Calculations

This page is for when determining a feat when all other factors of the How to Define Stats failed/can't determine. We use all known values and measurements to determine how powerful, how durable or how fast a feat is and put it into statistics. the following calculation pages are as followed:

* Kinetic Energy Calculations
	+ Cloud Splitting
	+ Force
	+ Inverse Square Law
	+ Kinetic Energy
	+ Meteor
	+ Relativity
	+ Physical Force
	+ Lifting Strength
	+ Shearing Force
* Potential Energy Calculations
	+ Energy Attack
	+ Gravitational Binding Energy
	+ Explosion Yield
	+ TNT Equivalence
	+ Comprehensive Destruction
	+ Destroying a Target
* Miscellaneous Calculations
	+ Bekenstein Bound
	+ Black Hole Creation
	+ C.A.P.E. (Conventional Available Potential Energy)
	+ Compression Calculation
	+ Decibel Calculation
	+ Earthquake Calculation
	+ Finding the Map Size
	+ Freezing Energy Calculation
	+ Height, Length, Depth, Volume, Angle Measurement
	+ Luminosity Energy
	+ Radiation Energy
	+ Speed Calculation
	+ Surface area of Beings
	+ Temperature Change/Heat Capacity Calculation
	+ Water Body Creation Calculation
	+ Watts/Voltage/Ampere Calculator
	+ Technique Speed
	+ Formula for Attack Dodging

Though the calc pages are works in progress and/or are in the process or adding new calc pages, users can use other sources for references such as VSBattle Wikia or OBD Forum.

There are different types of energy:

* **Mechanical Energy**: Energy resulting in movement or location of an object, both kinetic and potential energy
* **Thermal Energy**: Energy generated from the change in temperature from two spaces
* **Nuclear Energy**: Energy produced from changes in atomic nuclei either gaining or losing particles.
* **Chemical Energy**: Energy from chemical reactions of atoms and molecules.
* **Electromagnetic Energy**: Energy resulting from EM fields, including light.
* **Sonic Energy**: Energy generated by Sonic Waves or any sound in general.
* **Gravitational Energy**: Energy generated from gravitational pull/push or fields.
* **Kinetic Energy**: Energy produced from the motion of objects.
* **Potential Energy**: Energy stored within objects.
* **Ionization Energy**: Energy that binds electrons to the nucleus of atoms.

I personally used the stats from a earlier versions of certain profiles.

You can also use this for finding the formulas and calcs for others that may or may not be listed above.

Here is a list of calcs from VS Battle Wikia, http://vsbattles.wikia.com/wiki/Calculations

## Additional Info

For anything else to add to the calc, you can also add references to other calcs that are similar in formula usage to help validate your calcing methods.

You must also list a number of evidence to substantiate your results or claims that this feat is as strong as it is and/or worthy of scaling, this has to be from 100% accurate translation and/or any accurate scientific info that makes it as correct as possible to the feat (This maybe with exception to certain feats that have no visualization or info based on pure lore yet still taken with care)

Going forward, we start with Pixel scaling from using known information in-verse first to get results, eventually you can use estimates from real world information from surroundings to make calculations tho it should use lowest ends.

## Destruction Values

Once you have gotten all of you calculation done, come back here for the different values in destruction, chose the one that the certain feat you are calcing best describes it as such for either Attack or Durability.

**Fragmentation:** Applied when the matter that was destroyed was turned into fairly large and distinguishable pieces. The value is 8 joules per Cubic centimeter (j/cc).

**Violent Fragmentation:** Applied when the matter that was destroyed was turned into small but still distinguishable pieces. The value is 69 (j/cc).

**Pulverization:** Applied when the matter that was destroyed was turned to dust. We usually use this value when we see no remains of the matter that was destroyed in the aftermath of the attack. The value is 214.35 (j/cc).

**Liquification**: Applied to when the matter that was destroyed turns to liquid form or a liquid mist equivalence or reduced to a puddle or a liquid mass. The value is 12957.175 (j/cc).

**Vaporization:** Applied when the matter that was destroyed was vaporized during the attack. Much like for Pulverization, we usually use this value when we see no remains of the matter that was destroyed in the attack, but in addition there has to be a considerable amount of visible vapor and/or character statements that imply vaporization, usually the latter. The value is 25700 (j/cc).

**Atomization:** Applied only if clearly stated. It describes the energy to separate all atoms in a chemical substance. The value is 30852.2 (j/cc).

**Subatomic Destruction:** Applied only if clearly stated. It describes the energy necessary to destroy all atoms in a substance, by separating the particles in their nucleus. Note that Protons and Neutrons still stay intact. Value is 5.403E13 (j/cc).

After we have determined both the method of destruction and the volume (in cubic centimeters), we multiply both Values to get the value of energy that was exerted for the feat, and thus we have the destructive capacity.

**NOTE**: For Destruction Values of Fragmentation to Pulverization, we use Shearing Strength and Compressive Strength of materials to determine the amount of Joules per cubic centimeters. **14 J/cc** is usually used for the movement of Continental plates.

### Evidences

You use this section for sources or information about the series to give the values, powers and/or scaling to characters/units, they can be outside the feat itself but should be related to it in an intimate way, through visuals, statements, conversations, etc.. Even so, the evidence should still follow the standards/criteria here as well to avoid inflating tiers.

For when you add evidence, there will be a criteria list for giving leverage to the validity of said feat:

1. **Word of God/Statements**: Whether there are statements from a viable source that doesn't contradict the series outside of it, or a statement within the source material.
2. **Plausibility/Deductive Reasoning**: If there is no official statement for a feat wether it confirms nor denies a feat's validity and left vague for what it is, users can look back into the source material for any visuals or examples or scaling that would make for a compelling argument.

## How to best create Calcs?

The best way to do that is pixelization, which can be done best on GIMP or Photoshop. (Personally I use GIMP because it is easy to access)

For some tips, just follow the measurements by number of pixels for each line, either by simple linear or horizontal axis.

or for slopes, follow the Pythagorean theorem formula or square root (a^2+b^2).

If there is no official information of height, width, etc.. of something, best find the average of a person first, then work the way up.

Or you can message one of the Calc Members here or on other sites to get their knowledge, recommendation, validation and/or approval for calcs that you wish to do.

For any values, when there are certain phrases like small measurement of time or high end destruction value, it may lead to inflated or exaggerated results, which is why in the best case scenario, it would be best to go by whatever ***concepts*** that is found in-direct story to give certain values when calculating feats, for example, if the verse mentions Planck Time multiple times in practice as well, if there is a feat that involves the uses of the most infinitesimal measurement of time, that would likely be usable, however for whatever high results that follow, would likely need to be backed up by whatever other feats of stats that the character would scale to.

## What to use when Calcing and Scaling

When it comes to scaling from images and scans, it is important to do comparisons, at times, you have to make estimates as to when to compare something to a common thing like rivers, clouds, mountains, buildings, etc.. Same thing for what kind of images to uses if they are from the original source material or adaptations. For here there will be certain things to do before making estimates or using adaptation version scans or images.

For Size scaling:

1. Priority is scaling from known stated sizes or objects and/or people in the series, then work your way up from there till you get the final size calced.
2. If you cannot get said measurements from known size statements, then you may use estimates of known measurements in real life, but of the low-ball area.

For Scaling from Series versions:

1. Priority is using images/scans from the original source material for finding measurements of something, any adaptations are secondary or not valid
2. If original source images/scans are difficult to estimate measurements, then one can use adaptations that are close to exactly like the original to help get better estimates, but adaptations should not be used for the final results of calculations as they tend to be different from the original (*Unless proven without a shadow of a doubt*), in either case, the adaptations measurements should be refered back to the original images/scans.
	1. Sometimes, adaptations to original stories can attribute more skills and/or powers to characters or factions (*Again, the adaptations must be trustworthy, canonical and work within the story of the original source material*)

## Where to put Calcs?

Users and contributors when creating their own calcs for certain feats should put them in their own blogs and then link those blogs to show where to find them. If linking them to the profile page itself, please make sure you are adding the link with the description of the feat as the text.

## Calc/Conversion sites for helpful conversion/calculating

* Complete Arc Calc (Used for Arm and other body part movement speed, first find the ***Radius of Arc*** (relating to initial length from what body part moved, ex. Height of arm from knee upward) and ***Height of Arc*** (height from initial starting point minus the projected area), then find timeframe from dividing ***Length of Arc*** with the speed of projectile (*meters/(m/s)=seconds*)
	+ To find the speed of the movement arm, using the length of said body part (***Radius of Arc***) and assume the Degrees of arcing (90 ***Angle Subtended by Arc***), put them in the same calc above to get the ***Length of Arc***, Then use the length of arc (meters) and divide by timeframe (seconds) to get speed (m/s).
* Graviational Formula (Planet Mass) (M (Mass=kg) = (a(gravitational acceleration=m/s2) r(radius=km)/G(Universal Gravitation Constant=6.6726 x 10-11N-m2/kg2))
	+ Gravitational Acceleration would be any known gravity of planets, if not, use Earth's gravity, 9.807 m/s2. (Calculator Link)
* Energy Conversion (Coal, Electricity, Calories, etc.)
* Hemisphere Dome/Crater with height Calc
* Hemisphere Calc
* Irregular Polygon Area
* Irregular Polygon Volume
* Propulsion Calculation
* Arc Length
* Percentage Multiplier
* Sum Up/Sigma Calc
* Drag Coefficient List
* Explosion Information (velocity)
* Terminal Velocity
* Time Dilation
* Free Fall Calc
* Trajectory Calc
* Projectile Motion Calc
* Data Transfer Calc
* Boat Capacity
* Mechanical Engineering List
* For Higher Values conversion such as J to Foe
* Ratio Calculator (Perfect for Pixel and Distance measurements) or (First measurement x First pixel)/(Second pixel)
* Time, Distance, Speed formula
* Mass, Density, Volume formula
* Kinetic Energy, Mass, Velocity formula
* Angle, Distance, Size formula
* Unit Conversion
* Volume Mathematics measurement
* Body Surface Area Measurement or this one
	+ Du Bois: `BSA = 0.007184 * weight^0.425 * height^0.725 (***Use***)`
	+ Mosteller: `BSA (m²) = square root((height (cm) x weight (kg)) / 3600)`
	+ Haycock: `BSA = 0.024265 * weight^0.5378 * height^0.3964`
	+ Gehan and George: `BSA = 0.51456 * weight * height^0.42246`
	+ Fujimoto: `BSA = 0.008883 * weight^0.444 * height^0.663`

* Other Calc lists
* Anatomy Measurement or this or this or here
* Hemisphere Calculator
* Decibel Sound Intensity Calculator
* UN Technical Calculators
* Real World Map Distance Finder
* Equation Calculator
* Converter Website
* Relative Humidity
* Air Pressure
* Air Density
* Dew Point
* Nuclear Binding Energy
* Distance to Horizon/Earth Curve
* Human Body Measurement
* Body Mass Index (BMI = kg/m^2)
	+ m^2 = m \* m
* Algebra Calculator use for Explosion yields in kilotons by plugging in radius
* Degrees Calculator
* Projectile Calc
* Scalene Triangle Area Calc
* Gripping Strength
* Dome Calculator
* Free Fall Calc
	+ free fall calc with air resistance
* Hurricanes Calcing
* Decibel to Pascal
	+ Sound Intensity
* Mass Energy Equivalence (E=Mc^2)
* Percentage of Body Surface Area
* Tornado Energy
* Tsunami Calcing
* Black Body Radiation Calc or the Endmemo Calc
* some destruction values based on materials (NOTE: **1000000 Pa** = **1 MPa** = **1000000 J/m^3** = **1 J/cc^3**)
* Here are some more materials destruction value with both Atomization and Annihilation.
* Another way of finding the Fragmentation of materials is this formula (Shear Stress **Pa** = Force **Newtons** / Area **meters^2**)
* Calcationland
* Force Calculation
* Conversation of Momentum
* size of giants conversion
* Specific Heat Calculator
	+ List of Specific Heat Elements
* Ocean Surface Area & Volume Equations
* Strength Level Calculator
* Body Segments %, this link helps find mass in body parts to help some calcs.
* Escape Velocity
* Horsepower Calculation
* Force Calculation
* Square Area Calc Map
* Human Punch Force
* Logarithm Calculator
* Cross Section Area Calc of various Shapes
* Spherical Cap/Another Spherical Cap
* Black Hole Variety Equations
* Armor Alloys Chart
* Weight & Mass conversion (gravitational acceleration 9.8 m/s^2)
* City Size Calc
* Hypotenuse Calculator (Triangles)
* Gay-Lussac's Law (Temperature/Pressure change)
* Sublimation Doc
* Human Body Ratios
* dB to Watts
* Sound Attenuation Inverse Square Law (6 dB reduced per distance)
* Finding Area by multiplying by height/depth to find volume
* Taylor’s KO Factor (Stopping Power)
* Body Surface Area
* Acceleration (m/s^2) = Velocity (*top speed* m/s - *beginning speed* m/s) / Time (seconds or *change in time*)
	+ Force (Newtons) = Mass (kg) x Acceleration (m/s^2)
		- Pressure (Pascals) = Force (Newtons) / Surface Area (cm^2)
* Pixel Per Area Calculator
	+ You can also do this with **GIMP** with the “**Histogram**” option in the **Windows** > **Dockable Dialogs** > **Histogram** to find the number of pixels in the selected area, and using “**Free select tool**” option that looks like a cowboy rope.
	+ When you find the number of px to whatever unit of distance, you add the result by ^2 to get the area^2/pixels, then multiply by number of pixels to get area.
	+ Here is an example of using the Free select tool for the area calc of Fiore (Fairy Tail).

Here is a list of **Constants and SI Units** .

* Then there is the Power calcs too which is:

# Powers

Work (Joules)
Time (Seconds)

=
Joules per Seconds (J/s) = Watts (W)

{\displaystyle \text{Powers} = \tfrac{\text{Work (Joules)}}{ \text{Time (Seconds)}} = \text{Joules per Seconds (J/s) = Watts (W)}}

* This can be reversed to get the Work result or energy (**Joules**)

### Other Calcs/Unit Comparisons

* Temperature Kelvin / 11500 = Electron Volts
* 1 pascal = 1 Newton per meter^2
* 1 Newton per meter = 1 joule
* Energy (Joules) = Force (Newtons) \* Distance (Meters)
* Shear Strength = τ = Force (Newtons) / Cross-Section Area (m^2)
* Energy is the ability to cause change (Joules)
* Power is the rate that energy is moved or used (P = Work/elapsed Time) or (Watts)
* 1 Newton = 0.224809 Pound-Force
* 1 fathom = 1.83 meters
* 1 KeV (Kiloelectron Volts) = 1000 eV (Electron Volts)
* 1 Elementary Charge = 1.60217663e-19 Coulombs
* 0 Decibel = 10e-12 kg/s^3 = W/m^2
	+ 10 dels is 10e-12\*10^10 = 0.1 kg/s^3 = W/m^2

## List of Stats

* Attack Potency/Durability
* Speed/Reaction
* Lifting/Striking Strength
* Values Listing
* Superhuman Traits
* Shear Strength/Stress refers to an object’s ability hold together when cut, and Tensile Strength/Stress refers to an object’s ability to hold together when being torn apart.
* Triangle 3 sides area = Heron's Formula

## List of Calcs

For the list of calculations that people have created or used as references, it all goes **here** to label whether they are accepted, rejected, in revision or in on going debate.

## NOTE

That when using VSBattle or OBD for calcs, they may get debunked or outdated because of how the rules of this wikia works and how other sites updates their rules in comparison, Don't misunderstand, we tried to co-op with VSBattle wikia but got turned down, so this wikia is acting independently (*with many stats and feats referred to those sites*), but doesn't mean those sources are restricted, they will be discussed though, and this site works to create our own calcs over time.

* Though some of the blog calcs will have some some users from other sites to assist, it maybe based on the standards on the other sites, not here, though this site is working on building it's own standards.

Also, any calculations that maybe found may not be totally used as to the terms of scaling to beings of stronger stats, though this is taken with great care as not all units/characters should be considered the same in terms of stats or if it is just a one time feat but was not shown to accomplish it again.

you can use this site to find calcs that seem to be inaccessible for some reason.

There are some dialogue which where one can calculate from an expression such as "*one one hundredth of one one thousanth of one one millionth of a second*" which can be calculated as (**(one one hundredth) \* (one one thousandth) \* (one one millionth) \* (1 second) = 1.0 × 10^-11 seconds**)

Also, you can do the math of multiplication/division of finding shapes, such as distance, area, volume, mass, etc., just make sure that they units for each value matches when doing so.

Also, (10^#) and (e+#) are equal to each other, just different in terms of defining a number to a certain power.

It is important to know that while there are different types of calculations to give stats to characters, they would mostly be measured in quantity base, example of this with how power, energy and work/force calcs would still be measurable in quantity. Example:

* **Work (amount of energy for displacement of an object when a force acts on it)**: 50 Newtons of force on a box \* the distance of 5 meters = 250 Netwon-metres = 250 Joules
* **Power (amount of energy being transferred over a period of time)**: Which is usually defined in Watts, example 1 Watt = 1 Joules/second = 1 Joules generally.

Point is, that despite the different methods to get strength from a feat, it is a quantity based method, for Quality, it would be more on the lines of different types methods or levels of a skill or ability a character demonstrates in order to be affective (*there maybe some exceptions such as temperature to produce more heat energy, but it is more in line with a target's heat tolerance*).

Example:

* You try to punch a rock but it does not break because your energy is distributed, however you use a sword and it does cut it, because it has a smaller surface area, the pressure exerted is greater, though both instances attacked with same energy in their attacks, but different in methods.

While Multipliers can help with a feat's or character's/unit's stats, there should be some limits as to finding them through High/Mid/Low especially for some values that are vague or not clearly shown or stated (*Especially for speed when close to the character*):

* For Reaction/Perception Speed (with Distance):
	+ High: .01 meter
	+ Mid: .1 meter
	+ Low: 1 meter

Here is a Calculation Example for those who wish to create their own calcs and wish to have them validated.