Reaction Time

## Introduction

In fiction, Perception-Reaction Time is explained by the concept of Mental Chronometry and is represented as the timeframe it takes for the character's thought process to react to an event or action while also allowing them to have enough time to quickly defend themselves and evade incoming danger from long distances away or during close-quarters combat against combatants. Perception-Reaction Time (PRT) is also defined as perceiving events (either through visual or auditory means), responding to events through kinesthetic (touch) means, or reacting to events through partial-body movement (also known as a reflex, which usually involves instinctive, unconscious involuntary movement of any part of the body without conscious thought) in a given timeframe, which a character has been shown capable of.

## Rules regarding Perception-Reaction Time and Scaling

1. Any instances that relate to quick time events (QTE) are always acceptable for Perception-Reaction Time (PRT). This includes scenarios where two characters are explained, shown, or stated in the context to be able to fight or react to events within point-blank range as long as there are no distinct discrepancies or showings that suggest otherwise.

2. Perception-Reaction Time has both a distance and a timeframe component, so all calculations that are completed for PRT cannot simply be a timeframe by itself.

3. Do not randomly assume any centimeter, feet, inches, or meter distance for the timeframes when creating PRT calculations unless there's enough given information to justify it.

4. If character A can blitz character B, character A's footspeed/travel speed may be scaled from B's perception-reaction time.

**Note**: If character B were to state something that explains how they couldn't hear or see character A coming rather than being considered faster than them in terms of speed, then in case, this would not be quantifiable for powerscaling (unless character A was explained to have the superior speed to character B before or after this occurred) as camouflage, invisibility, or being unobservable through sound when moving is an alternate method of getting around someone's superior speed and PRT.

Another scenario when PRT is unquantifiable and is considered as an outlier is referred to as a "False Start":

> The **instance of breaking of rules for the start of a competition or play...a movement by a participant before (or in some cases after) being signaled** or otherwise permitted by the rules to start...**where differences are made by fractions of a second...**
> If a sprinter moves **within 0.1s of the pistol**, this is considered to be a false start, **as it is impossible for them to have reacted that fast.**
>
> Wikipedia; Sci-Fun

However, if the character is aware of future events or incoming attacks and aim-dodges them in the form of a preflex, then otherwise this would have a separate PRT rating by itself but also would not be represented as the character's normal PRT. Perception-Reaction Time of a character also tends to be higher than their footspeed and travel speed, which is justified by the clear distinction between them as explained here.

In regards to video game-related characters, when trying to scale a character perception-reaction time, you must always remember that **this cannot be properly done when doing this manually without any given indicators, signals, or timers** as these characters who fit in this scenario **should only be powerscaled by their data statistics on their evasion** (which is sometimes it's mixed in with Agility as this statistic includes both PRT and Speed) and the **Speed feats they performed in-game alone** since Perception-Reaction Time is considered to be linear to Speed but this does not apply the other way around.

5. All other instances of PRT with odd circumstantial showings that cannot be easily determined whether it's a false start or a legitimate PRT feat must be discussed with the staff first on a case-by-case basis.

## Formula for Perception-Reaction Time (PRT)

When trying to get Perception Reaction-Time (PRT) for a character when they react to events in the point-blank distance and while fighting in close combat, you must follow the 3 steps of converting Speed to PRT as explained for you down below:

* Step 1: You must know or calculate the speed of the incoming attack/character/projectile is traveling, which could be in centimeters per second (cm/s), feet per second (ft/s), and inches per second (in/s) for short distances or in meters per second (m/s) for long distances if the exact speed that its traveling is unknown.

If the Speed is already given, then skip Step 2.

* Step 2: Find and plug in the value for PRT that gives you the exact speed result that it corresponds with by using this formula for the Meta Calculator here:
	+ Speed-To-PRT Formula: Speed (Meters) = Planck Length (1.6162549999999994×10-35 meters) / PRT (round exactly at whichever last decimal number for Perception-Reaction Time gives you the exact result for Speed, I highly recommend rounding at 16 decimal numbers for perfect accuracy but either way is acceptable)

**Reminder:** When getting the final result that gives you the exact value of Speed, **you must only plug in the acceptable values for Perception-Reaction Time that the calculator gives you** and nothing else.

Step 3: After you have gotten the final result, whichever PRT rating this falls under will be the character's Perception-Reaction Time (PRT).

## Time Dilation Feats for Perception-Reaction Time

Time Dilation scenarios are pretty common to see nowadays as it's usually displayed in fiction, which is usually done by traveling at subsonic to any faster ratings of speed, which is almost usually considered to be the character's top speed.

As such, this section will allow you to properly calculate the PRT by using these 2 formulas shown here:

* Time Dilation Formula (for PRT):

**Character's PRT** (in seconds) = Speed of movement affected by Time Dilation outside the character's perspective (Speed can be in cm/s, in/s, ft/s or m/s) / Duration of Time (seconds) being temporarily slowed down (or "stopped") in the character's perspective

* Time Dilation Formula (for Speed):

**Top Speed** (Speed can be in cm/s, in/s, ft/s or m/s) = Speed of movement affected by Time Dilation outside the character's perspective (Speed can be in cm/s, in/s, ft/s or m/s) / Character's PRT (in seconds)

**Reminder:** Do not use any legitimate time stop instances for this formula.

## Tiers for Perception-Reaction Timeframes

Here's a list of common PRT ratings in fiction:

* Visual PRT: 0.25 seconds
* Auditory PRT: 0.17 seconds
* Kinesthetic (Touch) PRT: 0.15 seconds (Hands and feet) and 0.325 seconds (Legs)
* Instinctive/Reflexive RT (Startle Response): 0.08 milliseconds
	+ Jaw (Masseter) Muscle RT: Between 10 to 14 milliseconds
	+ Blink of an eye RT: 100 to 400 milliseconds
	+ Head Movement RT: 60 to 120 milliseconds
	+ Neck Movement RT: 75 to 121 milliseconds
	+ Shoulder Jerk RT: 100 to 121 milliseconds
	+ Arms RT: 125 to 195 milliseconds
	+ Legs RT (Startle Response): 145 to 395 milliseconds
* Muscle contraction: 50 milliseconds
* Standard Camera Shutter Motion: 125 milliseconds

**Reminder:** Remember to also use this section for perception-reaction time feats regarding characters being able to physically think and act quickly with any given amount of seconds (e.g. milliseconds, nanoseconds, attoseconds and etc.) when quantifying them.

**Average PRT:** 0.25-0.013 seconds (250-13 millisecond)

**Subsonic PRT:** 0.013-7.608290123575417×10-38 seconds (13 milliseconds-760.8290123575417 tenamicroseconds)

* This section includes all types of seconds listed below:
	+ Microseconds
	+ Nanoseconds
	+ Picoseconds
	+ Femtoseconds
	+ Attoseconds
	+ Zeptoseconds
	+ Yoctoseconds
	+ Nintoseconds
	+ Tentoseconds
	+ Tenamilliseconds

**Transonic PRT:** 7.608290123575417-4.76345120780374×10-38 seconds (760.8290123575417-476.345120780374 tenamicroseconds)

**Supersonic PRT:** 4.76345120780374-1.8259896296581×10-38 seconds (476.345120780374-182.59896296581 tenamicroseconds)

**High Supersonic PRT:** 1.8259896296581-1.09559377779486×10-38 seconds (182.59896296581-109.559377779486 tenamicroseconds)

**Hypersonic PRT:** 1.09559377779486×10-38-5.4779688889743×10-39 seconds (109.559377779486 tenamicroseconds-5.4779688889743 tenananoseconds)

**High Hypersonic PRT:** 5.4779688889743-2.19118755558972×10-39 seconds (5.4779688889743-2.19118755558972 tenananoseconds)

**High Hypersonic+ PRT:** 2.19118755558972×10-39-5.391246366844889×10-43 seconds (2.19118755558972 tenananoseconds-53.91246366844889 tenapicoseconds)

**Relativistic PRT:** 5.391246366844889×10-43-9.8022661216341858×10-44 seconds (53.91246366844889-980.22661216341858 tenapicoseconds)

**Ultrarelativistic PRT:** 9.8022661216341858-5.3912463668448889×10-44 seconds (980.22661216341858-539.12463668448889 tenapicoseconds)

**Speed of Light PRT:**
5.3912463668448889×10-44 seconds (539.12463668448889 tenapicoseconds)

* **Reminder**: This is equal to 1 Planck Second/Time.

## References (Measurements)

* Grip Strength
* Endurance
* Distance
* Intelligence Quotient
* Physical Strength
* Punching Power
* Toughness
* Speed
* Strength (Explosive)