If we assume that a character with only combat speed listed is a sitting duck as we don't know how fast they can move their whole body, then most profiles on the wiki don't list how fast they can move their whole body to dodge and get around in combat, despite that certainly being the intention when listing these speed values. So virtually all profiles on the wiki would need to get a travel speed added to signify that they can run or fly in combat as fast as their already listed speed value, as that usually is the intention behind their existing speed stat.
I couldn't really find an appropriate part of your post to quote, because the whole thing is kinda built on fault premises, but this one might be the most exemplary.
You seem to be treating it here as if Unknown travel speed, Supersonic combat speed means that they can punch and duck and tilt their head at Supersonic speeds, but that we have no idea how quickly they move their entire body.
When in actuality, the default interpretation for that sort of thing is that they can move their entire body, and any subset of it, over combat-typical distances at Supersonic speed, but that we have no idea how quickly they'd run a marathon.
I'm kinda surprised you didn't know that, because I was making arguments using that interpretation during my tourney recently, when discussing whether or not characters qualified. Since the tiersetter had Unknown travel speed, I argued that certain other characters with decent travel speed would be able to kite her indefinitely.
Although, later on in the post, you do say that long-distance travel is a
possible exception, so I'm not sure what to make of that contextually, as you list both options, when in reality we need to be abiding by one and only one.
I think it's reasonable for a profile to do that if that character specifically doesn't show a significant difference between various types of speed.
I think specifying different types is only really needed when that difference is evident.
It is. Like, that's the intended meaning of doing so. Same speed across the board.
Currently, the rating that speed without specifier refers to is defined as 'combat speed', though, so if we argue combat speed to mean something different now, we get a problem.
Yeah that's fair. Looking back at my pages, I think I slip into that way of indexing when I'm not thinking about it too hard, but when I pay attention, I separate combat and travel speed as if combat doesn't necessarily confer travel.
I think we do kind of have an issue either way, but treating combat speed as conferring travel speed would probably require less actual changes to be made, even if the number of profiles we need to check is the same.
Also, I forgot to respond to this.
This is correct, but the reason is simply that for a vast majority of characters their perception speed is negligible compared to their reaction speed.
For example, in real life the average person has a perception speed of 10ms for sound, and 20-40ms for light.
In contrast, the average human reaction time is 250ms, which is 25x higher for sound, and 6.25x-12.5x higher for light.
Therefore, compared to reaction time, perception speed is usually negligible and not considered.
So I think the solution is sort of what we already do, which is to simply not separate them unless it's relevant, and that evidence does exist.
Otherwise, we can default to assuming that their perception speed is negligible compared to their reaction speed.
The issue is that being careful with one makes the other extreme. By treating perception speed as "negligible", we're moreso treating it as extremely fast, despite a lack of feats for that. Would we give other characters that speedblitz them without being perceived a 12.5x speed multiplier? It's not really calc stacking at that point, since our calc would be outputting that they can perceive in that speed level, and we'd just be scaling directly to that speed level.
We have made perception time after reaction speed long existed to cover for the application you are thinking of.
But, definition-wise, the idea of reaction speed is fine. A speed is not a timeframe, it has a component of distance moved as the reaction page says. Hence, as said, I understand reaction speed as the speed of movement that don't involve moving ones own body.
What sorts of movements would be covered by it, then? Movement of attacks one creates goes under attack speed.
Well, depends on what you mean with short movement. I understand combat speed, in the current usage of the term, to mean the combination of all speed values, with the possible exception of movement over longer distances (distances longer than what one would usually run during a fight).
We need to decide whether that "possible" exception is an actual exception, since it impacts a lot of matches.