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The Great Minecraft Overhaul [Part 1 of ?] (LS and Speed)

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Intro​

(credits to @Rakih_Elyan, @JustANormalLemon, and @Oliver_de_jesus for helping to look over some of this)

If you know anything about me and my contributions to this wiki, you'd know I've been working on Minecraft for quite some time now. I've been doing calcs, participating in CRTs, and, overall, just trying my best to support the verse, and over that time, I have found out just how absurdly outdated and lacking our profiles for it really are. What was once just a simple plan to update some stats here and there and change the scaling a bit has devolved into an almost year-long endeavor to revitalize and update the entire verse, everything from scaling chains, to canon, to cosmology, to hax, everything, and I mean everything, needs to be changed.

And now, after over a year of waiting, I think I'm finally ready to start with this bullshit, so here we go:

First things first, as the title implies, this CRT will focus on updating everybody's LS and Speed, per new calcs and other junk.
As some of you may know, there was a previous discussion on how Steve's LS should be treated on-site following the introduction of spears to the game. It ultimately concluded that we agreed any item not explicitly stated to hold mass in Steve's hand shouldn't be used for calcs or scaling of any kind, thus invalidating our current calcs, which use gold blocks and armor.

If you wish to see why this was decided upon, please look through that thread, but in short, blocks and other items are frequently shown to be weightless, small, abstractions of themselves, not just in-game but more importantly, in lore. We frequently see Minecraft characters not really place blocks physically so much as they just kinda vaguely "summon" them wherever they happen to point, and thanks to the Max Brooks novels, we know that items seemingly shrinking when dropped isn't just a game mechanic or artstyle thing, IT'S CANONICALLY WHAT THEY DO. This fact is further exemplified by the spear, which is too heavy for Steve to lift for long periods despite being a mere fraction of the weight of a full gold block, dispelling many of the previous notions that the blocks Steve holds are actual full-sized cubic meters rather than just the abstracted versions we see in-game, making the only items we can be sure to hold mass are weapons/tools like the spear.

Upon creating this new rule, I decided to make some brand-new calcs using the mace instead of gold blocks because they have explicit weight statements, and (as explained in the comments of those calcs), Dalesean accepted the mace's mass to be 358.89456, possibly 2406.75 kg. (Note: while I will be arguing for Mobs having higher jump speeds later on, it was decided not to use those for the LS calcs due to resulting in significant outliers, so no Class M Steve any time soon, sorry)

As such, the new LS ratings will be as follows:
  • The Player: 6.0982 to 29.6654 Metric Tons (Class 10, possibly Class 50)
  • Min. Stat Equines: 9.7853 to 34.8370 Metric Tons (Class 10, possibly Class 50)
  • Ghasts: 15.6960 to 20.3115 Metric Tons (Class 25 for both)
  • Foxes: 18.8253 to 122.2097 Metric Tons (Class 25, possibly Class K)
  • Max. Stat Equines: 61.1578 to 217.7315 Metric Tons (Class 100, possibly Class K)
Now, as for scaling:
  • Passive Mobs and those that don't have much in terms of actual LS feats, like Silverfish or Creepers, will all be rated as either equal to their IRL equivalents, or down to just straight up Unknown if there is no comparable animal to place them next to.
  • Passive Mobs that can be ridden by the Player, like Striders or Llamas, should at least scale to the Player's LS due to being able to carry them on their backs while also jumping at equal or higher speeds (so technically, they don't actually scale, they just perform a better feat that I'm too lazy to calculate)
  • Regular hostile Mobs, like Zombies or Skeletons, will scale to the Foxes' LS due to them being consistently portrayed as rather weak compared to most hostile Mobs, constantly being frightened by Players and Wolves, and only willing to hunt after small passive Mobs like Chickens or Fish. Also, most hostile Mobs comparable to Zombies should generally be stronger than the Player.
  • Spider webs will scale to the Max. Stat Equines' LS due to being able to slow down and hinder their movement
  • Boss Mobs like the Ender Dragon and Warden, as well as Mobs like the Iron Golem or Ravager, will upscale from the LS of the Max. Stat Equines for casually overpowering them and flinging them away without any effort
Oh, and also, Snow Golems and Ghasts' physicals, as well as any Mobs that scale to them, will have their AP adjusted to the calcs' values (9-C+, possibly 9-B for Snow Golems; 9-B, possibly higher for Ghasts)
Agree: 12 [2 staff] (@Saqphire, @DavidTPPM, @LephyrTheRevanchist, @EnderLord8, @OrangeFR, @ActuallySpaceMan42, @TheOrangeGuy09, @AthelChan, @LandonTheGuy, @AyOgUyS, @O0DSF0o, @Greg_the_master_of_gods)
Disagree: 0
Neutral: 0

Ok, now for the more... controversial part

In the Caves and Cliffs update, Sculk and, more specifically, Sculk Sensors were introduced to the game, bringing vibration and sound-based redstone mechanics for use in contraptions and other junk.
Now, why is this important exactly? Well, the vibrations Sculk Sensors detect aren't just represented as sounds, but they are fully visible in-game as wave particles that move at an apparent speed of 20 m/s. Since these are constantly confirmed to be vibrations/sound waves, we can conclude they're Mach 1 or 343 m/s, which means they, and anything that moves in tandem with them, have to be moving at 17.15 times faster than their supposed in-game speed.

I have already made an accepted calculation a WHILE ago, updating the Endermen's feat of dodging projectiles, and it resulted in an astounding Mach 36, or High Hypersonic.
That being said, given how high this is compared to Minecraft characters' other appearances, I'm gonna keep it as a possibly rating and replace the main feat they scale to be the speed of arrows instead, since players consistently dodge and block them in the trailers. Arrows go at around 3.15 blocks per tick when shot by crossbows, while Sculk soundwaves go at only 1, so Mach 3.15, or Supersonic+ reactions/combat speed minimum.

Also, (although it hasn't been accepted yet), @JustANormalLemon made another calc for the travel speeds of various Mobs, hovering around the Subsonic range. Lemon's calc is even further supported by this feat of Steve and Alex running in tandem with the Warden's sonic boom, which I calculated and had accepted at 39.0041 m/s, or a little over baseline Subsonic.

As such, I propose that all Mobs will now have their travel speeds scale proportionally to Sculk vibrations, roughly putting them all around Subsonic. Anyone who scales to the Players/Endermen (aka, literally every other hostile/neutral Mob) will have their combat/reaction speed upgraded to Supersonic+, possibly High Hypersonic, and the Warden's sonic boom will be a blitz level above that speed for reasons mentioned in this calc.

Also, this is minor, but can we get this CRT for the Riptide enchantment's speed accepted at some point? Thank you :]

Counterarguments​

There are a couple of arguments against using Sculk waves, but luckily, none of them really hold up to scrutiny, so I'll quickly go through them.
  • "But the Warden's sonic boom is literally an undodgeable hit-scan projectile in-game!"
    • Sonic booms refer to the sound made by objects that are going faster than the speed of sound, not at it. A strong enough shockwave can absolutely still hit a character with Supersonic+ or higher reactions, as there's no sort of speed limit for them. Hell, in some rare cases, they can even be near light speed, so a shockwave/sonic boom being faster than and able to hit a Supersonic+ or High Hypersonic character isn't an anti-feat for their speed by any stretch of the imagination.
  • "You can't dodge arrows in Minecraft, so scaling characters' reaction speed at or above them makes no sense."
  • "Llama spit and arrows can't be that fast, that's not realistic!"
    • Yeah, so are blocks floating in the air, water buckets that can fit infinite amounts of water, and cows reaching adulthood in less than an hour. If Minecraft doesn't care about realism in its physics or mechanics, neither shall we. Besides, the Llama loogies and arrows display a lot of weird properties on their own, like hitting Vex despite them being intangible, or dealing damage to enemies capable of tanking explosions, and are specifically acknowledged in the Mobestiary as alarmingly fast and forceful, given it's just saliva. In short, this is just a big appeal to reality when the media in question has no actual interest in realism, moving on.
  • "What about the speedometer in the glide minigame? That uses in-game speed!"
    • That's from Legacy Console Edition, which got replaced by Bedrock and never got the update that added Sculk Sensors, so the devs couldn't have accounted for the vibrations' speed even if they'd wanted to, so it really doesn't count.
  • "There's this one achievement that explicitly says you need to be going at 40 m/s, the same as the in-game speed."
    • First off, the literal name of the achievement is "Super Sonic", aka, the term used for something that goes faster than sound, which wouldn't make much sense if it really was just 40 m/s. Secondly, Mojang added that before Sculk Sensors. It'd be REALLY confusing if Mojang said "just go fast teehee :]" when these are supposed to be the actual achievement requirements for the Player, not an in-lore document like the Mobestiary or whatever, but meant to serve as a legitimate guide to 100% the game, no shit it's gonna use in-game metrics to help players out.
  • "In the Mobestiary, it says the days are 20 minutes long, same as real time, so this is incorrect."
    • Seems promising at first, but in practice, it just doesn't hold up to use this to downgrade verses heavily, or else SO many games that feature timers or clocks would need to be downgraded to absurdly low levels, even though that's rarely the case in how they're presented moment-to-moment. Take, for example, BotW/TotK Link: if this same logic is applied to him, he'd be 1/60th of the speed he actually appears to go at in-game due to the clock operating at 1 in-game hour per 1 real-world minute, which like... no? Even ignoring the blatant light dodging from AoC, we literally see Link in-game run at the same speeds as foxes and other very quick animals. MF definitely isn't meant to be slower than a literal insect. Basically, what I'm trying to say here is that long-term timeframes, like day-night cycles, rarely align with the short-term, moment-to-moment timeframes in video games. You can show a character dodging lightning, but still have the clock in the corner operating at a measly one second per second in the background. Days lasting 20 minutes both in and out of game shouldn't be seen as a sign that literally EVERYTHING in Minecraft is also happening in real time, 'cause very few games actually like to do that and frequently have inconsistent timeframes in this regard.
  • "Phantoms verbatim travel over 20 blocks/second, aka, the in-game speed."
    • Ok, I'll admit, this one is actually a valid anti-feat, but given how it's only a single statement compared to DOZENS of others from the same site confirming that the waves Sculk Sensors detect are indeed soundwaves, I think we can safely chalk this up to Duncan Geere just trying to give players a sense of what the Mob's like in-game rather than a definitive lore statement about how fast Phantoms can fly.
I'll be adding more counterarguments as the CRT goes on, so if anybody wants to object to me on this, please do, I appreciate the criticism :]
Agree: 7 [1 staff] (@LephyrTheRevanchist, @EnderLord8, @Eden_Warlock99, @TheOrangeGuy09, @AthelChan, @O0DSF0o, @Greg_the_master_of_gods)
Disagree: 3 [2 staff] (@ActuallySpaceMan42, @Saqphire, @Armorchompy (With passive/mundane animal Mobs scaling))
Neutral: 5 [1 staff] (@DavidTPPM, @AyOgUyS, @Armorchompy (With combat-oriented Mobs scaling), @LandonTheGuy, @OrangeFR)

yup, I'm not done just yet
These 3 calcs got accepted, 2 for the Dungeons Heroes' speed, and another for the Corrupted Beacon's attack speed.

The beam-dodging will upgrade all the Dungeons bosses' combat/reaction speed to Sub-Relativistic (maaaayyybee even travel speed? idk, that one's a bit of a stretch), and the Heroes'/Heart of Ender's attack speed with the Corrupted Beacon will be upgraded to Massively FTL.

You may be wondering two things right now: 1. "Will this affect the base game characters?" and 2. "Will you add the 4-B calc in this CRT?"
The answer to both is no.
1. Because all the enemies in the game were explicitly empowered/summoned by the Orb of Dominance/Heart of Ender's magic, so even if the game's canon (which it sorta is), the Sub-Rel stuff won't have any reason to scale to base game Mobs
2. Because that's gonna require the establishment of a UES for the Orb's magic for it to actually scale to anyone meaningfully, and that's under big revisions rn, so we gotta wait before even trying to tackle that mess
Agree: 8 [1 staff] (@LephyrTheRevanchist, @EnderLord8, @OrangeFR, @TheOrangeGuy09, @AthelChan, @LandonTheGuy, @O0DSF0o, @Greg_the_master_of_gods)
Disagree: 1 (@Robot972 (disagrees with Sub-Rel, thinks lightning needs to be recalced))
Neutral: 3 (@Saqphire, @DavidTPPM (I think), @AyOgUyS)

Also, since I plan on doing like a f*ckton more with the verse, I also propose that all our Minecraft pages be given the outdated tag since there's just... so much to cover (mainly scaling chain stuff cause HOLY SHIT it's so bad rn)

And, that's it, you can now kill me for this if you want to :]
 
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Actually, on the LS part; wouldn't objects that can fall in the game (like sand, gravel, lava etc.) also count as objects with weight?
 
Actually, on the LS part; wouldn't objects that can fall in the game (like sand, gravel, lava etc.) also count as objects with weight?
Blocks normally do still have mass to them, the heavy core makes that clear, they just don't when in Steve's hands due to hammerspace bullshittery
 
I'm neutral on the speed stuff but the LS stuff looks great. Huge props for actually putting the effort into fixing it because I know my lazy ass wasn't going to touch it

The anvil is also worth pointing out for the LS stuff. It clearly has mass and even gathers KE when falling in a block state but you could have 500000 anvils drop on your head in an item state and it won't even budge the character. Not that important since your OP already captures everything well enough, but still extra evidence
 
This looks good, I agree with everything proposed. Nice work.
B46MzMB.png
 
LS is fine, but I'm very confused about the speed stuff.

If we already know the speed of skulk sensors, why are we making them Mach 1 just because they appear as sound waves? I mean, in-game, we can literally hear things before the skulk even detects the sound itself.
 
If we already know the speed of skulk sensors, why are we making them Mach 1 just because they appear as sound waves?
Basically, 20 m/s is how fast they appear to be in-game, while Mach 1 is the implied speed they go at in-universe, so to find out how fast everything else goes at in-universe, we convert everything by the proportional difference in speed.
I mean, in-game, we can literally hear things before the skulk even detects the sound itself.
Sound in fiction can be REALLY weird sometimes. You’ll have characters who are stated to go at FTL speeds, yet they’re somehow still able to strike up conversation with their opponents while flying through the vacuum of space, something which is completely nonsensical, but is done for the sake of the audience's enjoyment, "talking is a free action" and all that.
I don’t think we should hold the devs accountable for this, since it’s really just a weird quirk of the medium to better the player experience (audio delays are annoying as shit after all). Rather, I think the best thing to do is to suspend our disbelief and accept the statements of the particles representing sound waves, since that appears to be what's most intentional by Mojang, even if it's a little contradictory in-game.
 
Basically, 20 m/s is how fast they appear to be in-game, while Mach 1 is the implied speed they go at in-universe, so to find out how fast everything else goes at in-universe, we convert everything by the proportional difference in speed.
But that would still raise a lot of problems.

For example, arrows already travel faster than sculk sensor sound waves in-game. And, as you showed in your blog, the llama’s spit would become Mach 6 afterward.

That feels like a massive leap in speed, especially when we already know the exact speeds and distances that mobs and characters cover over specific spans of time down to the meter.
 
But that would still raise a lot of problems.

For example, arrows already travel faster than sculk sensor sound waves in-game. And, as you showed in your blog, the llama’s spit would become Mach 6 afterward.

That feels like a massive leap in speed, especially when we already know the exact speeds and distances that mobs and characters cover over specific spans of time down to the meter.
The thing is, both arrows and llama spit are shown to hold properties far different from their irl counterparts. No real-world arrow or llama saliva would be able to harm things capable of tanking explosions, nor hit intangible fire demons that can phase through walls. The Mobestiary even calls out just how surprisingly powerful llama spit is, so this isn't just conjecture, it's flat-out textual, so I really don't think it's that ridiculous to assume it's far faster than its irl self, too.

Compare this to the skulk waves, which act FAR more realistically, are diminished by noise-canceling material, appear as a wave, have different frequencies, etc. so if I were to pick one to measure the speeds of the other Mobs, I'd pick the sound waves

Also, with ONE valid exception, these speeds aren't stated or anything, they're derived from gameplay. So why are you making it out to be a hard-and-fast speed cap when it's barely established as one?

We've done shit like this before with other game verses, so I don't get why Minecraft's case is any different from theirs
 
Also, with ONE valid exception, these speeds aren't stated or anything, they're derived from gameplay. So why are you making it out to be a hard-and-fast speed cap when it's barely established as one?

We've done shit like this before with other game verses, so I don't get why Minecraft's case is any different from theirs
The issue is that this interpretation changes far more than just sculk vibrations.

Minecraft already gives us concrete, measurable unit values. A block is normally treated as one cubic meter, and the game runs at 20 ticks per second, meaning one tick is 0.05 seconds.

Sculk vibration signals are explicitly shown in-game, traveling at 1 block per game tick. That equals 20 blocks per second.

Since 1 block is treated as 1 meter, that gives a sculk vibration speed of 20 m/s, not 343 m/s.

So if the argument is that sculk vibrations visually move at 20 blocks/s but should “actually” be treated as 343 m/s because they are called vibrations or sound-based signals, then this is not merely scaling sculk.

It effectively changes Minecraft’s entire distance/time interpretation.

To make 20 blocks/s equal 343 m/s, you would need a 17.15x multiplier:

20 blocks/s × 17.15 = 343 m/s

That means one of three things has to be true:
  1. 1 block is no longer 1 meter,
  2. 1 tick is no longer 0.05 seconds,
  3. Or the visible sculk wave is simply not moving at real-world sound speed.
The third option is the least contradictory, because the first two conflict with Minecraft’s own measurable mechanics.

This becomes especially clear when applying the multiplier consistently.

If 20 blocks/s is reinterpreted as 343 m/s, then 1 block would effectively equal 17.15 meters. Under that scale, the player’s normal 1.8-block hitbox would make Steve or Alex about 30.87 meters tall. A two-block-tall mob would be over 34 meters tall, and a one-block-tall mob would be 17.15 meters tall. Every structure, doorway, projectile, fall distance, attack range, and mob hitbox would also become 17.15 times larger.

That is why this cannot be treated as a simple speed multiplier. The moment we say “1 block per tick is actually 343 m/s instead of 20 m/s,” we are changing the meaning of blocks and ticks.

Calling sculk signals “vibrations” explains the mechanic, but it does not override the measured speed of the mechanic. Minecraft can represent something as sound-like, vibration-like, wave-based, frequency-based, or muffled by wool without requiring it to travel at the real-world speed of sound.

The game gives the mechanic its own explicit propagation speed, and that speed is 1 block per tick.

The comparisons to arrows, llama spit, or other projectiles do not solve this issue either. A projectile having supernatural attack potency, special properties, or unusual interactions with mobs does not automatically prove that its speed should be multiplied. Damage and speed are separate stats.

Llama spit harming mobs may suggest unusual potency, supernatural properties, or simply game-logic interaction, but it does not prove the spit should be Mach 6.

The main concern is consistency. If gameplay-derived speeds are accepted for arrows, mobs, players, travel speed, llama spit, and the Warden’s sonic boom, then sculk vibrations should also use their gameplay-derived speed unless there is an explicit statement that they move at real-world sound speed.

Otherwise, the proposal selectively rejects gameplay speed when it gives 20 m/s for sculk vibrations, while accepting gameplay speed when it supports other speeds.

That is inconsistent.

So the cleaner interpretation is that sculk vibrations are sound/vibration-like signals that propagate at Minecraft’s own in-game speed rather than real-world Mach 1.

Minecraft directly shows them traveling at 1 block per tick, which equals 20 m/s under the standard 1 block = 1 meter and 20 ticks = 1 second scale.

Unless the interpretation is also willing to accept 30-meter-tall players, 34-meter-tall mobs, every structure being 17.15 times larger, and whatever the hell is going to happen to fall distance, there is no consistent reason to upscale sculk vibrations to 343 m/s.
 
The issue is that this interpretation changes far more than just sculk vibrations.

Minecraft already gives us concrete, measurable unit values. A block is normally treated as one cubic meter, and the game runs at 20 ticks per second, meaning one tick is 0.05 seconds.

Sculk vibration signals are explicitly shown in-game, traveling at 1 block per game tick. That equals 20 blocks per second.

Since 1 block is treated as 1 meter, that gives a sculk vibration speed of 20 m/s, not 343 m/s.

So if the argument is that sculk vibrations visually move at 20 blocks/s but should “actually” be treated as 343 m/s because they are called vibrations or sound-based signals, then this is not merely scaling sculk.

It effectively changes Minecraft’s entire distance/time interpretation.

To make 20 blocks/s equal 343 m/s, you would need a 17.15x multiplier:

20 blocks/s × 17.15 = 343 m/s

That means one of three things has to be true:
  1. 1 block is no longer 1 meter,
  2. 1 tick is no longer 0.05 seconds,
  3. Or the visible sculk wave is simply not moving at real-world sound speed.
The third option is the least contradictory, because the first two conflict with Minecraft’s own measurable mechanics.

This becomes especially clear when applying the multiplier consistently.

If 20 blocks/s is reinterpreted as 343 m/s, then 1 block would effectively equal 17.15 meters. Under that scale, the player’s normal 1.8-block hitbox would make Steve or Alex about 30.87 meters tall. A two-block-tall mob would be over 34 meters tall, and a one-block-tall mob would be 17.15 meters tall. Every structure, doorway, projectile, fall distance, attack range, and mob hitbox would also become 17.15 times larger.

That is why this cannot be treated as a simple speed multiplier. The moment we say “1 block per tick is actually 343 m/s instead of 20 m/s,” we are changing the meaning of blocks and ticks.

Calling sculk signals “vibrations” explains the mechanic, but it does not override the measured speed of the mechanic. Minecraft can represent something as sound-like, vibration-like, wave-based, frequency-based, or muffled by wool without requiring it to travel at the real-world speed of sound.

The game gives the mechanic its own explicit propagation speed, and that speed is 1 block per tick.

The comparisons to arrows, llama spit, or other projectiles do not solve this issue either. A projectile having supernatural attack potency, special properties, or unusual interactions with mobs does not automatically prove that its speed should be multiplied. Damage and speed are separate stats.

Llama spit harming mobs may suggest unusual potency, supernatural properties, or simply game-logic interaction, but it does not prove the spit should be Mach 6.

The main concern is consistency. If gameplay-derived speeds are accepted for arrows, mobs, players, travel speed, llama spit, and the Warden’s sonic boom, then sculk vibrations should also use their gameplay-derived speed unless there is an explicit statement that they move at real-world sound speed.

Otherwise, the proposal selectively rejects gameplay speed when it gives 20 m/s for sculk vibrations, while accepting gameplay speed when it supports other speeds.

That is inconsistent.

So the cleaner interpretation is that sculk vibrations are sound/vibration-like signals that propagate at Minecraft’s own in-game speed rather than real-world Mach 1.

Minecraft directly shows them traveling at 1 block per tick, which equals 20 m/s under the standard 1 block = 1 meter and 20 ticks = 1 second scale.

Unless the interpretation is also willing to accept 30-meter-tall players, 34-meter-tall mobs, every structure being 17.15 times larger, and whatever the hell is going to happen to fall distance, there is no consistent reason to upscale sculk vibrations to 343 m/s.
I’m at school rn, so it'll be a while before I can reply, but I'll get to you as soon as I can
 
Sculk vibration signals are explicitly shown in-game, traveling at 1 block per game tick. That equals 20 blocks per second.

Since 1 block is treated as 1 meter, that gives a sculk vibration speed of 20 m/s, not 343 m/s.
Again by this logic,
All of these would be invalidated, since none of the sound/electricity here even comes close to moving 343 meters in 24 frames. Hell, if it did, none of these calcs would get anything above Superhuman in the first place (Or Ig that the Hollow Knight and DR casts are titans lol).
This kind of approach makes it impossible for any visual medium to portray supersonic characters without literally showing them move 343 meters per second on-screen, which, y'know, the audience physically wouldn’t be able to follow?

The fact the devs went out of their way to program a sound dampening effect for these vibrations honestly seals it for me.
 
Again by this logic,

All of these would be invalidated, since none of the sound/electricity here even comes close to moving 343 meters in 24 frames. Hell, if it did, none of these calcs would get anything above Superhuman in the first place (Or Ig that the Hollow Knight and DR casts are titans lol).
This kind of approach makes it impossible for any visual medium to portray supersonic characters without literally showing them move 343 meters per second on-screen, which, y'know, the audience physically wouldn’t be able to follow?

The fact the devs went out of their way to program a sound dampening effect for these vibrations honestly seals it for me.
SpaceMan's point is that everything is determined by the "blocks / ticks" formula, this includes character height, gravity speed, shulk sound attacks etc. etc., so if you wanna upscale everyone's attack speed to Mach 1 and beyond cuz of game mechanics, this has to apply for everything else which leads to absurd results like 30m tall Steve.

The other examples do not follow this universal blocks per tick measurement, especially not Overwatch so using those is whataboutism. Disagree with the speed arg FRA
 
SpaceMan's point is that everything is determined by blocks / ticks, this includes character height, gravity speed, shulk sound attacks etc. etc., so if you wanna upscale everyone's attack speed to Mach 1 and beyond cuz of game mechanics, this has to apply for everything else which leads to absurd results like 30m tall Steve.

The other examples do not follow this universal blocks per tick measurement, especially not Overwatch so using those is whataboutism. Disagree with the speed arg FRA
Yes, basically this. I was having a hard time breaking it down.
 
Agree with everything.
  • "In the Mobestiary, it says the days are 20 minutes long, same as real time, so this is incorrect."
    • Seems promising at first, but in practice, it just doesn't hold up to use this to downgrade verses heavily, or else SO many games that feature timers or clocks would need to be downgraded to absurdly low levels, even though that's rarely the case in how they're presented moment-to-moment. Take, for example, BotW/TotK Link: if this same logic is applied to him, he'd be 1/60th of the speed he actually appears to go at in-game due to the clock operating at 1 in-game hour per 1 real-world minute, which like... no?
FNaF is also one of most blatant examples btw, if we use it literally then everyone is Below Average Human speed. (I dunno I just wanted to mention it and couldn’t resist)
 
SpaceMan's point is that everything is determined by the "blocks / ticks" formula, this includes character height, gravity speed, shulk sound attacks etc. etc., so if you wanna upscale everyone's attack speed to Mach 1 and beyond cuz of game mechanics, this has to apply for everything else which leads to absurd results like 30m tall Steve.

The other examples do not follow this universal blocks per tick measurement, especially not Overwatch so using those is whataboutism. Disagree with the speed arg FRA
Correct me if I'm wrong, but this tick thing isn't in-universe, right? Like ain't it just used in technical commands for debugging?
 
Correct me if I'm wrong, but this tick thing isn't in-universe, right? Like ain't it just used in technical commands for debugging?
yup, out of universe gameplay element, only really referenced in shit like technical guidebooks
 
Correct me if I'm wrong, but this tick thing isn't in-universe, right? Like ain't it just used in technical commands for debugging?
It’s like changing a universal constant.

If we are saying that 20 blocks per second equals 343 meters per second, then we have to be consistent with that.

That would mean:

20 blocks = 343 meters
1 block = 17.15 meters

There is no way around that.

We cannot say that only the Shulker vibration’s speed is different, then still use normal Minecraft block measurements for everything else, cause we're changing everything else's speed based on this too.

Otherwise, we would be saying that 1 block equals 1 cubic meter for normal measurements, but in this specific calculation, 20 blocks equals 343 meters.

That is a major logical inconsistency.

For example, we could no longer say Steve is 1.85 meters tall based on standard Minecraft block scaling. I could instead measure how long it takes a Shulker vibration to cross the length of his body, scale it tick by tick, and argue that Steve is over 30 meters tall.

The same issue would also affect any calculation using TNT, since TNT’s volume would no longer be based on one cubic meter.

Im trying so hard to explain to you, how this would ruin every calc we have for the verse.
 
It’s like changing a universal constant.

If we are saying that 20 blocks per second equals 343 meters per second, then we have to be consistent with that.

That would mean:

20 blocks = 343 meters
1 block = 17.15 meters

There is no way around that.
But we don't have to do that? It’s not like ticks and blocks being 1 meter cubed are inherently linked in the first place, at least as far as I’m aware?

Like in something like Breath of the Wild or Hollow Knight, you at least have an in-universe timer, so it's hard to dismiss outright. But if I'm understanding them correctly, Minecraft ticks are basically just an out-of-universe timing unit used for game logic and nothing else.

If anything, wouldn't it be closer to how Steve and Alex perceive or process time themselves?
It's not like changing how much a tick is changes anything in the length of the blocks or whatever.
 
But we don't have to do that? It’s not like ticks and blocks being 1 meter cubed are inherently linked in the first place, at least as far as I’m aware?

Like in something like Breath of the Wild or Hollow Knight, you at least have an in-universe timer, so it's hard to dismiss outright. But if I'm understanding them correctly, Minecraft ticks are basically just an out-of-universe timing unit used for game logic and nothing else.
Here is a video of me breaking a Wood Block, 5 Blocks from a Sensor.

I want to calculate the distance between the Wood Block and the Sensor.

Well, according to OP, the vibrations move 343/ms.

Going frame by frame, I broke the Wood Block at 2.05 Seconds, and the Vibration reaches the sensor at 2.30s.

Since we already know how fast the vibrations move (Speed of Sound).

343 m/s × 0.25s = 85.75 meters.

So, under this logic, my wood block would be 85.75 meters away from the sensor.

Okay, now I just blew up some TNT.

It blew up 7 blocks across, which means that the explosion had a diameter of 120.05 Meters, which is bigger than a football field.
 
The issue is that this interpretation changes far more than just sculk vibrations.

Minecraft already gives us concrete, measurable unit values. A block is normally treated as one cubic meter, and the game runs at 20 ticks per second, meaning one tick is 0.05 seconds.
This is your first misunderstanding.
Yes, blocks have consistently been shown to be equivalent to cubic meters throughout the franchise, both in- and out-of-universe. I am not gonna dispute that at all, that is a definitive fact about how the Minecraft world works.
But ticks, on the other hand, are barely, if EVER, referenced within canon Minecraft media. The only times I can think of when they show up are in technical redstone guidebooks, where, surprise, surprise, they're probably not looking at it from an in-universe perspective.
Ticks are not the set-in-stone in-universe unit of time you make them out to be, they're a non-canon debugging tool that helps with redstone contraptions.

Since a lot of your argument hinges on this one point of the time being the same in and out-of-universe, I'll skip to the new stuff.
Calling sculk signals “vibrations” explains the mechanic, but it does not override the measured speed of the mechanic. Minecraft can represent something as sound-like, vibration-like, wave-based, frequency-based, or muffled by wool without requiring it to travel at the real-world speed of sound.
Ok, I'm sorry, but if you believe this to be the case, you'd essentially be saying that the only way to do a projectile-dodging calc is if the fiction tells you the projectile's speed verbatim, leaving no interpretation or assumptions. If a character is stated to go faster than lightning, apparently, it only counts if it specifies the speed in m/s, doesn't matter if it's cloud-to-ground, flows into a lightning rod, does ANYTHING realistic for a lightning bolt to do, if its speed isn't specified, it doesn't count as lightning speed.

But, doesn't that go against our entire philosophy regarding how dodging feats work on this site? We don't just look at direct statements of speed, we look at whether the projectile behaves realistically in other aspects and then assume that it must be realistic in speed as well, at least, that's how laser and lightning feats work. If it looks like sound, acts like sound, and is called sound, guess what, it's probably as fast as sound too.
The comparisons to arrows, llama spit, or other projectiles do not solve this issue either. A projectile having supernatural attack potency, special properties, or unusual interactions with mobs does not automatically prove that its speed should be multiplied. Damage and speed are separate stats.

Llama spit harming mobs may suggest unusual potency, supernatural properties, or simply game-logic interaction, but it does not prove the spit should be Mach 6.
My goal with that was to show that if we are gonna figure out the speeds of every Mob, then skulk vibrations make the most sense because they act most realistically among the options we can take. If it were just that the llama spit was unusually strong, then I'd agree with you that it shouldn't imply high speed, but since there's a contradiction between its speed and the sound wave's speed, I'm gonna go with the sound due to acting more like what its irl equivalent is.
I didn't choose it because it nets the highest values, I chose it because it was the most accurate for this situation.
The main concern is consistency. If gameplay-derived speeds are accepted for arrows, mobs, players, travel speed, llama spit, and the Warden’s sonic boom, then sculk vibrations should also use their gameplay-derived speed unless there is an explicit statement that they move at real-world sound speed.

Otherwise, the proposal selectively rejects gameplay speed when it gives 20 m/s for sculk vibrations, while accepting gameplay speed when it supports other speeds.

That is inconsistent.
I'm not ignoring gameplay speed, in fact, that's how I'm DERIVING the projectile and Mob speeds in the first place. I'm just looking at them from a different perspective than you are. The only in-game speed I'm ignoring is the player's ability to dodge arrows, since it's directly contradicted by the trailers.

In short, what you're doing here is assuming that the timeframe is the same in-game as it is out-of-game, which we have little lore evidence to support beyond, like, 2 statements (and one of them came from before Skulk Sensors even released, mind you), and denying every other statement or thing that goes against it in favor of a non-canon gameplay mechanic.

I'm really busy with work rn, so if you guys can chill it down for the next 4 hours, I'd greatly appreciate it, thank you
 
Ngl I agree the sculk sensor argument is very iffy. This argument upscales the speed of literally everything in the game.
Real life animals are now in subsonic ranges, arrows that have no real reason to travel any faster than IRL arrows are also much faster, hell even gravity itself becomes absurdly strong (yeah it's already my 100% accurate but this makes a 3x difference become like 50x difference).

With so many real life reference points for speed, using the vibrations in a sculk sensor seem like it's picked with the intent of getting high results rather than the intent of accurate scaling.

Like I said, I'm neutral on the proposal because I can see where you're coming form, but I really don't agree.
 
Again, you’re treating Steve and Alex like they’re normal humans. They’re not.
We already scale their combat speed to Subsonic, meaning what's 0.05 seconds to us gets registered as a full second to them.

So yes, from their frame of reference, sound only moves "20 blocks a second." But in our frame it's still moving at 343 m/s.

It’s similar to how Quicksilver seeing these bullets as practically frozen doesn't mean that this room is the size of a city lol
So we're saying Steve and Alex now perceive time slower than a normal person? Not because there is evidence, but to justify having something move at the speed of sound, yet still be visible.

Fine, count me as disagreeing; some other staff member can pitch in on this.
 
Real life animals are now in subsonic ranges, arrows that have no real reason to travel any faster than IRL arrows are also much faster, hell even gravity itself becomes absurdly strong (yeah it's already my 100% accurate but this makes a 3x difference become like 50x difference).
The gravity point is kinda silly when you consider that this would literally (And I mean literally) reduce almost every game character that isn’t from an RPG or visual novel down to around human speed. You can search far and wide, you will never find a game where falling speed is portrayed as visually immobile lol

Like under that logic, Peppino (The guy who's just outright called "supersonic" on his game store page), Samus Aran, Mario, Doomguy, Kratos, Hornet, Cuphead, etc. All end up somewhere around average human speed cause every single projectile they dodge is going to be relative to their falling speed.
So we're saying Steve and Alex now perceive time slower than a normal person? Not because there is evidence, but to justify having something move at the speed of sound, yet still be visible.
Huh? Yeah, the evidence is in fact that they see sound, EXPLICITLY sound, move only 20 per second, so?
Even going by your logic, they undisputedly scale to Enderman, who can dodge 100 m/s arrows at point blank range? Something that's impossible if you're our speed?

Like this is something that's currently accepted rn so ???
 
SpaceMan, I'm a little lost regarding the point you're trying to make. The scale you're calculating is based on the idea that skulk sound takes x amount of time to cross a certain distance, but that only works if you're assuming it's moving at 343 m/s, whereas what the OP is proposing is that they're not, and using how much slower it is as a measuring stick for the protagonist's movement speed. Arguing that it doesn't move at mach speed in gameplay isn't really debunking the OP's assumption, which indeed agrees that it doesn't.

If you're trying to disprove the consistency of the argument a better means to do so would be pointing out that everything including trash mobs and random mundane animals is affected by this speed upgrade, and I think the idea of everything in the game world moving at subsonic speeds is maybe a bit too crazy of a claim for the evidence to be enough.
 
We do have a precedent (Sorta?) for ignoring these speed setters when it comes to really mundane enemies. Like, the Cancerous Rodent would probably end up faster than Below Average Human if we compared its speed to the shotgun the same way we do for the Corpse of King Minos.
 
We do have a precedent (Sorta?) for ignoring these speed setters when it comes to really mundane enemies. Like, the Cancerous Rodent would probably end up faster than Below Average Human if we compared its speed to the shotgun the same way we do for the Corpse of King Minos.
Yeah, I'd be ok with only applying this sort of speed to Mobs that are actually meant to engage in combat with the player/be used as transportation, where you'd expect them to be at least somewhat on-par with them.
So like, out of the animal Mobs, a wolf or horse would probably scale, but a cow likely wouldn't
 
I think at some point we considered making Phineas and Ferb several times larger than regular humans because of every object in universe becoming faster, and it almost got accepted until people remembered about other universes & time travel anti-feats.
Not a perfect example but still an example of how "crazy" proposal that affected every single atom in the verse almost got passed.
 
We do have a precedent (Sorta?) for ignoring these speed setters when it comes to really mundane enemies. Like, the Cancerous Rodent would probably end up faster than Below Average Human if we compared its speed to the shotgun the same way we do for the Corpse of King Minos.
I'd say that's kinda different cause the Shotgun stuff is specifically an attack and as such something you can tie to character power tiers, whereas this is sort of just an environmental tier. I'd definitely prefer just scaling this to actual combatants over literally everythibg but it's still weird
 
SpaceMan, I'm a little lost regarding the point you're trying to make. The scale you're calculating is based on the idea that skulk sound takes x amount of time to cross a certain distance, but that only works if you're assuming it's moving at 343 m/s, whereas what the OP is proposing is that they're not, and using how much slower it is as a measuring stick for the protagonist's movement speed. Arguing that it doesn't move at mach speed in gameplay isn't really debunking the OP's assumption, which indeed agrees that it doesn't.
Hmm? I thought the OP was saying the skulk sound moves at 343 m/s, so therefore everything else's speed can be buffed based on that assumption.
 
This is so silly. There's literally a page about this
 
These 3 calcs got accepted, 2 for the Dungeons Heroes' speed, and another for the Corrupted Beacon's attack speed. The beam-dodging will upgrade all the Dungeons bosses' combat/reaction speed to Sub-Relativistic (maaaayyybee even travel speed? idk, that one's a bit of a stretch), and the Heroes'/Heart of Ender's attack speed with the Corrupted Beacon will be upgraded to Massively FTL.
The Heroes explicitly cannot react to the beam the Heart fires as it covers all possible distances in 1 frame before being magically cut off prematurely. While there's the light that emerges during the charge up, it blatantly travels at a different speed than the actual beam, same with arguing that other forms of magic the Orb conjures scales to the beam
 
I'd say that's kinda different cause the Shotgun stuff is specifically an attack and as such something you can tie to character power tiers, whereas this is sort of just an environmental tier. I'd definitely prefer just scaling this to actual combatants over literally everythibg but it's still weird
Maybe HK's Charged Lumaflies are a better example then, since we can have them onscreen alongside Oomas and (Judging by what the Knight's walking speed got) they'd end up at Subsonic. It's also pretty similar in both cases cause the speed rating the player character would scale to comes from the one attack that’s faster than the soundwave / electricity (Arrows for Steve/Alex and the slashes for the Knight).
 
The Heroes explicitly cannot react to the beam the Heart fires as it covers all possible distances in 1 frame before being magically cut off prematurely. While there's the light that emerges during the charge up, it blatantly travels at a different speed than the actual beam, same with arguing that other forms of magic the Orb conjures scales to the beam
Yeah, that's fair. I was kinda iffy on whether I should even do the calc, but it did end up getting accepted, so I just figured I'd put it in the CRT for sh*ts and giggles
Anyway, how about the lightning calc? Are you ok with using that instead?
 
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