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Mash Calculation Stacking

Well considering its Meters per Second, I got Sub-Rel+ results?
That's for just the distance/time method, it doesn't use the Slow-mo calculator like it should.

Lemme do the math.

37.16 meter per set. 3 ends. 20K, 45K, 65K.

Low-end: 37.16 * 20000= 743200 meters moved

Mid-end: 37.16 * 45000= 1672200 m moved

High-end: 37.16 * 65000= 2415400 m moved.

Now, Subsonic timeframe movement, so 0.0292 seconds. We need this for our Person Apparent speed. We ain't done.

Low-end: 743200/0.0292= 25452054.7945 m/s apparent speed

Mid-end: 1672200/0.0292= 57267123.2877 m/s apparent speed

High-end: 2415400/0.0292= 82719178.0822 m/s apparent speed

We ain't done. We gon' dump this into the slow-mo formula now.

(Object's true speed/Object's apparent speed) * Person's Apparent speed = Person's true speed

Object being the water jet.

Object's true speed: At least 34.3 m/s because of it acting out like a high-pressure water jet smashing through rock

Object's apparent speed: 1.45288 m/s walking speed based on the 2.5-4 mph average)

Low-end: (34.3 / 1.45288) * 25452054.7945= 600879273.891 m/s or 2x FTL (FTL)

Mid-end: (34.3 / 1.45288) * 57267123.2877= 1351978366.26 m/s or 4.51x FTL (FTL)

High-end: (34.3 / 1.45288) * 82719178.0822= 1952857640.15 m/s or 6.514032x FTL (FTL)
 
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You can stack an assumed timeframe and apparent speed like that?

That seems very strange. You're assuming the timeframe in which a character moved, and then stacking that with a speed comparison. It feels like you should only be making one of those assumptions.
 
You can stack an assumed timeframe and apparent speed like that?
For this case and the formula, aye, it's allowed. Not that much different than calculating the speed of an object based on how many pixels it moved in dilated timeframe, to then use it in the slow-mo formula. It's been used and accepted for ages now. Even here we were discussing which thickness to use for the whole "how many pixels moved" argument for comic based stuff. And the entire "how many pixels were moved in that dilated timeframe" scenario for games and movies (But this one will require you to have some taxing PC horsepower and plenty of hard-drive space for maximum accuracy if you want to view new movies in top notch quality and non-blurry screenshots).

That seems very strange. You're assuming the timeframe in which a character moved,
Based on the afterimages being made. Since we assume Subsonic as being the "afterimage speed" in most cases.

and then stacking that with a speed comparison. It feels like you should only be making one of those assumptions.
Nah, in this formula, you can use both at once.
 
Ah, because it's like, even in a reference frame where the water is frozen he's creating afterimages? I can sorta see that.
 
That's for just the distance/time method, it doesn't use the Slow-mo calculator like it should.

Lemme do the math.

37.16 meter per set. 3 ends. 20K, 45K, 65K.

Low-end: 37.16 * 20000= 743200 meters moved

Mid-end: 37.16 * 45000= 1672200 m moved

High-end: 37.16 * 65000= 2415400 m moved.

Now, Subsonic timeframe movement, so 0.0292 seconds. We need this for our Person Apparent speed. We ain't done.

Low-end: 743200/0.0292= 25452054.7945 m/s apparent speed

Mid-end: 1672200/0.0292= 57267123.2877 m/s apparent speed

High-end: 2415400/0.0292= 82719178.0822 m/s apparent speed

We ain't done. We gon' dump this into the slow-mo formula now.

(Object's true speed/Object's apparent speed) * Person's Apparent speed = Person's true speed

Object being the water jet.

Object's true speed: At least 34.3 m/s because of it acting out like a high-pressure water jet smashing through rock

Object's apparent speed: 1.45288 m/s walking speed based on the 2.5-4 mph average)

Low-end: (34.3 * 1.45288) * 25452054.7945= 1268372200.99 m/s or 4.23083425597718x FTL (FTL)

Mid-end: (34.3 * 1.45288) * 57267123.2877= 2853837452.22 m/s or 9.519377075923638x FTL (FTL)

High-end: (34.3 * 1.45288) * 82719178.0822= 4122209653.21 m/s or 13.75021133190082x FTL (FTL+)
So it's still FTL huh, that's some good shit.
 
That's for just the distance/time method, it doesn't use the Slow-mo calculator like it should.

Lemme do the math.

37.16 meter per set. 3 ends. 20K, 45K, 65K.

Low-end: 37.16 * 20000= 743200 meters moved

Mid-end: 37.16 * 45000= 1672200 m moved

High-end: 37.16 * 65000= 2415400 m moved.

Now, Subsonic timeframe movement, so 0.0292 seconds. We need this for our Person Apparent speed. We ain't done.

Low-end: 743200/0.0292= 25452054.7945 m/s apparent speed

Mid-end: 1672200/0.0292= 57267123.2877 m/s apparent speed

High-end: 2415400/0.0292= 82719178.0822 m/s apparent speed

We ain't done. We gon' dump this into the slow-mo formula now.

(Object's true speed/Object's apparent speed) * Person's Apparent speed = Person's true speed

Object being the water jet.

Object's true speed: At least 34.3 m/s because of it acting out like a high-pressure water jet smashing through rock

Object's apparent speed: 1.45288 m/s walking speed based on the 2.5-4 mph average)

Low-end: (34.3 * 1.45288) * 25452054.7945= 1268372200.99 m/s or 4.23083425597718x FTL (FTL)

Mid-end: (34.3 * 1.45288) * 57267123.2877= 2853837452.22 m/s or 9.519377075923638x FTL (FTL)

High-end: (34.3 * 1.45288) * 82719178.0822= 4122209653.21 m/s or 13.75021133190082x FTL (FTL+)
Yeah this is wouldn't have a different with the end result of mine.
 
Why are we still here, just to suffer

We got a canon height for Domina now, is it so hard to pixel scale Poseidon right by Domina, than angsize with the bucket brigade shot?
 
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