some 25 to 30 miles (40 to 50 km).”
      • “It rises to 12,388 feet (3,776 metres) near the Pacific Ocean”
  • Calculation:
    • Volume of cone = (⅓)π(r^2)h
      • r = radius of base
      • h = height of cone
      • volume of Mt. Fuji = (⅓)π(r^2)h = (⅓)(3.1416)((20,000m)^2)(3,776m) = (1.5817 x 10^12)m^3
    • From that Star Destroyer asteroid calculator, on the default setting, the energy required to fragment an asteroid 40m in diameter can be found.
      • volume = 33,510m^3
      • fragmentation energy = 64 tons TNT, or (2.678 x 10^11)J
      • dividing fragmentation energy by volume and the result is ~8,000,000J/m^3
    • Multiply volume of Mt.Fuji by fragmentation energy derived
      • (1.5817 x 10^12m^3) x (8,000,000J/m^3) = (1.265 x 10^19)J, or ~3.024 Gigatons TNT
Island Level
  • Energy Range (in joules): (8.815 x 10^19)J to (8.1 x 10^21)J
  • Energy (in Tons TNT Equivalent): (2.1 x 10^10) tons TNT to (1.936 x 10^12) tons TNT
  • High End to Low End Ratio: 92.2x
  • Source:
  • Calculation:
    • Using Y = ((X/0.273)^3)/1000
      • Set the value of X, which is the radius, to 95, which is 95km
      • Calculate Y = ((95/0.273)^3)/1000 = 42,139 megatons TNT
      • Multiply that by 1,000,000 and the result is 42,139,000,000 tons TNT.
      • Divide the above value by 2, since only half of the total energy of an explosion comes from the shockwave. This results in a yield of 21,069,500,000 tons of TNT, assuming the explosion expands spherically in all directions.
    • 21,069,500,000 tons TNT, (8.815 x 10^19)J
Country Level
  • Energy Range (in joules): (~8.1 x 10^21)J to (6 x 10^23)J
  • Energy (in Tons TNT Equivalent): (1.936 x 10^12) tons TNT to (1.434 x 10^14) tons TNT
  • High End to Low End Ratio: 74x
  • Source:
    • https://en.wikipedia.org/wiki/Germany
      • Using Germany as the starting baseline for this level
      • Mid-sized country with roughly rectangular layout
      • Area = 357,596 km^2
    • https://viatravelers.com/what-is-the-size-of-germany/
      • “Germany is about 533 miles (or 857 kilometers if you’re German) from north to south”
      • The diameter of the explosion must be at least 857 km to match the longest dimension of Germany. Radius of the explosion is 428.5km, which is half of its diameter.
  • Calculation:
    • Using Y = ((X/0.273)^3)/1000
      • Set the value of X, which is the radius, to 428.5, which is 428.5km
      • Calculate Y = ((428.5/0.273)^3)/1000 = 3,866,914 megatons TNT
      • Multiply that by 1,000,000 and the result is (3.867 x 10^12) tons TNT.
      • Divide the above value by 2, since only half of the total energy of an explosion comes from the shockwave. This results in a yield of (1.933 x 10^12) tons of TNT, assuming the explosion expands spherically in all directions.
    • (1.933 x 10^12) tons TNT, or (~8.1 x 10^21)J
Continent Level
  • Energy Range (in joules): (6 x 10^23)J to (1.24 x 10^29)J
  • Energy (in Tons TNT Equivalent): (1.434 x 10^14) tons TNT to (2.964 x 10^19) tons TNT
  • High End to Low End Ratio: ~206,672x
  • Source:
    • https://en.wikipedia.org/wiki/Europe
      • Area = 10,186,000 km^2
      • Europe is used as the baseline for Continent Level, as it is the next smallest continent after Australia, which is also a country and thus fits the level just before this one.
  • Calculation:
    • The approximate radius of Europe can be estimated using the formula for the area of a circle. For simplicity, Europe is assumed to be circular in shape to make calculating an average radius easier.
      • Area of a circle = 10,186,000 km^2 = π(r^2)
      • (r^2) = (10,186,000 km^2)/π
      • radius = 1800.64km
    • Using Y = ((X/0.273)^3)/1000
      • Set the value of X, which is the radius, to 1800.64, which is 1800.64km
      • Calculate Y = ((1800.64/0.273)^3)/1000 = 286,941,087 megatons TNT
      • Multiply that by 1,000,000 and the result is (~2.87 x 10^14) tons TNT.
      • Divide the above value by 2, since only half of the total energy of an explosion comes from the shockwave. This results in a yield of (1.434 x 10^14) tons of TNT, assuming the explosion expands spherically in all directions.
    • (1.434 x 10^14) tons TNT, or (6 x 10^23)J
Moon Level
  • Energy Range (in joules): (1.24 x 10^29)J to (2.24 x 10^32)J
  • Energy (in Tons TNT Equivalent): (2.964 x 10^19) tons TNT to (5.354 x 10^22) tons TNT
  • High End to Low End Ratio: 1,806x
  • Source:
  • Calculation:
    • U = (3GM^2)/(5R), where G = gravitational constant, M = mass of body, and R = radius of body
      • G = (6.67430 x 10^-11 m^3)/(kg*s^2)
      • M = (7.34767 × 10^22) kg
      • R = 1,737km, or 1,737,000m
    • Plug in the values for G, M, and R into the gravitational binding energy equation (U).
      • R must be converted to meters from kilometers before being plugged in.
      • U = (~1.24 x 10^29)J, or (2.96 x 10^19) tons TNT
Planet Level
  • Energy Range (in joules): (2.24 x 10^32)J to (1.59 x 10^34)J
  • Energy (in Tons TNT Equivalent): (5.354 x 10^22) tons TNT to (3.8 x 10^24) tons TNT
  • High End to Low End Ratio: 70.98x
  • Source:
  • Calculation:
    • U = (3GM^2)/(5R), where G = gravitational constant, M = mass of body, and R = radius of body
      • G = (6.67430 x 10^-11 m^3)/(kg*s^2)
      • M = (5.972168 × 10^24)kg
      • R = 6,371km, or 6,371,000m
    • Plug in the values for G, M, and R into the gravitational binding energy equation (U).
      • R must be converted to meters from kilometers before being plugged in.
      • U = (~2.24 x 10^32)J, or (5.944 x 10^22) tons TNT
Large Planet Level
  • Energy Range (in joules): (1.711 x 10^34)J to (5.69 x 10^41)J
  • Energy (in Tons TNT Equivalent): (4.1 x 10^24) tons TNT to (1.36 x 10^32) tons TNT
  • High End to Low End Ratio: 33,255,406x
  • Source:
  • Calculation:
    • U = (3GM^2)/(5R), where G = gravitational constant, M = mass of body, and R = radius of body
      • G = (6.67430 x 10^-11 m^3)/(kg*s^2)
      • M = (1.02 × 10^26)kg
      • R = 24,340km, or 24,340,000m
    • Plug in the values for G, M, and R into the gravitational binding energy equation (U).
      • R must be converted to meters from kilometers before being plugged in.
      • U = (~1.711 x 10^34)J, or (~4.1 x 10^24) tons TNT
Star Level
  • Energy Range (in joules): (5.69 x 10^41)J to (2.44 x 10^45)J
  • Energy (in Tons TNT Equivalent): (1.36 x 10^32) tons TNT to (5.83 x 10^35) tons TNT
  • High End to Low End Ratio: 4,288x
  • Source:
    • https://www.astro.princeton.edu/~gk/A403/polytrop.pdf
      • The very last line of the document provides the gravitational binding energy equation for stars
      • Ω = gravitational potential energy. -Ω is the amount of energy that needs to be added to the object in order to disperse it (i.e., completely blow that thing up), or "U". This value is always positive.
    • https://en.wikipedia.org/wiki/Polytrope
      • "A polytrope with index n = 3 is usually also used to model main-sequence stars like the Sun, at least in the radiation zone, corresponding to the Eddington standard model of stellar structure."
  • Calculation:
    • U = (3/5-n)(GM^2)/(R), where G = gravitational constant, M = mass of body, and R = radius of body
      • G = (6.67430 x 10^-11 m^3)/(kg*s^2)
      • M = (1.9885×10^30)kg
      • R = 695,700km, or 695,700,000m
      • n = 3, which is the polytrope value used for stars such as the sun.
    • Plug in the values for G, M, and R into the gravitational binding energy equation (U).
      • R must be converted to meters from kilometers before being plugged in.
      • U = (5.69 x 10^41)J, or (1.36 x 10^32) tons TNT
Solar System Level
  • Energy Range (in joules): (2.44 x 10^45)J to (7.59 x 10^57)J
  • Energy (in Tons TNT Equivalent): (5.83 x 10^35) tons TNT to (1.814 x 10^48) tons TNT
  • High End to Low End Ratio: (3.11 x 10^12)x
  • Source:
  • Calculation:
    • The Inverse-Square Law equation used here? I = P/(4πr^2)
      • I = energy received per unit area at a distance r; specifically, the power (or energy) distributed per square meter.
      • P = total energy output emitted from the point source (the epicenter of the blast).
      • r = radius of the point source to the target location (radius of explosion); in this case, the distance from Earth to Neptune.
    • Since I is "energy received per unit area", the cross-sectional area of Neptune is needed.
      • A, or Cross-sectional area of Neptune (in m^2) = π(radius of Neptune)^2
      • I is in joules per square meter (J/m²), and A is in square meters (m²). When multiplying I by A, the m² units cancel out, leaving the result in joules (J).
      • Multiply A on both sides of the equation, and the equation becomes "(I)(π(radius of Neptune)^2) = (P)((π(radius of Neptune)^2))/(4π(radius of explosion)^2)"
      • (I)(A) = total energy that hits the cross-sectional area of Neptune needed to overcome its GBE. Set it to GBE of Neptune.
      • On the right side of the equation, cancel out "π" on both numerator and denominator, which leaves that side with...
        • GBE of Neptune = ((P)(radius of Neptune)^2)) / (4(radius of explosion)^2)"
    • Solve by isolating for P
      • P = (4)(GBE of Neptune)(radius of explosion)^2 / (radius of Neptune)^2
        • radius of explosion = (4.6 x 10^9)km
        • radius of Neptune = 24,340km
        • GBE of Neptune = (1.711 x 10^34)J
      • P = ~(2.44 x 10^45)J, or energy of explosion needed to bust Neptune from Earth
Multi-Solar System Level
  • Energy Range (in joules): (7.59 x 10^57)J to (8.04 x 10^65)J
  • Energy (in Tons TNT Equivalent): (1.814 x 10^48) tons TNT to (1.92 x 10^56) tons TNT
  • High End to Low End Ratio: ~(1.06 x 10^8)x
  • Sources
    • https://en.wikipedia.org/wiki/List_of_nearest_stars
      • This is the distance from our solar system to the nearest solar system away from ours.
      • "The closest system is Alpha Centauri, with Proxima Centauri as the closest star in that system, at 4.2465 light-years from Earth. "
      • 4.2465 light-years = (4.0175 x 10^16)m, or (4.0175 x 10^13)km
    • The radius and GBE of our Sun, used as a replacement for the main star in the next closest star system
  • Calculation:
    • The Inverse-Square Law equation used here? I = P/(4πr^2)
      • I = energy received per unit area at a distance r; specifically, the power (or energy) distributed per square meter.
      • P = total energy output emitted from the point source (the epicenter of the blast).
      • r = radius of the point source to the target location (radius of explosion); in this case, the distance from Earth to the nearest star in the next closest star system
    • Since I is "energy received per unit area", the cross-sectional area of the Sun is needed.
      • A, or Cross-sectional area of Sun (in m^2) = π(radius of Sun)^2
      • I is in (joules/m^2), and A is in (m^2)
      • Multiply A on both sides of the equation, and the equation becomes "(I)(π(radius of Sun^2) = (P)((π(radius of Sun)^2))/(4π(radius of explosion)^2)"
      • (I)(A) = total energy that hits the cross-sectional area of Sun needed to overcome its GBE. Set it to GBE of Sun.
      • On the right side of the equation, cancel out "π" on both numerator and denominator, which leaves that side with...
        • GBE of Sun = ((P)(radius of Sun)^2)) / (4(radius of explosion)^2)"
    • Solve by isolating for P
      • P = (4)(GBE of Sun)(radius of explosion)^2 / (radius of Sun)^2
        • radius of explosion = (4.0175 x 10^13)km
        • radius of Sun = 695,700km
        • GBE of Sun = (5.69 x 10^41)J
      • P = ~(7.59 x 10^57)J, or (1.81 x 10^48) tons TNT
Galaxy Level
  • Energy Range (in joules): (8.04 x 10^65)J to (8.01 x 10^68)J
  • Energy (in Tons TNT Equivalent): (1.92 x 10^56) tons TNT to (1.916 x 10^59) tons TNT
  • High End to Low End Ratio: 996x
  • Sources:
    • https://en.wikipedia.org/wiki/Milky_Way
      • "The Milky Way is a barred spiral galaxy with a D25 isophotal diameter estimated at 26.8 ± 1.1 kiloparsecs (87,400 ± 3,600 light-years)"
      • An isophotal diameter shows how big the bright part of a galaxy looks when you only count the areas above a certain brightness.
      • Using radius of 87,400/2, or 43,700 light-years, or (~4.134 x 10^17)km as the average value
  • Calculation:
    • Simplifying steps needed for this calculation by using the equation derived from calculation of previous levels, but also listing all of the other variables needed for this calculation
      • P = (4)(GBE of Sun)(radius of explosion)^2 / (radius of Sun)^2
        • radius of explosion = radius of Milky Way = ~(4.134 x 10^17)km
        • radius of Sun = 695,700km
        • GBE of Sun = (5.69 x 10^41)J
      • P = ~(8.04 x 10^65)J, or ~(1.92 x 10^56) tons TNT
Multi-Galaxy Level
  • Energy Range (in joules): (8.01 x 10^68)J to ???
  • Energy (in Tons TNT Equivalent): (1.916 x 10^59) tons TNT to ???
  • High End to Low End Ratio: ???
  • Source:
    • https://www.nasa.gov/image-article/galaxy-next-door/
      • "At approximately 2.5 million light-years away, the Andromeda galaxy, or M31, is our Milky Way’s largest galactic neighbor. The entire galaxy spans 260,000 light-years across"
      • Distance from our galaxy to Andromeda = ~2.5 million light-years, or ~(2.365 x 10^19)km
      • Diameter of Andromeda galaxy = ~260,000 light-years, or ~(2.46 x 10^18)km
  • Calculation:
    • P = (4)(GBE of Sun)(radius of explosion)^2 / (radius of Sun)^2
    • Radius of explosion = diameter of the Andromeda Galaxy + distance from the Milky Way to the Andromeda Galaxy.
      • The diameter of the Andromeda Galaxy is used because the explosion, originating from the center of the Milky Way, must reach from one end of Andromeda to the other.
      • The distance from the Milky Way to Andromeda is included because the explosion needs to exit the Milky Way and travel all the way to the Andromeda Galaxy.
      • radius of explosion = (2.365 x 10^19) + (2.46 x 10^18) = (2.611 x 10^19)km
      • radius of Sun = 695,700km
      • GBE of Sun = (5.69 x 10^41)J
    • P = ~(8.01 x 10^68)J, or (1.916 x 10^59) tons TNT
Attack Power that is beyond Multi-Galaxy Level cannot be reliably quantified, thus making it impossible to calculate the minimum energy required for those levels.
 
Last edited:
#9
Heads Up: Still under construction
Attack Power Chart
Below Human Level
  • Energy Range (in joules): 0 J to 135 J
  • Energy (in tons TNT equivalent): 0 to (3.23 × 10^-8) tons TNT
  • High-End to Low-End Ratio: 135
Human Level
  • Energy Range (in joules): 135J to 1060J
  • Energy (in Tons TNT Equivalent): (3.23 × 10^-8) tons TNT to (2.53 × 10^-7) tons TNT
  • High End to Low End Ratio: 7.85x
  • Source:
    • https://wayofmartialarts.com/average-force-of-a-punch/
      • “On average, a seasoned boxer can deliver a punch with a force of about 770 psi (pounds per square inch).”
      • “An average person generates around 100–110 foot‑pounds or 135–150 joules with their average punch.”
      • The lower end of this range is used as the minimum value for Human Level, which is 135J.
Peak Human Level
  • Energy Range (in joules): 1060J to 1,150,000J
  • Energy (in Tons TNT Equivalent): (2.53 × 10^-7) tons TNT to (~2.75 x 10^-4) tons TNT
  • High End to Low End Ratio: 1,084.9x
  • Source:
  • Example Calculation:
    • Pressure:
      • 770PSI = 770 x (6894.76Pa) = (~5.31 x 10^6)Pa
      • 1PSI = 1 lbf/in², 1in² = (0.0254m)² ≈ 0.00064516m², and 1 lbf = 4.44822N
      • 1PSI = (4.44822N)/(0.00064516m²) = 6894.76 Pa
    • Contact Area (20 cm^2):
      • Surface Area of a boxer’s fist is assumed to be 20 cm^2. Surface Area is Length x Width.
      • Force = Pressure x Area = (5.31 x 10^6Pa) x (0.002m^2) = (1.06 x 10^4)N
    • Stopping Distance (0.1 m):
      • E (work) = Force x Distance = (1.06 x 10^4N) x (0.1m) = (1.06 x 10^3)J
      • Stopping Distance of 0.1m indicates how far the fist travels into, and is decelerated by the target during impact.
Wall Level
  • Energy Range (in joules): 1,150,000J to 110,905,344J
  • Energy (in Tons TNT Equivalent): (~2.75 x 10^-4) tons TNT to 0.0265 tons TNT
  • High End to Low End Ratio: ~96.4x
  • Source:
  • Calculation:
    • Volume of wall = length x width x height = (2 x 2 x 0.15)m^3, or 0.6m^3
    • Standard thickness of 0.15m is used.
    • Using Bond’s law, where the equation is written as
      • P80 = 0.15m (size of material after broken down), or 150,000μm
        • This value is used to ensure that the size of the rubble is the same size as the thickness of the wall.
      • F80 = cube root the volume of wall, so you get ~0.843m, or 843,000μm
      • Mass of concrete = Density x Volume = (2,400 kg/m^3) x (0.6m^3) = 1,440kg
      • Wi = ((53.49kj/kg) x 1000) / 3600 = 14.86kWh/ton, which is the work index of concrete converted from kj/kg to kWh/ton.
    • Plug in the values listed above to find E, which is the work needed to break down the material to pieces the size listed in P80 (which is 0.15m) from its initial starting size of ~0.843m
      • The resulting value is 0.222 kWh/ton. You find this by multiplying the number calculated in the bracket by Wi, and then multiply by 10.
      • Converting the above value into kJ per kg, multiply by 3,600 to convert kWh to kJ, and then divide by 1,000 to get the energy needed to break the material down per kilogram.
      • Resulting value is 0.799 kJ/kg. This is the value E, or the amount of energy needed to break down the material from the initial size (F80) down to the final size, which is the value (P80).
    • Multiply the resulting value of E by the total mass of concrete to find the total energy needed to break down the wall.
      • Total Energy = (Mass = 1,440kg) x (0.799 kJ/kg) = ~1,150,000J
Small Building Level
  • Energy Range (in joules): 110,905,344J to (1.34 x 10^9)J
  • Energy (in Tons TNT Equivalent): 0.0265 tons TNT to 0.319 tons TNT
  • High End to Low End Ratio: 12.05x
  • Source:
  • Calculation:
    • Volume of building = length x width x height = (7 x 7 x 7)m^3, or 343m^3
    • Standard thickness = 6 inches, or ~0.15m (rounded down, but whatever)
    • Volume of actual building = outer volume - inner volume
      • outer volume = (7 x 7 x 7)m^3, or 343m^3
      • inner volume = (length - (wall thickness both sides))^3 = (7 - (0.15 x 2))^3 = (6.7m)^3 = 300.76m^3
      • This is the volume of the space that is hollow
      • concrete volume = outer volume - inner volume = (343 - 300.76)m^3 = ~42.24m^3
    • Using Bond’s law, which is
      • Using cement clinker (53.49 kJ/kg) in the average bond index chart, as it better represents the reinforced structural material that is concrete.
      • The “10” multiplier is there as a way to ensure unit consistency with Bond’s original dataset, allowing the equation to produce correct values when using Wi in (kWh/t) and particle sizes in micrometers.
      • Wi is in kWh per ton
      • P80 and F80 are in micrometers (µm), where “F” is the size of material before being broken down and “P” is the size of material after being broken down.
    • Finding average size of the solid block from the overall volume of concrete, which is 42.24m^3
      • Just cube root 42.24m^3 and the result is ~3.47m, or 3,470,000μm. This will be the initial particle size before it is broken down into smaller pieces.
      • P80 = 150,000μm , and F80 = 3,470,000μm
      • P80 is 0.15 m, or 150,000 micrometers, is chosen as the final particle size to match the wall thickness uniformly.
    • The rest of the values in the equation need to be plugged, although Wi needs to be converted into kWh/ton first.
      • Wi = ((53.49kj/kg) x 1,000) / 3,600 = 14.86kWh/ton
      • Solving the equation inside the brackets first, you get a value of ~0.002
      • Multiply 0.002 by (10 x Wi) and you get a value of ~0.304 kWh/ton.
      • Converting ~0.304 kWh/ton into kJ/kg results in a value of 1.094 kJ/kg, which is the value of E (work needed). This is done by multiplying 3,600 first, which converts kWh into kJ, and then divide the value by 1,000 to get the work needed in kiloJoules per kilogram.
    • For the mass of the entire concrete, multiply density of concrete by volume
      • mass = (2,400kg/m^3) x (42.24m^3) = 101,376kg
    • Find the final value of E
      • Total Energy = (101,376kg) x (1.094kJ/kg) = 110,905kJ, or 110,905,344J
      • Divide energy in joules by 4,184,000,000 to convert to tons TNT
      • Energy = 0.0265 tons TNT
Building Level
  • Energy Range (in joules): (1.34 x 10^9)J to (5.14 x 10^10)J
  • Energy (in Tons TNT Equivalent): 0.319 tons TNT to 12.28 tons TNT
  • High End to Low End Ratio: 38.5x
  • Source:
  • Calculation:
    • Volume of building = length x width x height = (20 x 20 x 20)m^3, or 8,000m^3
      • The height of the building will be set equal to length and width to make calculation simple for this level.
    • Standard thickness = 12 inches, or ~0.3m (rounded down)
    • Volume of actual building = outer volume - inner volume
      • outer volume = (20 x 20 x 20)m^3, or 8,000m^3
      • inner volume = (length - (wall thickness both sides))^3 = (20 - (0.3 x 2))^3 = (19.4m)^3 = ~7,301.4m^3
        • This is the volume of the space that is hollow
      • concrete volume = outer volume - inner volume = (8,000 - 7,301.4)m^3 = ~698.62m^3
        • This is the total volume of concrete used for the building in this calculation.
    • Using Bond’s law, where the equation is written as
      • P80 = 0.3m (size of material after broken down), or 300,000μm
      • This value is used to ensure that the size of the rubble is the same size as the thickness of the wall.
      • F80 = cube root of total volume of concrete, which is ∛(698.62m^3) = 8.87m, or 8,870,000μm
      • Mass of concrete = Density x Volume = (2,400 kg/m^3) x (698.62m^3) = 1,676,688kg
        • Volume = Total volume of concrete used fo the building
      • Wi = ((53.49kj/kg) x 1,000) / 3,600 = 14.86kWh/ton, which is the work index of concrete converted from kj/kg to kWh/ton.
    • Plug in the values listed above to find E, which is the work needed to break down the material to pieces the size listed in P80 (which is 0.3m, or 300,000μm) from its initial starting size of 8.87m (or 8,870,000μm)
      • The resulting value is ~0.221 kWh/ton. You find this by multiplying the number calculated in the bracket first, and then multiply by Wi and 10.
      • Converting the above value into kJ per kg, multiply by 3,600 to convert kWh to kJ, and then divide by 1,000 to get the energy needed to break the material down per kilogram.
      • Resulting value is 0.797 kJ/kg. This is the value E, or the amount of energy needed to break down the material from the initial size (F80) down to the final size, which is (P80).
    • Multiply the resulting value of E by the total mass of concrete to find the total energy needed to break down the wall,
      • Total Energy = (Mass = 1,676,688 kg) x (0.797 kJ/kg) = ~1,336,571,908J, or ~1.34 Gigajoules.
      • That is 0.319 Tons TNT.
City Block Level
  • Energy Range (in joules): (5.14 x 10^10)J to (6.426 x 10^12)J
  • Energy (in Tons TNT Equivalent): 12.28 Tons TNT to 1,535.85 Tons TNT
  • High End to Low End Ratio: 125x
  • Source:
  • Calculation:
    • The diameter of the explosion must be at least 200 m to cover the entire city block.
      • Since the radius is half of the diameter, the minimum explosion radius would be 100 m.
    • Using Y = ((X/0.273)^3)/1000
      • Set the value of X, which is the radius, to 0.1, which is 0.1km
      • Calculate Y = ((0.1/0.273)^3)/1000 = (4.915 x 10^-5) megatons TNT
      • Multiply that by 1,000,000 and the result is 49.15 tons TNT.
      • Divide the above value by 2, since only half of the total energy of an explosion comes from the shockwave. This results in a yield of 24.57 tons TNT, assuming the explosion expands spherically in all directions.
      • 24.57 tons TNT, or (~1.03 x 10^11)J
Town Level
  • Energy Range (in joules): (6.426 x 10^12)J to (6.426 x 10^15)J
  • Energy (in Tons TNT Equivalent): 1,535.85 tons TNT to (1.536 x 10^6) tons TNT
  • High End to Low End Ratio: 1,000x
  • Source:
  • Calculation:
    • Assuming a town with a circle landmass, where the radius can be found from diameter.
      • radius = diameter/2 = (1 km)/2 = 0.5km
    • Using Y = ((X/0.273)^3)/1000
      • Set the value of X, which is the radius, to 0.5, which is 0.5km
      • Calculate Y = ((0.5/0.273)^3)/1000 = (0.00614 x 10^-4) megatons TNT
      • Multiply that by 1,000,000 and the result is 6,143.6 tons TNT.
      • Divide the above value by 2, since only half of the total energy of an explosion comes from the shockwave. This results in a yield of 3,071.8 tons of TNT, assuming the explosion expands spherically in all directions.
      • 3,071.8 tons TNT, or (~1.285 x 10^13)J
City Level
  • Energy Range (in joules): (6.426 x 10^15)J to (1.265 x 10^19)J
  • Energy (in Tons TNT Equivalent): (1.536 x 10^6) tons TNT to (3.023 x 10^9) tons TNT
  • High End to Low End Ratio: 1,968x
  • Source:
  • Calculation:
    • Assuming a town with a circle landmass, where the radius can be found from diameter.
      • radius = diameter/2 = (10 km)/2 = 5km
    • Using Y = ((X/0.273)^3)/1000
      • Set the value of X, which is the radius, to 5, which is 5km
      • Calculate Y = ((5/0.273)^3)/1000 = 6.143 megatons TNT
      • Multiply that by 1,000,000 and the result is 6,143,587 tons TNT.
      • Divide the above value by 2, since only half of the total energy of an explosion comes from the shockwave. This results in a yield of 3,071,793 tons of TNT, assuming the explosion expands spherically in all directions.
      • 3,071,793 tons of TNT, or (1.285 x 10^16)J
Mountain Level
  • Energy Range (in joules): (1.265 x 10^19)J to (8.815 x 10^19)J
  • Energy (in Tons TNT Equivalent): (3.023 x 10^9) tons TNT to (2.1 x 10^10) tons TNT
  • High End to Low End Ratio: 6.97x
  • Source:
    • https://www.stardestroyer.net/Empire/Science/Asteroids.html
      • “Fragmentation energy is the energy required to shatter the asteroid so that no individual fragment exceeds 10 m in diameter.”
      • The calculator should be fine for mountains too as it is also composed of rock and a volume can be calculated based on its shape, which is pretty much a cone.
    • https://www.britannica.com/place/Mount-Fuji
      • “The base of the volcano is about 78 miles (125 km) in circumference and has a diameter of some 25 to 30 miles (40 to 50 km).”
      • “It rises to 12,388 feet (3,776 metres) near the Pacific Ocean”
  • Calculation:
    • Volume of cone = (⅓)π(r^2)h
      • r = radius of base
      • h = height of cone
      • volume of Mt. Fuji = (⅓)π(r^2)h = (⅓)(3.1416)((20,000m)^2)(3,776m) = (1.5817 x 10^12)m^3
    • From that Star Destroyer asteroid calculator, on the default setting, the energy required to fragment an asteroid 40m in diameter can be found.
      • volume = 33,510m^3
      • fragmentation energy = 64 tons TNT, or (2.678 x 10^11)J
      • dividing fragmentation energy by volume and the result is ~8,000,000J/m^3
    • Multiply volume of Mt.Fuji by fragmentation energy derived
      • (1.5817 x 10^12m^3) x (8,000,000J/m^3) = (1.265 x 10^19)J, or ~3.024 Gigatons TNT
Island Level
  • Energy Range (in joules): (8.815 x 10^19)J to (8.1 x 10^21)J
  • Energy (in Tons TNT Equivalent): (2.1 x 10^10) tons TNT to (1.936 x 10^12) tons TNT
  • High End to Low End Ratio: 92.2x
  • Source:
  • https://en.wikipedia.org/wiki/Long_Island
  • Area = 3,564km^2
  • https://www.britannica.com/place/Long-Island-New-York
  • “Long Island extends 118 miles (190 km)”
  • This means the minimum explosion diameter to bust Long Island has to be half the length of Long Island, which is 95km.
  • Calculation:
  • Using Y = ((X/0.273)^3)/1000
  • Set the value of X, which is the radius, to 95, which is 95km
  • Calculate Y = ((95/0.273)^3)/1000 = 42,139 megatons TNT
  • Multiply that by 1,000,000 and the result is 42,139,000,000 tons TNT.
  • Divide the above value by 2, since only half of the total energy of an explosion comes from the shockwave. This results in a yield of 21,069,500,000 tons of TNT, assuming the explosion expands spherically in all directions.
  • 21,069,500,000 tons TNT, (8.815 x 10^19)J
Country Level
  • Energy Range (in joules): (~8.1 x 10^21)J to (6 x 10^23)J
  • Energy (in Tons TNT Equivalent): (1.936 x 10^12) tons TNT to (1.434 x 10^14) tons TNT
  • High End to Low End Ratio: 74x
  • Source:
    • https://en.wikipedia.org/wiki/Germany
      • Using Germany as the starting baseline for this level
      • Mid-sized country with roughly rectangular layout
      • Area = 357,596 km^2
    • https://viatravelers.com/what-is-the-size-of-germany/
      • “Germany is about 533 miles (or 857 kilometers if you’re German) from north to south”
      • The diameter of the explosion must be at least 857 km to match the longest dimension of Germany. Radius of the explosion is 428.5km, which is half of its diameter.
  • Calculation:
    • Using Y = ((X/0.273)^3)/1000
      • Set the value of X, which is the radius, to 428.5, which is 428.5km
      • Calculate Y = ((428.5/0.273)^3)/1000 = 3,866,914 megatons TNT
      • Multiply that by 1,000,000 and the result is (3.867 x 10^12) tons TNT.
      • Divide the above value by 2, since only half of the total energy of an explosion comes from the shockwave. This results in a yield of (1.933 x 10^12) tons of TNT, assuming the explosion expands spherically in all directions.
    • (1.933 x 10^12) tons TNT, or (~8.1 x 10^21)J
Continent Level
  • Energy Range (in joules): (6 x 10^23)J to (1.24 x 10^29)J
  • Energy (in Tons TNT Equivalent): (1.434 x 10^14) tons TNT to (2.964 x 10^19) tons TNT
  • High End to Low End Ratio: ~206,672x
  • Source:
    • https://en.wikipedia.org/wiki/Europe
      • Area = 10,186,000 km^2
      • Europe is used as the baseline for Continent Level, as it is the next smallest continent after Australia, which is also a country and thus fits the level just before this one.
  • Calculation:
    • The approximate radius of Europe can be estimated using the formula for the area of a circle. For simplicity, Europe is assumed to be circular in shape to make calculating an average radius easier.
      • Area of a circle = 10,186,000 km^2 = π(r^2)
      • (r^2) = (10,186,000 km^2)/π
      • radius = 1800.64km
    • Using Y = ((X/0.273)^3)/1000
      • Set the value of X, which is the radius, to 1800.64, which is 1800.64km
      • Calculate Y = ((1800.64/0.273)^3)/1000 = 286,941,087 megatons TNT
      • Multiply that by 1,000,000 and the result is (~2.87 x 10^14) tons TNT.
      • Divide the above value by 2, since only half of the total energy of an explosion comes from the shockwave. This results in a yield of (1.434 x 10^14) tons of TNT, assuming the explosion expands spherically in all directions.
    • (1.434 x 10^14) tons TNT, or (6 x 10^23)J
Moon Level
  • Energy Range (in joules): (1.24 x 10^29)J to (2.24 x 10^32)J
  • Energy (in Tons TNT Equivalent): (2.964 x 10^19) tons TNT to (5.354 x 10^22) tons TNT
  • High End to Low End Ratio: 1,806x
  • Source:
  • Calculation:
    • U = (3GM^2)/(5R), where G = gravitational constant, M = mass of body, and R = radius of body
      • G = (6.67430 x 10^-11 m^3)/(kg*s^2)
      • M = (7.34767 × 10^22) kg
      • R = 1,737km, or 1,737,000m
    • Plug in the values for G, M, and R into the gravitational binding energy equation (U).
      • R must be converted to meters from kilometers before being plugged in.
      • U = (~1.24 x 10^29)J, or (2.96 x 10^19) tons TNT
Planet Level
  • Energy Range (in joules): (2.24 x 10^32)J to (1.59 x 10^34)J
  • Energy (in Tons TNT Equivalent): (5.354 x 10^22) tons TNT to (3.8 x 10^24) tons TNT
  • High End to Low End Ratio: 70.98x
  • Source:
  • Calculation:
    • U = (3GM^2)/(5R), where G = gravitational constant, M = mass of body, and R = radius of body
      • G = (6.67430 x 10^-11 m^3)/(kg*s^2)
      • M = (5.972168 × 10^24)kg
      • R = 6,371km, or 6,371,000m
    • Plug in the values for G, M, and R into the gravitational binding energy equation (U).
      • R must be converted to meters from kilometers before being plugged in.
      • U = (~2.24 x 10^32)J, or (5.944 x 10^22) tons TNT
Large Planet Level
  • Energy Range (in joules): (1.711 x 10^34)J to (5.693 x 10^41)J
  • Energy (in Tons TNT Equivalent): (4.1 x 10^24) tons TNT to (1.36 x 10^32) tons TNT
  • High End to Low End Ratio: 35,805,031x
  • Source:
  • Calculation:
    • U = (3GM^2)/(5R), where G = gravitational constant, M = mass of body, and R = radius of body
      • G = (6.67430 x 10^-11 m^3)/(kg*s^2)
      • M = (1.02 × 10^26)kg
      • R = 24,340km, or 24,340,000m
    • Plug in the values for G, M, and R into the gravitational binding energy equation (U).
      • R must be converted to meters from kilometers before being plugged in.
      • U = (~1.711 x 10^34J, or (~4.1 x 10^24) tons TNT
Star Level
  • Energy Range (in joules): (5.693 x 10^41)J to (2.923 x 10^45)J
  • Energy (in Tons TNT Equivalent): (1.36 x 10^32) tons TNT to (6.99 x 10^35) tons TNT
  • High End to Low End Ratio: 5,137x
Solar System Level
  • Energy Range (in joules): (2.923 x 10^45)J to (2.008 x 10^57)J
  • Energy (in Tons TNT Equivalent): (6.99 x 10^35) tons TNT to (4.8 x 10^47) tons TNT
  • High End to Low End Ratio: (6.87 x 10^11)x
Multi-Solar System Level
  • Energy Range (in joules): (2.008 x 10^57)J to (1.053 x 10^66)J
  • Energy (in Tons TNT Equivalent): (4.8 x 10^47) tons TNT to (2.517 x 10^56) tons TNT
  • High End to Low End Ratio: (1.253 x 10^9)x
Galaxy Level
  • Energy Range (in joules): (1.053 x 10^66)J to (8.593 x 10^68)J
  • Energy (in Tons TNT Equivalent): (2.517 x 10^56) tons TNT to (2.054 x 10^59) tons TNT
  • High End to Low End Ratio: 816x
Multi-Galaxy Level
  • Energy Range (in joules): (8.593 x 10^68)J to ???
  • Energy (in Tons TNT Equivalent): (2.054 x 10^59) tons TNT to ???
  • High End to Low End Ratio: ???
Attack Power that is beyond Multi-Galaxy Level cannot be reliably quantified, thus making it impossible to calculate the minimum energy required for those levels.
You need to work for Nasa, son.
 
#12
I assume this is another case of >Zoro's attacks are more lethal but Luffy's AP is far higher?
Whenever I see such statements, I know people are clueless.
Attack power is not an appropriate term for One Piece. Pick a specific stat instead.
Nice presupposition. Care to explain why I should use your preferred rules over his?

Yall just say anything huh? A preference is just a preference. I dont care if you prefer your system over his. Explain why anyone should care.

One piece consistently has shown it follows real life science until a specific power or action proves otherwise. For example sanji uses friction to light his leg. Its got scientific elements with a fantasy component of fire leg.

Luffy uses Vulcanization for red hawk.

Lave suffocates flames via ace and akainu.

Caesar uses a plasma laser via his gas powers.

They do not however have canonical reasoning to say attack speed is different than travel speed. These types of inferences are called presuppositions. Things you almost axiomatically assume are true. You haven't proven them. You presuppose these things are true in order for you position to have coherence.

So those two examples explain the difference. Your system isnt canon. There's nothing canonical about it.
 

nik87

Kitetsu Wanker
#14
Nice presupposition. Care to explain why I should use your preferred rules over his?

Yall just say anything huh? A preference is just a preference. I dont care if you prefer your system over his. Explain why anyone should care.

One piece consistently has shown it follows real life science until a specific power or action proves otherwise. For example sanji uses friction to light his leg. Its got scientific elements with a fantasy component of fire leg.

Luffy uses Vulcanization for red hawk.

Lave suffocates flames via ace and akainu.

Caesar uses a plasma laser via his gas powers.

They do not however have canonical reasoning to say attack speed is different than travel speed. These types of inferences are called presuppositions. Things you almost axiomatically assume are true. You haven't proven them. You presuppose these things are true in order for you position to have coherence.

So those two examples explain the difference. Your system isnt canon. There's nothing canonical about it.
What it comes down to, when determining what attack is stronger, is which of the two deals more damage.
And we are all aware that Zoro deals more damage. People can get as scientific about it as they want but that will not change.
Luffy is a damage accumulation type of fighter while Zoro is one-shotter type of fighter.

Attack Power is inappropriate term for One Piece combat because AP is literally unquantifiable as it literally latches onto other stats.
The force behind the attack, the area it affects, type of damage it does to the affected area...
AP being measure as Power behind the attack is simply wrong term when you want to determine which attack is stronger.

It is simply a cope calling Zoro's attacks more lethal instead of stronger.
 
#15
What it comes down to, when determining what attack is stronger, is which of the two deals more damage.
And we are all aware that Zoro deals more damage. People can get as scientific about it as they want but that will not change.
Luffy is a damage accumulation type of fighter while Zoro is one-shotter type of fighter.

Attack Power is inappropriate term for One Piece combat because AP is literally unquantifiable as it literally latches onto other stats.
The force behind the attack, the area it affects, type of damage it does to the affected area...
AP being measure as Power behind the attack is simply wrong term when you want to determine which attack is stronger.

It is simply a cope calling Zoro's attacks more lethal instead of stronger.
Nice preference. I remain unconvinced. Do you understand my point now?
 

Daniel

tani
‎‎‎‎
#18
@nik87 Whatever information written in this thread applies to all other series including One Piece, so I did not specifically keep Zoro vs. Luffy (or whether Zoro is stronger than Luffy) in mind when I made this page.

One thing I can think of right now is that both Zoro and Luffy should scale to Kaido and by extension, that infamous Whitebeard earthquake feat that happened way back which places them on the same level as the Fleet Admirals, maybe?

Also super tired rn to properly respond atm so I'm going to be down and out for a few days.
 
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