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Shockwave Calcs

i think bambu's assessment is reasonable
if it does literally nothing to anything in it's radius that it should, toss it out
if you can reasonably assume it has potency and just doesn't actually have anything to hit, 0.15 psi is a safe assumption
because Fiction™ it's hard to apply any one blanket rule but we can probably use discretion
 
Yep. My thoughts line up with Mr. Bambu’s assessment.
 
Alright, four agrees, time to write out the draft.

@DontTalkDT @Damage3245 @Wokistan

If no-one else has a better suggestion, I'll propose this gets placed on the Explosion Yield Calculations page, as a sub-header at the bottom of "Step 3: Finding the Yield of said Explosion"

Shockwaves​

Occasionally characters create shockwaves while fighting or moving. When these occur on a flat surface in an Earth-like environment, the ground-based explosion formula from above can be used. If we have information on how damaging these are at a certain distance away from the origin, we should use the appropriate pressure value from the table below, including treating it as a non-feat if nearby ordinary glass remains undisturbed. Keep in mind that a shockwave which fragments glass from hundreds of meters away should still damage concrete right next to the explosion, and a lack of such effects could discredit the calculation. In addition a shockwave could be assumed to have a value of at least 0.15 psi at the point where it dissipates. All of these factors should be weighed on a case-by-case basis, along with how consistently and prominently they're highlighted by the work itself, to determine which value, if any, to give for a particular feat.
 
That sounds ok.
 
Anyone else have thoughts on this draft?
 
Bump?!?
 
**** it, why not?
 
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