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I have a problem that isn't even considered on this wiki, and it comes to perception calculations.
By the way can someone please add the Reactions and Perceptions to this or this? There's no reason why that shouldn't be considered.
When it comes to projectile dodging, we have a whole page when it comes to those calculations. But since we don't have that for reactions, we get outlandish calculations like this or this (yes I'm the one who calced the second one), where we see any distance a projectile is away from its victim and we just say "divide speed by distance to get timeframe, and that's their reactions".
CB (Character B) is capable of noticing the bullet as the bullet reaches 50 centimeters away from the gun.
The bullet moved 50 centimeters, or .5 meters, at 253 m/s before CB could notice that it even moved. 0.5 / 253 = 0.001976284585 seconds.
Supersonic Perception Time.
With that, CB has much more time to react and block/dodge/intercept the bullet.
Example of that would be the High Hypersonic+ result method of something like this.
CC (Character C) is capable of noticing the bullet as the bullet reaches 50 centimeters away from CC's face.
The bullet moved until it was 50 centimeters away from CC, or 9.5 meters, before CC could notice that it even moved. 9.5 / 253 = 0.0375494071 seconds.
Superhuman Perception Time.
With that, CB has much less time to react and block/dodge/intercept the bullet.
Example of that would be the Hypersonic result method of something like this..
My calculation utilizes someone who gets completely blitzed by light start to notice that the light is attacking them as the light is 0.022640504897002 meters away, and because of the lazy "distance / timeframe", I got results over 10x the speed of what they were reacting to, which makes no sense.
With things like bullet speed, using the flintlock from above, that means peak humans can perceive bullets as they've moved 3.289 meters, while regular humans can perceive things as they've moved 25.3 meters.
Even lightning moving 440,000 m/s. A peak human can react to lightning as it moves 5720 meters away. Why should we utilize the distance away that they start to react, not the distance the attack is away from them before they move.
The only time you should use the distance that the projectile was away from the character when he/she started to move is when it's a dodging feat and you need to ratio their distances for their combat speeds, not something like perception, saying that a lightning bolt managed to travel so much distance to where it was a meter away from your face before you could react, so then say 1/440000, or 2.27272727e-6 seconds, making your perception even superior than the time it too for the the bolt to travel distances it hasn't even travelled yet.
[ (Distance the projectile was away from the character when it was first fired in meters) - (Distance the projectile was away from the character when he/she started to move in meters) ] / (Speed of projectile in meters/second) = Perception Time of Character in seconds
By the way can someone please add the Reactions and Perceptions to this or this? There's no reason why that shouldn't be considered.
When it comes to projectile dodging, we have a whole page when it comes to those calculations. But since we don't have that for reactions, we get outlandish calculations like this or this (yes I'm the one who calced the second one), where we see any distance a projectile is away from its victim and we just say "divide speed by distance to get timeframe, and that's their reactions".
Examples
CA (Character A) fires 2 Flintlock Pistols at Character B and C, both of them shoots bullets moving at 253 m/s. CA is 10 meters away from CB and CC.CB (Character B) is capable of noticing the bullet as the bullet reaches 50 centimeters away from the gun.
The bullet moved 50 centimeters, or .5 meters, at 253 m/s before CB could notice that it even moved. 0.5 / 253 = 0.001976284585 seconds.
Supersonic Perception Time.
With that, CB has much more time to react and block/dodge/intercept the bullet.
Example of that would be the High Hypersonic+ result method of something like this.
CC (Character C) is capable of noticing the bullet as the bullet reaches 50 centimeters away from CC's face.
The bullet moved until it was 50 centimeters away from CC, or 9.5 meters, before CC could notice that it even moved. 9.5 / 253 = 0.0375494071 seconds.
Superhuman Perception Time.
With that, CB has much less time to react and block/dodge/intercept the bullet.
Example of that would be the Hypersonic result method of something like this..
Issue
What a lot of calculations are doing now is the CC example. Characters seem stagnant while projectiles like bullets, sound, lightning, and even light, manage to reach extremely far distances, then when it gets to their face they start to react, and instead of using the distance that the attack travelled to find perception, they use the distance that the attack hasn't even covered yet.My calculation utilizes someone who gets completely blitzed by light start to notice that the light is attacking them as the light is 0.022640504897002 meters away, and because of the lazy "distance / timeframe", I got results over 10x the speed of what they were reacting to, which makes no sense.
Counter to that
Things that we utilize like the average perception time says things like a peak human can perceive objects in 13/1000 of a second, or 0.013 seconds, while average humans can do so in 1/10, or 0.1 seconds.With things like bullet speed, using the flintlock from above, that means peak humans can perceive bullets as they've moved 3.289 meters, while regular humans can perceive things as they've moved 25.3 meters.
Even lightning moving 440,000 m/s. A peak human can react to lightning as it moves 5720 meters away. Why should we utilize the distance away that they start to react, not the distance the attack is away from them before they move.
The only time you should use the distance that the projectile was away from the character when he/she started to move is when it's a dodging feat and you need to ratio their distances for their combat speeds, not something like perception, saying that a lightning bolt managed to travel so much distance to where it was a meter away from your face before you could react, so then say 1/440000, or 2.27272727e-6 seconds, making your perception even superior than the time it too for the the bolt to travel distances it hasn't even travelled yet.
Formula
I propose a formula can be added to the Projectile Dodging Feats, maybe a subsection for dodging.[ (Distance the projectile was away from the character when it was first fired in meters) - (Distance the projectile was away from the character when he/she started to move in meters) ] / (Speed of projectile in meters/second) = Perception Time of Character in seconds
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