Speed/Reaction

This page is for finding and scaling for speed of any means and types.

## Summary

This page talks about speed of any category for battle, such as **Attack Speed**, **Combat Speed**, **Perception Speed**, **Reaction Speed**, **Travel Speed**, and **Flight Speed**. The term "**Speed**" normally refers to **Combat Speed**.

* **Attack Speed** is normally the speed of which an attack travels.
* **Combat Speed** of which a character themselves can fight moving and matching blows with their enemies.
* **Perception Speed** of which a character only could perceive the attack/movement speed but not able to move to **React** to it.
	+ Perception Speed would fall under some ability speeds which they use with their mind or awareness that are independent of physical movement (ex. Gaara (Naruto))
* **Reaction Speed** is a character's perception of an attack and can maneuver out of the way or intercept, or block through physical means.
* **Technique Speed** is where a user's ability to move a certain distance or cover a certain area in measurable amount of time.
* **Travel Speed** is which a character's actual speed for movement along a surface.
* **Swimming Speed** is which a character can swim in a body of water or matter.
* **Flight Speed** is the speed of which a character can fly to a distance.

This can be achieved even by jumping or leaping as well

## Other Terms

* **Immobile** (Is where the Character/Unit/Vehicle in question is unable to moved physically from one spot to another and/or unable to maneuver to dodge certain attacks that are coming at them for any accurate fact and/or logical reason.)
	+ **Unknown** (Is where the Character/Unit/Vehicle in question are able to move before but for whatever reason in whatever showings, they still do not move from one location to another, this maybe the case for some characters in video games via Game Mechanics)
* **Infinite Speed** (Able to move indefinitely while time literally stands still, or to travel anywhere instantly. Regular Teleportation does not count as it bends time and space to not occupy any space.)
	+ In some cases, Planck Time (5.39e-44 sec) is the lowest minimum length of time with light in a vacuum traveling one Planck Length (1.61e-35 m) which would be considered instant by some standards.
	+ This would be akin to High End pseudo-teleportation via with specific means, as long as it doesn't bypass obstacles, physical or magical, and must have a value of "0" time.
* **Immeasurable** (Is were time becomes irrelevant to the feat became time is essential for any speed calculation, or moves beyond linear time, which removes the meaning of the calculation of **velocity = distance / time**.
	+ This means that that not simply having infinite distance would be enough, even if it is simply crossing timelines/universes/realities, as those constitute some sort of spatial dimensions, unless details involve both influencing time dimensions and how it relates to speed as well as constituting time travel to past or future.
* **Irrelevant** (Characters beyond, and qualitatively superior to, the concepts of dimensions of time and space themselves.)
* **Nigh-Omnipresent** (A version of the state of being where one can be in all places at once in a given area)
* **Omnipresent** (This is technically a state of being, to be in all places at once, rather than a speed, but has consequences for combat similar to that of a speed statistic. For practical comparisons, each case requires more detailed consideration.)

## Reaction Speeds

You can use this by finding the initial speed of an attack, and the distance it travels and then plug it into this equation, (meters in distance /(reaction speeds below)) "if character does not move and just dodged or blocked" or use this for character movement to dodge a moving projectile from the following steps:

For Perception, it is usually done like this

1. finding the distance of the incoming attack (**meters**)
2. divide that by the speed of said object (**meters per second or m/s**).
3. then you will get the reaction time (**seconds**).

To find the reaction speed of said character and/or the combat speed:

1. Find the distance the attack covered.
2. Find the distance the character/other attack covered.
3. Find the ratio between the distance the character covered and the bullet covered. Multiply this ratio by the speed of first attack.

(Distance the character moved (m))
×
(Speed of attacks (m/s))

Distance the attack was away at the point character started moving (m)

=
Speed of character (m/s)

{\displaystyle \tfrac{\text{(Distance the character moved (m))} \times \text{(Speed of attacks (m/s))}}{ \text{Distance the attack was away at the point character started moving (m)}} = \text{Speed of character (m/s)}}

* or uses this = (Character/Attack intercepts distance (meters) / Attack (meters)) \* Speed of attack (m/s) = character/combat speed (m/s)
* And for combat speed (m/s) would be finding the total distance (meters) a person moved either their entire body (or the distance covered and multiply by the number of times moved for total distance), swinging their arm, etc. and then divide by time (seconds) after dividing the distance traveled (meters) by the attack speed of the enemy (m/s).

Usually, (reaction time = distance the character was from the thing they were reacting to when they first reacted / speed of the thing the character is reacting to. For example, if a character reacted to a projectile moving at 100 meters/second when it was 1 meter away from them, their reaction time would be 1/100, or 0.01 seconds) *seconds time = (meters distance / m/s speed)* In this case, the reaction speeds below are dependent on Perception speeds from m/s and we divide them by 1 meter to get the standard reactions below:

* **Normal Human perception**: 0.3-0.129 seconds
* **Athletic Human perception**: 0.129-0.102 seconds
* **Peak Human perception**: 0.102-0.08 seconds
* **Superhuman perception**: 0.08-0.0291 seconds
* **Subsonic perception**: 0.0291-0.00583 seconds (*average arrow speed and sword swinging*)
* **Subsonic+ perception**: 0.00583-0.0032 seconds
* **Transonic perception**: 0.0032-0.00265 seconds
* **Supersonic perception**: 0.00265-0.00117 seconds (*bullet timing*)
* **Supersonic+ perception**: 0.00117-0.00058 seconds (*Sniper Bullet Speed*)
* **Hypersonic perception**: 0.00058-0.000294 seconds
* **Hypersonic+ perception**: 0.000294-0.000117 seconds
* **High Hypersonic perception**: 0.000117-0.0000588 seconds
* **High Hypersonic+ perception**: 0.0000588-0.0000294 seconds
* **Massively Hypersonic perception**: 0.0000294-0.00000294 seconds (*average Lightning Speed, lightning speed can vary from 1.0-14e+5 m/s*)
* **Massively Hypersonic+ perception**: 0.00000294-0.0000003336 seconds
* **Sub-Relativistic perception**: 0.0000003336-0.0000000667 seconds
* **Sub-Relativistic+ perception**: 0.0000000667-0.00000003336 seconds
* **Relativistic perception**: 0.00000003336-0.00000000667 seconds (*Return stroke Lightning Bolt*)
* **Relativistic+ perception**: 0.00000000667-0.000000003336 seconds
* **Speed of Light perception**: 0.000000003336 seconds
* **FTL perception**: 0.000000003336-0.0000000003336 seconds
* **FTL+ perception**: 0.0000000003336-0.00000000003336 seconds
* **Massively FTL perception**: 0.00000000003336-0.000000000003336 seconds
* **Massively FTL+ perception**: anything less than 0.000000000003336 seconds

For simultaneous multiple projectiles, find how many projectiles are fired at the character in one frame, and once you get the perception/reaction time from the formula above, divide it further by the number of total projectiles.

And to get the combat speed, you can check the distance the character covered to intercept the incoming attacks and divide by the time from the perception/reaction time above.

## NOTE

* **Human Eye speeds** usually are capable of regestering things at 20 fps (frames per second), or things moving at 550 mph at close range, this is usually accepted at around subsonic speeds.
* It is important to note that **Instant** usually means "Infinitesimal time" or in a moment, this is usually vague as it can refer to some sort of narrative term for being so fast, however, it can be utilized in calculations as:
	+ a value for said series measurable speed or reaction time stat.
	+ a speed or time mentioned for reference in verse.
* Perspective of measurement of reaction time:
	+ 1 Millisecond = .001 second or 1e-3
	+ 1 Microsecond = .000001 second or 1e-6
	+ 1 Nanosecond = .000000001 second or 1e-9
* Here is the Standard Calculation for both Speed and Reaction.
* Here is the Velocity Calculator with Starting + Final Velocity with Gravitational Acceleration.
* Usually the terms **Agility** and **Speed/Velocity** may blend together at times, but there is a difference between them:
	+ **Velocity**: The ability to move from one point to another as fast as possible, which would be common for running/walking/flying/attack speeds.
	+ **Agility**: The ability to accelerate, decelerate, stability, and change direction, which would involve jumping, sprinting, lipping, launching, etc..
		- With this, Acceleration (*The change in velocity*) would be applied to a calculation for velocity which is Acceleration (m/s²) \* Time (seconds) to found the velocity (m/s)
			* The standard calculation is for Acceleration is the **(Starting Velocity (m/s) + Final Velocity (m/s)) / Time elapsed (seconds)**. Uniformed Acceleration is the constant rate of change to velocity, which the acceleration is Zero (*which would be a straight slope on a graph*).
				+ **Starting Velocity**: the velocity of the object before the effect of acceleration which causes the change.
				+ **Final Velocity**: the Velocity attained by a body after completing or reaching certain distance or a given or certain period of time.
* Another method to reaction speed would be a person's perception to movements in frequency
	+ frequency is the rate at which something repeats over and over within a given time frame.
		- and example would be a person's APM (**Actions per Minute**) which 1 **RPM** (Round per Minutes) = 1 **APM** = .02 **Hertz**, and 1 **Hertz** = 60 **RPM**
			* When you find the former and find the estimated distance (**Meters**), you can divide the two to get the set speed (**Meters per Minute**) for reaction. Or simply divide rounds per second by meter to get meters.
* The speed of combustion from detonation would be between 1 m/s to 350 m/s.
* **This is the peak Reaction Time of the peak human mental condition which is** .2-.08 sec
* to calculate the slow motion of certain feats
	+ First calculate the initial speed, distance and time of the feat in normal time.
	+ Then when in slow motion moment, calculate the distance displacement between two moments.
	+ then do the usual calculation of time, speed and distance.
* For **Perceptual Speed** is where the target mentally perceives the attack speed but fails to move or take any form of action that would require physical effort to react.
* Depending on the feat, Reaction timing could be considered **Aim Dodging** if the following are applied:
	+ the targeted person has a second or more to be aware they are targeted before the shooter fires their projectile at them and either dodges before being shot at or the shooter needs to charge up their weapon/attack.
	+ the attack is linear or predictable which would afford the target time to think and/or prepare ahead of time and focus on the source before fired at.
	+ the attack takes time to charge or the person is in a controlled environment and has prior knowledge as to when the attack is coming.
	+ sometimes if the person dodges an attack from a shooter in an uncontrolled environment such as a compromised position, waking up without time to think, purely last second action, that would likely be considered reaction timing.
	+ If the person has special abilities that senses things that are about to happen or precognition that prepares them ahead of time.
* Here is a blog that talks about the inter-relationship between the use of reflex and reaction timing, along with vehicular speed feats.
* The travel speed at which a character or object can move by running, or through spaces by similar means that do not involve flight or teleportation.
* The Flight speed at which a character or object flies a certain distance, like going from the earth to the sun for example.
* If a person is able to outpace a projectile or another person, projectile dodging can be used as well, however instead of using Projectile-to-person distance, you would use the following:
	+ (Distance moved by character x Projectile Velocity) / Distance Moved by Projectile from Muzzle
	+ Example: (1.5 meters *of a person moved back from bullet* \* 416.67 m/s *of bullet*) / 0.3048 meter *distance of muzzle from the person's face* = 2050.54133858 m/s

* High flight speed logically requires similar reaction speed in order to maneuver when approaching different objects or locations.
	+ As such, we have generally assumed that the characters' regular reaction or combat speeds are roughly equivalent to their flight speeds, unless this is clearly contradicted.

* 1 knot = 0.514444 m/s = 1.15078 mph = 1.499e-3 mach = 1.716e-9 Light Speed
* 1 Klick= 1 km
* 1 km/s = 1000 m/s = 2236.94 mph = 2.91545 mach = 3.33564e-6 Light Speed
* For speeds such as **Infinite and Immeasurable** , A way of determining those feats/stats (particularly the former) is through a way of movement through spaces that are considered "*Timeless*" or without time. Because time does not exists or has effect means that anything that happens would happen instantaneously, because the value of time would be "0". But it should be noted to be timeless by either people who had experience or knowledgeable or show characteristics of being timeless, that would be considered **Infinite** speed. Or if characters move into said timeless space, after spending time there and moving out where time outside did not move or change in the slightest, where quotes are made about "*Just left*" or "*Just now*" where it happened in a moment, nothing must be mentioned that time has passed since then. Another means of determining Infinite or immeasurable Speed is following how the term **Eternity** is applied to a given feat within a specific verse as it is excepted from the laws of time and considered timeless, without beginning or end.
	+ For **Immeasurable**, it spaces would act in ways that are beyond the linear flow of time, meaning that time is not consistent with realspace time, a way of verifying if the verse's character would have this is if there is a there are concrete evidence the marks a distinction of Linear time, indicating a space with non-linear time.
	+ Another way for Immeasurable speeds to be valid is if the character can actually move between past and future without any time travel technique.
	+ Also, as for **Time Stop**, if a person moves in Stopped time without any form of Time *immunity/resistance* or any form of *Hax**,* could be considered Infinite Speed as moving at the speeds where Time would still be generally "0".
	+ In cases of slowed time, if a person shows to be able to move at normal speeds without any hax or resistance, then they could be scaled to however much time slows down, because according to relativity, when traveling at or near the speed of light, time slows down for you.
* Because such speed feats are considered controversial, they are often ignored or disregarded, though with good reasons since many of these feats happen only once either mentioned or happened and does not occur again in the future, they would be considered outlier or PIS. Which is why when discussing said feats they need to be looked at with extreme care.
* It is also important that while combat speed can be used for possible stats, it is important to use realistic speed instead of using scaling stacking as it would lead to inflated stats, example, FTL speeds can't exist for objects as it would require infinite energy to move them.
* In real world case of moving faster than light, it is considered impossible because nothing can move faster than Lightspeed (*besides being inside a Black Hole*), unless there is a legitimate reason or applying explicit description such as bending space and time (*Not in a way that it is considered regular Teleportation*).
* Sometimes, when a speed feat is performed (*like a laser*), it is usually the same speed when said speed feat ceased, this is usually the case for machines, devices or mechanized processes.
* Calculating **Actions per Minute** (**APM**) for reacting and intercepting incoming projectiles would involve the following formula using a shotgun example which is (# of projectiles \* time by seconds), if there are more sets of projectiles, multiply is as well by # of group.
	+ Ex: 128 pellets per second \* 11 shots of the same attack \* 60 seconds = 84480 APM
	+ Here is a link for reference.
* **Timeframe**, is where a period of time, especially a specified period in which something occurs or is planned to take place. This is usually used to define speed/reaction by finding the distance and the estimated amount of time for something to happen to then find the velocity.