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I'm adding more conditions to fulfill on your arguments. Let's just say it was a bit... incomplete.I cant tell if you agree or disagree with me
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I'm adding more conditions to fulfill on your arguments. Let's just say it was a bit... incomplete.I cant tell if you agree or disagree with me
Write a summary of the OP suggestions and yours. It'd help when evaluating.Don't forget to take a look at the further additions I suggested too!
Ay yo, I literally just put up the "can't contradict the fight itself" part from your summary, ya got ninja'd, bozo.And of course it'd cover all the stuff KLOL mentioned, but I'd also add that it can't contradict the fight itself being between two equal opponents, or the distance can't be immediately contradicted by the defensive measure, since it is ultimately an artistic technique meant to put extra emphasis on the danger more than a literal representation of how absurdly fast a character can move
I don't think this is necessary, it's just basic stuff everyone knows.1. Find where the maximum speed is reached by the arm, and if said position is reached by the arm when the dodging starts
More like: The attack needs a statement for such speed being used, or shown to have the speed used. Arbitrary values like "peak human" cannot be used as they contradict the speed the character actually has on their profile.2. Find out if there is a reliable speed value in the source or from real life to use from.
Just use this.I think the main issues are
I suggest the following: These kind of feats are only allowed when 1. There is a stated speed for the character during the feat, or during the usage of a technique (Character uses a transformation that is said to move at lightspeed) and 2. It shouldn't lead to inconsistencies, the character who is dodging should be faster than the other character and the profiles should reflect this.
- We assume a speed for the character that is attacking that doesn't represent his true speed; using peak human or sub-sonic speeds for a Massively Hypersonic+ character. Using the MHS+ speed makes it calc stacking and using something below is hiding calculation.
- Scaling inconsistencies, the calc makes one character far faster than the other, despite them being evenly matched when fighting.
I guess that's a valid concern.More like: The attack needs a statement for such speed being used, or shown to have the speed used. Arbitrary values like "peak human" cannot be used as they contradict the speed the character actually has on their profile.
This looks fine.Just use this.
I currently have 33 threads in my "to-evaluate" backlog, I've added this to the list, and will get to it eventually.
So. You can only use projectile speeds via dodging calcs like Naruto’s light fang? It HAS to be 100% stated so we can’t use peak human speeds now?"Refrain from calculating feats based on dodging attacks from other characters. This leads to multiple inconsistencies, such as:
The calculation is only allowed when none of these points are contradicted."
- The character who dodges the attack usually continues the fight against the attacker, but the calculation results in them being considered many times faster.
- The speed used should be something concrete, like a stated speed or a demonstration of surpassing something like sound or light, for example. Arbitrary choices should not be used, as they may contradict the character's profile.
Maybe this?
Yes because the Speed Are Clear From Statement, Comparing Than Using Peak Human Speed for Punch its VagueSo. You can only use projectile speeds via dodging calcs like Naruto’s light fang? It HAS to be 100% stated so we can’t use peak human speeds now?
I disagree with this.The speed used should be something concrete, like a stated speed or a demonstration of surpassing something like sound or light, for example. Arbitrary choices should not be used, as they may contradict the character's profile.
Yes. They shouldn’t be calculated. There is nothing to calculate in the first place.are we just gonna ignore the feat then?
That’s totally different, it doesn’t contradict the profile and the value used to calculate the feat.I've seen CGMs agreeing with the usage if the character has subsonic rating
To put it simply, when the enemy's hand is about to hit our face, we will react slightly to avoid it, then when the enemy's hand has already passed our face, we will avoid it with a big reaction.I don’t quite understand what you said, could you rephrase?
Also this. You don’t need concrete values for everything. You don’t need to calc how much faster a character is compared to the other. You just scale the fastest one above the other.There are instances where the author wants to show speed differences between two characters.
Refer to this: https://vsbattles.com/threads/staff-thread-putting-standards-on-reactions-calculations.150868/To put it simply, when the enemy's hand is about to hit our face, we will react slightly to avoid it, then when the enemy's hand has already passed our face, we will avoid it with a big reaction.
I didn't find the answer to my question
Let's say there's this character who has supersonic+ rating in his profile, the rating comes from a calculation of dealing with a baseball.That’s totally different, it doesn’t contradict the profile and the value used to calculate the feat.
Let’s say:
Character A dodged an attack from Character B at close range. B is Massively Hypersonic+, then you use sub-sonic speeds for the calc.
You are: 1. Hiding calculations, you’re just using subsonic because you can’t use the true speed (calc stacking) 2. You’re contradicting the profile. The character is MHS or subsonic?
Feats like this should be completely discarded.
If it contradicts the rating on their profile, yeah.should peak human- superhuman speeds be unable here?
Then downgrade the character to the speed you’re using to calculate a feat. Why would you use something different from their profile?I think where they scale to without calcs should take the precedence here.
I checked and my question in this thread is irrelevant, as it talks about bullet speed, perception and even slightly alludes to dodging projectiles. But unfortunately my question makes more sense here, as it addresses human speedYour question is related to the OP of that thread.
So, what would you suggest to answer my question, should I make a thread or what?I mean if you don’t think your question is related to that thread then I don’t think you’ll get any answers from here.
I agreeA calc is supposed to be made for something like dodging a projectile, evading something, not dodging a punch or a kick from another character. You don’t have the speed, you’re assuming one. You’re basically making up a feat. There’s nothing to calculate when a character dodges another character’s attack. You just scale them above the other. It’s as simple as that.