IdiosyncraticLawyer
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So what has been decided here so far?
Implement thisBy the way can someone please add the Reactions and Perceptions to this or this? There's no reason why that shouldn't be considered.
Adding this to the pageFormula
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
That is a form of tally. Anyway, then it should be fine to apply this change.Whaddya mean "tally?" Everyone who posted here agreed with the OP.
AlrightWe should work on updating our guidelines. I will talk with Tempest tomorrow when I wake up.
It can be worded far better, this is just a first draftWhen calculating the reaction speed of a character, the method utilized requires distance and speed components. The distance being the movement an object has when it is first in the perception of the character, and then the distance where the character starts to react. The speed can be something calculated or assumed, but preferably it should be a reliable statement stating how fast a projectile, object, or even another character is. To find perception time, you divide the distance (in meters) by the speed (in meters per second), and you will get the timeframe of the perceptions of the character.
Let's say we have Character A and Character BIt seems like this revision has likely been accepted then, but can somebody remind me what exactly that it is about please?
[ (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
projectile approaches while character is static, then when the projectile is upon them, they show the character moving fuckloads
@M3X_2.0Thank you for the explanation. That seems good to apply then.
Suggestions for improvement?When calculating the reaction speed of a character, the method utilized requires distance and speed components. The distance being the movement an object has when it is first in the perception of the character, and then the distance where the character starts to react. The speed can be something calculated or assumed, but preferably it should be a reliable statement stating how fast a projectile, object, or even another character is. To find perception time, you divide the distance (in meters) by the speed (in meters per second), and you will get the timeframe of the perceptions of the character.
@KingTempest @DarkDragonMedeus @Damage3245 @M3X_2.0 @IdiosyncraticLawyer @DMUA @Flashlight237 @KLOL506 @LephyrTheRevanchist @Therefir @Dalesean027 @Mr._BambuYeah we still have to apply this.
At work rn@KingTempest @DarkDragonMedeus @Damage3245 @M3X_2.0 @IdiosyncraticLawyer @DMUA @Flashlight237 @KLOL506 @LephyrTheRevanchist @Therefir @Dalesean027 @Mr._Bambu
Is somebody willing to apply what has been accepted here please?
KingTempest's text draft may also need to be further improved on.
Sounds goodWe should also add the formula:
[ (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
When calculating the reaction speed of a character, the method utilized requires distance and speed components. The distance being the movement an object has when it is first in the perception of the character, and then the distance where the character starts to react. The speed can be something calculated or assumed, but preferably it should be a reliable statement stating how fast a projectile, object, or even another character is. To find perception time, you divide the distance (in meters) by the speed (in meters per second), and you will get the timeframe of the perceptions of the character.
Use the following formula:
[ (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
This method should be used for feats where a character is slower than the projectile, but manages to react to it at close range distances.
@KLOL506 @Mr._Bambu What do you think?So is M3X's last draft text above fine to apply to the following page if I or somebody else here unlocks it for editing?
I think it's fine as isThis is the draft.
Suggestions for improvement?
When calculating the reaction speed of a character, the method utilized requires distance and speed components. The distance being the movement an object has when it is first in the perception of the character, and then the distance where the character starts to react. The speed can be something calculated or assumed, but preferably it should be a reliable statement stating how fast a projectile, object, or even another character is. To find perception time, you divide the distance (in meters) by the speed (in meters per second), and you will get the timeframe of the perceptions of the character.
Use the following formula:
[ (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
This method should be used for feats where a character is slower than the projectile, but manages to react to it at close range distances.
@KingTempest @Damage3245 @IdiosyncraticLawyer @Flashlight237 @LephyrTheRevanchist @Therefir @Dalesean027 @Mr._BambuSo is M3X's last draft text above fine to apply to the following page if I or somebody else here unlocks it for editing?
Reactions and Perceptions
In fiction, movement over long distances and movement over short distances - which can be dubbed "combat distances" - tend to be remarkably different for different characters, resulting in serious discrepancies when considering their overall speed. On this wiki, we therefore differentiate...vsbattles.fandom.com
It looks fineThank you for the evaluation help so far.
@KingTempest @Damage3245 @IdiosyncraticLawyer @Flashlight237 @LephyrTheRevanchist @Therefir @Dalesean027 @Mr._Bambu
What do you think?
By the way can someone please add the Reactions and Perceptions to this? There's no reason why that shouldn't be considered.
That seems mostly fine.Thank you for the evaluation help so far.
@KingTempest @Damage3245 @IdiosyncraticLawyer @Flashlight237 @LephyrTheRevanchist @Therefir @Dalesean027 @Mr._Bambu
What do you think?
(The highlighted part is the only change)When calculating the perception time of a character, the method utilized requires distance and speed components. The distance being the movement an object has when it is first in the perception of the character, and then the distance where the character starts to react. The speed can be something calculated or assumed, but preferably it should be a reliable statement stating how fast a projectile, object, or even another character is. To find perception time, you divide the distance (in meters) by the speed (in meters per second), and you will get the timeframe of the perceptions of the character.
Use the following formula:
[ (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
This method should be used for feats where a character is slower than the projectile, but manages to react to it at close range distances.
Thank you. Now we can add the revised draft to the Reactions page.That seems mostly fine.
However, it starts with reaction speed and then explains perception time. For clarity sake, it might be preferable to make a clearer distinction between the two.
The simplest edit in that direction would be to simply say:
(The highlighted part is the only change)