Calculation Info

## Destructive Capacity Calculations

The calculation of destructive Capacity is when we determine the energy release of an attack or a sequence of damage that occurs within fiction. In cases we have statements of the destruction of something that wouldn't need to be used through the process of calculations. Most of the time the processes that you will need to determine the total energy release will not be as simple as observation and further mathematics will be needed. This is where this page comes in!

### Celestial Tier calculations. (Moon-Large Star Level)

When we calculate the energy for creating or destroying a celestial body we use a method called gravitational binding energy which includes Variables out of its gravitational constant its mass as well as its radius. More on GBE can be found on informational pages.

### The Usage of Kinetic Energy and Meteors.

When we are trying to find the energy release for meteors we would use Kinetic energy. This can also be used for any movement of a massed object such as lifting of water in massed quantity.

The equation goes as follows:

Ek = 0.5\*(M)\*(v)^2

Where:

Ek = Kinetic Energy

M = The mass of the object

V = Velocity

**Some basic values that we can provide for you:**

There is a bunch of circumstances in which meteors can be dropped and used. The first one is when they are pulled in from space. We have multiple values that range from 11,000 m/s anywhere to 72,000 m/s

When a meteor that is dropped has started to catch on fire or ablate (excess loss of material) but it was not dropped from space we can use the values that come anywhere from 5000 m/s to 11,000 m/s given the fact that they had entered the state where they had mineral loss but they didnt have sufficient time to reap the loss of deep space entrance loss.

Finally, if the meteor doesn't ablate we can use the formula for gravitational potential energy which will be touched on now.

### Gravitational Potential Energy

Gravitational potential energy is the energy an object possession due to its relative location in a gravitational field that is stronger. GPE would be found in objects that are being held in a state where they would be pulled down by gravity if not being put into a spot where its being opposed. The common example used is that a rollar coaster has potential energy at the top of the hill and has Kinetic energy when its being dropped. The energy that you would have from the lifting and constant upbringing of an object (Not due to biomechanics) Will allow for the scaling of attack potency. We have multiple formulas based on the distance of object relativity and they go as follows:

When Objects are close enough to the ground/surface of the planet to be held within relative perspective to detailed imaging we can use this;

Ep = M\*g\*h

Where:

* M = mass of the object in kg
* g = the gravitational acceleration. For earth this is about 9.81 m/s2
* h = how high the object was lifted / how far down the object fell in meter
* Ep = gravitational potential energy difference in joules.

For objects further away from the ground where the detailed imaging starts to fade and its relative height is highlighted we use this formula:

Where

* G is the gravitational constant, which is 6.674\*10-11 N\*m2/kg2
* M is the mass of the planet in kg, in case of earth 5.972\*1024kg
* m is the mass of the object falling in kg
* r2 is the distance between the center of mass of the planet and the center of mass of the object after the fall / before being lifted (in meters). So usually it is radius of the planet (in case of earth 6371000 m) + how far the object is away from the ground after the fall / before being lifted.
* r1 is the distance between the center of mass of the planet and the center of mass of the object before the fall / after being lifted (in meters). So usually it is radius of the planet (in case of earth 6371000 m) + how far the object is away from the ground before the fall / after being lifted.
* Ep is the gravitational potential energy difference in joules.

### Air Resistance and Terminal Velocity.

Newton's second law of motion says that the acceleration is proportional to the net force on an object. At terminal velocity, the downward force of gravity perfectly balances out the upward force of air resistance. So there's no acceleration.

And the reason the forces exactly balance out is that the gravitational force is pretty much constant (near the surface). But the air resistance will keep increasing the faster the object moves, until it's strong enough to completely cancel out gravity.

So the object won't just accelerate at 9.8 m/s2 and then suddenly hit terminal velocity. Instead, it will velocity will increase very quickly at first (9.8 m/s2), but then it will increase slower and slower, and the point at which it stops increasing at all is the terminal velocity.

### Changing Temperature and Vaporization or Full Melting

This would be one way of determining attacks that make use of fire, ice, etc. If something is melted, ignited, or frozen we can determine destructive capacity for one or two steps:

First:

* We determine the energy given or taken in changing the temperature, the equation for this is E=m\*c\*ΔT
* E is the energy
* m is mass
* c is specific heat capacity, this varies between materials and is based on how much energy is required to get that material to a certain heat (if you put stone and steel over the same fire they will receive energy at the same rate but the steel will heat up faster)
* ΔT is the change in temperature; the starting temperature will usually be a reasonable room temperature unless there is a reason why the temperature would begin hot or cold in the calculation, the final temperature will usually be either melting point, freezing point, boiling point, or (if a burnable material is present) the auto-ignition temperature or burning material; this is measured in kelvin.

Second:

* We determine the energy given or taken in changing the state of matter (if the feat we are calculating did not involve a state change i.e. something being set on fire does not include a change of state, then we do simply perform this second step).
* If the feat involved a change between solid and liquid (in either direction) we must multiply the mass of the material with the material's "heat of fusion".
* If the feat involved a change between liquid and gas (in either direction) we must multiply the mass of the material with the material's "enthalpy of vaporisation", this varies based on atmospheric pressure.

This type of feat will most often involve water:

Specific heat capacity of water is approximately 4181 J/kg°K (The precise value varies to some degree with temperature and pressure)

Heat of fusion for water is 334000 J/kg

Here a few pre-calculated example values (starting with the materials at 20°C):

* Melting Granite: 4358.9475 J/cm^3
* Melting Cement: 12232.65 J/cm^3
* Melting Glass: 2494 J/cm^3
* Freezing Water: 418 J/cm^3
* Vaporization of water: 2575 J/cm^3
* Vaporization of titanium: 49079.7 J/cm^3

(Source and Source)

Here's our Values for Granite and its Specific Heat and Latent Heat of Fusion/Vaporization

Our rock has a vaporization point of 2470 degrees Celsius and a temp change at standard would be 2450 degrees Celsius

Rocks specific heat would be 750 j/kg

After finding that we can move onto the latent heat of vaporization which has a value of 4.8 KJ/g which means 4,800,000 J/kg

### Specific Heat Capacity/Latent Heat of Fusion and Vaporization

Sources found here, here, here, and here

* Latent heat = J/kg
* Specific heat capacity = J/kg\*K (Kelvin and Celsius are interchangeable for most calculations that are generally made)
* Boiling/Melting point = (Degrees Celsius)

### What is plasma?

Plasma is one of the four fundamental states of matter, together with solid, liquid and gas.

A Plasma is an ionised gaseous substance, which is highly electrically conductive, to the point that long range electric and magnetic fields dominate the behavior of the matter.

The energy imbued into a plasma is highly variable. For example a candle flame is a form of plasma with very few energy and the matter that the core of the sun is made of is a plasma with very much energy.

As such the energy within a plasma or the energy necessary to create it can, in general, not be estimated without having further information.

Should the mass of the plasma, the material it is made of and the degree of ionization be known, one can estimate the energy as follows:

1. Use the molar mass of the material the plasma is made of together with the mass to figure out the number of atoms in the plasma. So if you have 50 g of plasma, with your substance having a molar mass of 1.007 g/mol, then you have (50 g) / (1.007 g/mol) = 49.6524 mol of atoms = 6.022\*1023 \* 49.6524 atoms = 2.990067528\*1025 atoms. Be careful: the molar mass of a non-atomic substance, like water, gives the amount of mass per molecules, not atoms.
2. Next we want to calculate the amount of ionized atoms within the substance. If the degree of ionization of the substance is x, then this is simply done by multiplying x with the amount of atoms calculated in the first step.
3. Now we can calculate the energy to turn it into plasma: For that we just have to multiply the amount of ionized atoms, with the Ionization energy of the atoms in question.

Consider that the energy that was used to turn the material into the state before it was made into a plasma is not considered here. So if for example rock is turned into plasma, the energy to vaporize it can be put on top of this calculation result.

If there are other specific statements those can possibly be used to get results in an easier way.

For example plasma, for which high energy density physics applies, is defined to have at least an energy density of 1010 J/m3.

### Volume, Mass and Destruction Values

Mass is a physical property of an object that determines it's ability to resist acceleration. The more massive it is, the harder it is to start moving, stop moving or change its direction. Even without gravity you need a greater force to accelerate an object with a higher mass than one with a lower mass.

Mass is basically determined by how much matter is in the object, (how big and how dense it is) though at speeds approaching light speed the mass of an object increases despite the amount of matter remaining the same.

Mass, Inertia and Momentum are probably all words you've heard of but they basically mean the same thing, their ability to resist acceleration. We just call it inertia when it's stationary and momentum when it's moving.

We find mass through very simple values. After finding your dimensions for your shape and getting its volume (for the sake of explanation using m^3) We would take our Density thats dependent on the composition of said object then multiplying it by our volume, Example shown after values.

* Continental crust, stone and earth: 2700 kg/m^3

* Meteors: 3000-3700 kg/m^3

* Concrete: 2400 kg/m^3

* Water: 1000 kg/m^3

* Clouds: 1.003 kg/m^3

* Ice: 998.8 kg/m^3

Example of usage below

A meteor is made that we pixel scale to be 1500 meters long and its perfectly sphereical

Volume of a sphere = **4/3 πr³**

Volume of meteor = 4/3\*(π)\*(1500/2)^3 = 1767145867.64m^3

Mass = (Volume m^3)\*(Density kg/m^3)

Density of a meteor = 3000kg/m^3

Mass = 1767145867.64m^3\*3000kg/m^3 = **5.3014376x10^12 Kg**

When trying to find destruction values we would find the volume in (cm^3) where as mass values are found in (m^3)

1 km^3 = 1000000000 m^3

1 m^3 = 1000000 cm^3

### Destruction Values()

According to the method used within the Naruto Forums, there are different methods of Destruction (for lack of a better term) that require different levels of energy for every cubic centimeter of the volume that was destroyed during the feat:

**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).

**Explosive Fragmentation:** Applied when the force and energy used was enough to launch the sizable pieces of rock into the air and cause a scattering effect due to its nature of impact and energy distribution. the value is 17.5 (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 (J/cc).

**Vaporisation:** Applied when the matter that was destroyed was vaporised 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).

These values are only relevant for solid objects like rocks, buildings and mountains.

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.

For more on the destruction values of different things please view our pages here, and here

TNT Measurements

On The Lounge's Battle Wiki we do not show the usage of traditional energy release in terms of highly categorized TNT measurements within our Attack Potency chart. This is because of the usage of energy metrics in the traditional studies that staff members and the creators of the page had went through as well as willingness to use TNT values. Just because we don't show them as our basis doesn't mean they don't exist and aren't useful. Long energy release numbers set in Joules can be long to write and TNT values can be set in simple orders of magnitude that follow.

* 1 gram of TNT = 4184 (j) = 4.184 \* 10^3 (j)
* 1 kg of TNT = 1000 gram of TNT = 4184000 (j) = 4.184 \* 10^6 (j)
* 1 ton TNT = 1000 kg of TNT = 4184000000 (j) = 4.184 \* 10^9 (j)
* 1 kiloton of TNT = 1000 tons of TNT = 4.184 \* 10^12 (j)
* 1 Megaton of TNT = 1000 kilotons of TNT = 4.184 \* 10^15 (j)
* 1 Gigaton of TNT = 1000 Megatons of TNT= 4.184 \* 10^18 (j)
* 1 Teraton of TNT = 1000 Gigatons of TNT= 4.184 \* 10^21 (j)
* 1 Petaton of TNT = 1000 Teratons of TNT= 4.184 \* 10^24 (j)
* 1 Exaton of TNT = 1000 Petatons of TNT= 4.184 \* 10^27 (j)
* 1 Zetaton of TNT = 1000 Exatons of TNT= 4.184 \* 10^30 (j)
* 1 Yottaton of TNT = 1000 Zetatons of TNT= 4.184 \* 10^33 (j)
* 1 Ninaton of TNT = 1000 Yottatons of TNT = 4.184 \* 10^36 (j)
* 1 Tenaton of TNT = 1000 Ninatons of TNT = 4.184 \*10^39 (j)
* 1 Foe = 1 \* 10^44 (j)
* 1 TeraFoe = 1\*10^56 (j)
* 1 PetaFoe = 1\*10^59 (j)
* 1 ExaFoe = 1\*10^62 (j)
* 1 ZettaFoe = 1\*10^65 (j)
* 1 YottaFoe = 1\*10^68 (j)
* 1 TenaexaFoe = 1\*10^92 (j)

Plenty of conversation sites such as ones shown here, here, here and here will help with the basic conversations but VSBW has set out the formulae needed to find this yourself and they go as follows:

Now, to convert the Energy value to a TNT measurement, we need to divide the energy value by 4.184, and then divide the result of that division by the highest order of magnitude (that is divisible by 3) that is lower/equal to the order of magnitude that was received after the first division, and that will tell you the TNT measurement. For example:

Where does 2\*10^24 (j) register on the TNT Measurement system?

(2\*10^24) / 4.184 = 4.78\*10^23

(4.78\*10^23) / 10^21= 478

This was divided by 10^21 because it was the highest order of magnitude that was both divisible by 3 and lower than the order of magnitude of the number that was received after dividing by 4.184, and since the value was divided by 10^21, the TNT measurement is in teratons, according to the chart above:

2 \* 10^24 (j) = 478 Teratons.

### Slow Motion Speed Calculations

Sometimes when calculating speed one might encounter scenes where time seems to move slowly from the perspective of a fast moving character. Fundamentally speed calculations can be performed in the same way as normal in such cases.

In other words one just has to figure out a timeframe through the movement of a reference object with known speed, measure how far the character moved during that timeframe and divide the distance through the length of the timeframe (v = d/t).

However, sometimes the time is not just slowed down, but appears outright frozen.

In this case, if a reference object with known speed can be visually confirmed to not have moved even 1 pixel (which requires the feat to happen in a visual media like a comic, movie or animation) one can figure out the timeframe, by saying that it must have been less than the timeframe that the object would have taken to move 1 pixel.

If that can not be confirmed different upper limits, with similar argumentation, can usually be confirmed. In cases with a moving camera/point of view it can be useful to compare the movement to an object that can be assumed to be static.

Especially for written feats another method can be relevant. In that one first wants to figure out how many times slower the time is from the real time and then figure out how fast a movement in that time really is, based on how fast it looks in the slowed down time.

So the formula would be (real speed of reference object / apparent speed of reference object) \* apparent speed of object of interest = real speed of object of interest

For example: If an object that really is 1000 m/s fast seems to move with only 10 m/s in slowed down time a character that seems to move with a human walking speed of 1.4 m/s in slowed time would move with (1000 m/s / 10 m/s) \* 1.4 m/s = 140 m/s.

Useful values for the apparent speed of movement would be:

* Human walking speed: 1.4 m/s
* Human jogging speed: 3.71 m/s
* Human running speed: 5-7.7 m/s

Sometimes even something like "time seems frozen" or that nothing moves is stated. Often this kind of statements are hyperboles. However, should that not be the case one may assume that the apparent speed of the reference object is less than or equal to 0.001 m/s.

Mind rule 7 regarding Cinematic Time, whenever calculating feats involving slowed time.

Do not assume that a character viewing the world in slow motion is caused by time dilation. The depiction usually doesn't match the real life phenomena and the effect is commonly caused by the character being able to process events very fast, so that they seem to happen in slow motion to them, instead.