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Does Calc stacking apply to weapons and bombs?

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Got a scenario. A person survives an explosion from a missile. Problem is, we can't see just how big the explosion is.

But, the same type of missile is used in another instance and this time we get a clear view of how big the explosion is.

Can I calculate the blast from the second explosion and use it for the first guy or is that calc stacking?
I stress they're the same missile type. Like they're all laid out right next to each other on the same launch platform to be fired..
 
I don't think so at least based on what you outlined, If both explosions are caused by the same type of missile, it is reasonable to assume that they have the same or very similar explosive yield. The consistency of the weapon type would mean the explosion should, in theory, produce similar results each time except for possible varying factors like environmental differences.

You can wait for a mod or an admin reply tho.
 
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In this scenario, since the missiles are confirmed to be of the same type and are launched under similar conditions (from the same platform, etc.), it would be reasonable to assume that they produce explosions of similar magnitude. This isn't considered "calc stacking" because you're not deriving information from unrelated calculations, but rather using the same evidence across two instances of the same event (i.e., the explosion of identical missiles).
Got a scenario. A person survives an explosion from a missile. Problem is, we can't see just how big the explosion is.

But, the same type of missile is used in another instance and this time we get a clear view of how big the explosion is.

Can I calculate the blast from the second explosion and use it for the first guy or is that calc stacking?
I stress they're the same missile type. Like they're all laid out right next to each other on the same launch platform to be fired..
 
Usually yes, especially melee weapons. But using the muzzle velocity of a bullet and the mass of the bullet could be used to calculate KE. But we do not assume some random AP multipliers just because a explosive did exactly X times more destruction than a character's punch or energy blast did.
 
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