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[Staff Thread] Putting Standards on Reactions Calculations

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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.
Implement this

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
Adding this to the page
 
Which staff members think that we should do what here exactly summarised into a tally?
 
I do not mind, but we still need a tally for which staff members (including calc group members) that think what here first.
 
We should work on updating our guidelines. I will talk with Tempest tomorrow when I wake up.
Alright
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.
It can be worded far better, this is just a first draft
 
It seems like this revision has likely been accepted then, but can somebody remind me what exactly that it is about please?
 
It seems like this revision has likely been accepted then, but can somebody remind me what exactly that it is about please?
Let's say we have Character A and Character B

CA fires a bullet at CB, but CB only starts reacting when the bullet is at close range and then he moved a few meters away.

With our current standards, it means that CB is far, far faster than the bullet, despite that not being the case.

An example would be the first calc the OP linked. Yuji says he has some difficulty dodging Piercing Blood, an attack that goes at the speed of sound. He still dodges it anyway, at point blank range.

The calc has the distance being 0.0889m, and a timeframe of 0.0002614 seconds with Hypersonic speeds. That's incorrect, right? Since narratively he doesn't have this speed. Alternatively, we're changing it to the formula below

[ (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

It would help us to accurately calculate the true reaction of these characters that only start to react when the projectile is close enough. It's basically what Bambu said:

projectile approaches while character is static, then when the projectile is upon them, they show the character moving fuckloads
 
Thank you for the explanation. That seems good to apply then.
 
This is the draft.
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.
Suggestions for improvement?
 
We 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
 
@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.

At work rn
We 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
Sounds good
 
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.
 
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?

 
Okay. Thank you for the evaluation help. 🙏
 
Thank you for the evaluation help so far. 🙏
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.
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?

@KingTempest @Damage3245 @IdiosyncraticLawyer @Flashlight237 @LephyrTheRevanchist @Therefir @Dalesean027 @Mr._Bambu

What do you think?
 
Thank you for helping out. 🙏
 
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:
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.
(The highlighted part is the only change)
 
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)
Thank you. Now we can add the revised draft to the Reactions page.
 
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