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I have found three calcs (One, Two, Three), two of which are accepted, that involve dividing the energy of KE by the length of a character's arm to get force.
I see no reason for this to be valid. The third of these provided no explanation for it when @Dark-Carioca asked, with @Ugarik accepting it without elaboration. In the second one, @Aguywhodoesthings asked what was up, but when the third one was posted, they seemingly assumed that it was okay. And the first one has me questioning it.
I have reason to suspect that this is an invalid method.
KE = 1/2 * m* v^2
That can be rearranged to KE = (m * d^2)/(2 * t^2), where d is distance and t is time.
F = ma
That can be rearranged to F = (m * d)/(t^2)
While dividing KE by distance gets you close to force, it doesn't quite get you there; the value would be half as large as it should be.
More glaringly the distance needs to be the same as the distance traveled, the length of the character's arm has absolutely no place being here.
When I took a feat derived like the three above and directly applied F = ma, I got a result 8.15x lower. When I took a feat derived like the three above, and instead of using the corresponding character's arm, used the distance traveled, I got a result half of the one found with F = ma. This seems to clearly be the more correct way to derive it; divide KE by distance traveled, and multiply by two.
However, I remember @DontTalkDT having issues in the past with people just rearranging equations to get the right units without properly accounting for what's happening, so this "more correct" method may not necessarily be something we should use.
I would appreciate input on all of this. I currently feel certain that the feats above should not be accepted as-is, but aren't sure whether they're fixable in this way or not. Getting LS from KE may be something we don't want to do. I don't strongly care either way tho.
I see no reason for this to be valid. The third of these provided no explanation for it when @Dark-Carioca asked, with @Ugarik accepting it without elaboration. In the second one, @Aguywhodoesthings asked what was up, but when the third one was posted, they seemingly assumed that it was okay. And the first one has me questioning it.
I have reason to suspect that this is an invalid method.
KE = 1/2 * m* v^2
That can be rearranged to KE = (m * d^2)/(2 * t^2), where d is distance and t is time.
F = ma
That can be rearranged to F = (m * d)/(t^2)
While dividing KE by distance gets you close to force, it doesn't quite get you there; the value would be half as large as it should be.
More glaringly the distance needs to be the same as the distance traveled, the length of the character's arm has absolutely no place being here.
When I took a feat derived like the three above and directly applied F = ma, I got a result 8.15x lower. When I took a feat derived like the three above, and instead of using the corresponding character's arm, used the distance traveled, I got a result half of the one found with F = ma. This seems to clearly be the more correct way to derive it; divide KE by distance traveled, and multiply by two.
However, I remember @DontTalkDT having issues in the past with people just rearranging equations to get the right units without properly accounting for what's happening, so this "more correct" method may not necessarily be something we should use.
I would appreciate input on all of this. I currently feel certain that the feats above should not be accepted as-is, but aren't sure whether they're fixable in this way or not. Getting LS from KE may be something we don't want to do. I don't strongly care either way tho.
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