Broadly speaking, I think these terms are too lenient. When looking for a default standard, I would think we would first want to see what's up with reality or the closest analogue. This is talking about magic, which doesn't exist, so there's not really a version of that there, but what we do have is all sorts of systems of energy transfer, and oh boy does that not match up with this. I really don't like the idea of using energy cost as a method of scaling if we're going to make the real life comparison, because that just eliminates the entire idea of different usages of energy having different amounts of efficiency, which is just ridiculous. There's the obvious things, like how it'll take a lot less energy to kill a person using electricity than it will with something like blunt force because electricity can interfere with nerves easily, or how it may be easier to destroy an object with heat than force if it has a low specific heat or much harder if the specific heat is higher, or so on. Tiering a character based on how much energy they use up to do something is rather misleading, because that isn't necessarily the quantity that actually impacts the world. If I'm a terrible electrician and I make a very inefficient circuit and I hook it up to a reader, that reader isn't going to give the "tier" of what I put into it, because a lot more things than that impact output. If we're going to try and equate something to reality, we shouldn't make the default assumption that a difference in efficiency of radically different processes cannot be in effect, because that would be denying reality itself.
From what I understand you seem to be imposing energy conservation principles from irl physics onto energy systems in supernatural setting.
I have no idea how you came up with this idea, but it's so skewed and bizzare.
Energy conversion in fiction isn't something as complex as solar-electric or hydroelectric , or wind-electric etc kinds of conversion in real life. Irl conversions need great researches to even begin calculating their efficiency.
Hell even something relatively simple as two pulley systems or 2 block systems need demanding brain power and time to calculate basic KE-PE energy conversions, and that's for ideal systems.. the moment you start introducing mass of components, frictions between contact surfaces, bizarre angles of contact and orientation, even these simple problems become a headache for a average engineering student.
Then when you get into complex machines systems with various types and numbers of components of differing materials, substances and energy types etc.. and then it becomes some next level stuff, basically something that would require an army of scientists and engineers irl to even start analyzing such problems, involving concepts such as thermochemistry/dynamics, all mechanical, electrical, material sciences etc, stuff that's enough to turn a sane man into a mental patient.
Why do you expect game designers, mangakas, screenplay writers and comic artists to behold to this? 99.9% of those peeps don't even know such harsh realities of studying for engineering i.e existence of such phenomenon and factors in real life. Why would you expect some simple energy system created by for simple stuff like " hahaha magic spell go
" to take into account such factors?
Friction, heat dissipation etc only applies to real life. In fiction overall AP/DC/SS are same as input magic.
And about input=/=output on factors of nature of victims is also completely unnecessary. Like we don't really care if paper is easier to incinerate compared to metal or electric flows smoother inside super-conductors.
Just because electric spell can kill a human easily via nervous attack compared to fire ball incinerating a human body, shouldn't mean that we start seperating both of their AP if they both had similar input magic. If we start doing that it's just nitpicking.
I do realise not every nature of magic is same.
For example I spent 50 MP on a fire spell and 50 MP on a petrification or a time spell, it doesn't mean they all have same AP, hell cuz AP wouldn't even apply to petrification or time spell. But we have to trust members and average Joe to understand situations and context on their own. We have intuitive sense of how to evaluate such cases, we don't mistake haxxy stuff with AP. We don't need to nitpick it for them on this CRT or on the page. That's more harm than good. A lot of harm that will just frustrate the people to just throw up their hands and stop giving shit of something so convoluted for something as simple as a fireball spell.
Of course, maybe you don't agree with the idea of trying to get some sort of "closest to reality" sort of standard for a baseline, in which case I'd say that I'm not even really sure that this holds true over media. Now, full disclosure, I don't really care about anime. It's entirely possible that this sort of perfect equivalence is super common in anime and I just don't know about it. Feel free to bring it up, I'm just admitting a blind spot here. As far as I'm aware, the places you most commonly see these explicit resource costs in are games, both of the tabletop and video variety, and I don't think this idea of everything having the same efficiency really exists.
From a gameplay perspective, I'd say it ends up going against what seem to be widespread game design philosophies. Avoiding straight upgrades often seems to be a priority in game design, which seems to result in high cost stuff often being less efficient in terms of a cost to damage ratio, or higher cost stuff having that higher cost due to effects which are more esoteric. It's also a way to make upgrades more exciting than just bigger number, and keep difficulty throughout the game by not just having options that are objectively superior to others. I can't really think of anything where the only variation you have in a system like this is just straight power, and especially not one that has some sort of linear scaling between input and output. Games tend to add complexity as things move forwards, and that is not something that one does just by adding a few zeroes at the end of every number all the way through. Furthermore, efficiency itself is often of consideration for these sorts of things, and that doesn't really work if everything with the same input must have a similar output. This idea of just pretending that different applications of energy cannot be of different efficiency levels and that this is apparently widespread in media is a rather far out one, especially when the page isn't even really going to elaborate on how this is supposedly common enough to be elevated to a standard similar to the restrictions on calculations that would work with real life physics but don't work
A simple phrase:- gameplay may not reflect reality/lore of a verse accurately.
For example in God of War, your weapons and magic become stronger and/or quirkier with each upgrade, you may even be able further charge said attacks during combat, it does give a good indication of power increase w.r.t to weapon upgrade cost and magic consumption, but I wouldn't literally try to use those gameplay statistics and apply directly over into lore.
Only basic things I need to know are :-
1)if I charge/upgrade an attack it gives more boom generally(for example Zeus Bolt in GoW1),
2) while in other cases it may have other extra effects alongside bigger boom(one example is Cronos Rage upgrade has more range, time duration, damage, extra arks/beams, multihit and explosion at end)
3) In rare cases of pure hax like petrification or time magic it's got nothing to do with damage, so upgrades/charge don't even change those values, cuz they don't exist.
All this is even tho everything is upgraded from red orbs and all attacks use more magic for charges, no matter what gameplay would have you believe orbs as they are shown in gameplay don't exist in lore, let alone red orbs ; its just symbolic of Kratos being able to absorb powers/magic/life to become more stronger/faster/haxxed and heal/refill magic. Gameplay shows different bars of magics but in lore is just a single general pool of magic.
Basically stuff in verse is more simpler than gameplay would have you believe.
While I may now jackshit about Tabletop RPG games, I can bet they follow same logic despite all those guides and rulebooks or info cards would have you believe. I
doubt all those specific numbers and decimals for each and every effect of each and every attacks of which probably exist a thousands, actually one to one apply to real lore of games. Its more indicative and thus mainly useful for observing a general trend and pattern of various phenomenon of power systems.
We've gone over how I dislike the limited criteria, so no point in retreading that.
This bit about needing to prove that things scale to one another is weird to include. It's something I agree with, but it's also something that I feel works a lot better as an argument against this sort of thing. If you've already got proof that someone's weird stuff scales to their punching power or whatever, then I'm not sure exactly what sort of purpose it serves to try and invent some explanation outside the work itself. It's also weird because this sort of proof wasn't required on the previous level, so what about this one in particular suddenly necessitates the elevated standard?
The second sentence doesn't really seem all that related to the first part, to be honest. I'm not sure how simply using a similar power source would immediately serve as proof of very different things being of comparable levels, especially when the whole point of having a source is that it's a repository that you'll take what you need from as opposed to just dumping the whole thing at once. Even if we are to assume that they just share the criteria from the limited energy systems and that the Wokbros got too cocky, it doesn't even seem to meet them. This just mentions needing to have the same highest order source and not even needing similar amounts of input. It seems inconsistent with itself. You get the same problem as the first one did too with the whole "not every use of a similar source is the same" but I'm not going to go through that again.
TL;DR
Mostly similar issues to Limited Energy Systems, seems a little redundant with the whole "in order to be proven to scale, you must have proof you scale," doesn't even really outline what this proof should look like which is the only real point I could see to something like that, also seems inconsistent with itself, site precedent, and reality on how power sources work.
Most of what i said above applies here too. Also there's also another factor of magical potency or saying simply quality or nature.
20 MP of magic X maybe more potent then say 20 MP of magic Y, thus making hax powered by Magic X have more potency or resistance negation or range or duration or AoE or speed or any number of extra effects or all of them at same time.
But we already account for that in actual verse CRTs, since each verse and inside verse energy relations are unique.
On this page we are mostly reminding or educating regualar joe to be wary and mindful of such phenomenon while evaluating their favorite media.
On specifics of how to detect and evaluate such stuff is something each verse and CRT has to do for themselves. We can't handhold them with a general page for all, its impossible.
To summarize the overall points, I don't think that these standards match up with either the real world or fictional trends on a widespread enough scale that they should be assumed to be the default rather than just proven on an individual level. I believe this attempt at standardizing something incredibly nonstandard and universe specific is ultimately fruitless at best, and misleading at worst. I think what would be much more useful would be just outlining what sort of things can serve as proof of scaling rather than trying to force everything into some specific system, and to also not assume that there is never any variance in efficiency and that input is the literal only factor determining output.
That is missing the entire point of page. It doesn't exist to standardize anything at all.
Its sole purpose is :-
To remind or educate on how to detect and analyse various energy types you may encounter in various fictions via some starter pack of ideas or commonly appearing tropes accross popular fictions.
Its nothing but a guide for help, not a rulebook to adhere to.
As for input/output/efficiency, such an elaboration isn't needed on page. Because we can handle it on CRTs, due to being a very case to case basis thing.... like such stuff you have to evaluate extensively on a singular character level even in a verse which has only single and simple energy system. Because such factors are more determined by personality, circumstances and story of a character.