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VS Battles Wiki
(http://vsbattles.wikia.com/wiki/Thread:740433)
Tag: sourceedit
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The reason it is usually disregarded is because it has shown itself inconsistent many times and usually gives inflated results. Through the method any long running franchises could also scale their stats infinitely upwards without actually ever showing any feats in the range they are listed.
 
The reason it is usually disregarded is because it has shown itself inconsistent many times and usually gives inflated results. Through the method any long running franchises could also scale their stats infinitely upwards without actually ever showing any feats in the range they are listed.
   
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Only parameters that can't change between calculations can be re-purposed. To provide a few examples:
Note that pixel scaling over several steps is usually accepted (even through less steps are viewed as better than more steps).
 
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*[[Calculation Guide#Pixel Scaling|Pixel scaling]] over several steps is permitted, as long as the size of the scaled objects usually stays constant.
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*Using the calculated speed of a projectile to calculate the speed of a character dodging said projectile on the very same occasion is usually permitted, as long as the projectile wouldn't have changed its speed mid flight.
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*Using a reliable [[Statements|stated]] timeframe and reliably [[Statements|stated]] speed something travels during that timeframe one can calculate the distance travelled. Said distance can then usually be used for calculations. (Take heed that paths don't need to be straight and that speed reliably has to be constant)
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*[[Multipliers]] can be used under the conditions lined out on the multiplier page.
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*Using speed of characters or attacks calculated at other instances can't be used, as characters and attacks can vary in speed. This is the case regardless of whether the character is seriously trying to do his best or anything similar.
   
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However, even for these parameters calc stacking is avoided as much as possible. That means that results taking less such steps are usually taken over results that rely on more calc stacking.
== Examples of calc-stacking that can not be applied ==
 
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* Character A moved so fast that character B couldn't react to him. So character A needs to have crossed the distance until he could be seen by character B again in the time that character B requires to react. Since we know from a calculation how long character B needs to react we can calculate the speed of character A based on that.
 
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==Hiding Calculations==
* Character A has a certain speed through a calculation. He can not dodge the projectiles from character B from 2 meter distance. But Character C can dodge them from 1 meter distance, so character C has to be twice as fast as character A.
 
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Hiding calculations is the practice of trying to avoid calculating a feat in order to be able to use the result in another calculation. In other words it is the practice of trying to fool people into not noticing that calc stacking is being used.
* Character A was calculated to be able to punch with an energy of 50 000 Joules. Assuming his fist weights about 0.5 kg, it needed to move at least with Mach 1.3 to get that much energy. So the attack speed of that character and the speed of everyone who can dodge his punches is supersonic.
 
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This usually occurs if a feat is quantified per a rule of thumb instead of precisely calculated. A typical example would be a character dodging a bullet from a short distance being ranked as "Supersonic" and then using that ranking to calculate the speed of another character, whose speed one can compare to the former in some feat.
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While it is acceptable to rank a character by such a self-evident feat without a calculation, one should keep in mind that the unwritten calculation is only skipped due to being trivial, but is still the justification for the ranking. Hence calc stacking will still be an issue for such feats.
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==Examples of calc-stacking that can not be applied==
 
*Character A moved so fast that character B couldn't react to him. So character A needs to have crossed the distance until he could be seen by character B again in the time that character B requires to react. Since we know from a calculation how long character B needs to react we can calculate the speed of character A based on that.
 
*Character A has a certain speed through a calculation. He can not dodge the projectiles from character B from 2 meter distance. But Character C can dodge them from 1 meter distance, so character C has to be twice as fast as character A.
 
*Character A was calculated to be able to punch with an energy of 50 000 Joules. Assuming his fist weights about 0.5 kg, it needed to move at least with Mach 1.3 to get that much energy. So the attack speed of that character and the speed of everyone who can dodge his punches is supersonic.
 
[[Category:Terms]]
 
[[Category:Terms]]
 
[[Category:Calculation Instructions]]
 
[[Category:Calculation Instructions]]

Revision as of 09:02, 19 May 2020

Calc stacking refers to the practice of using results from one calculation in order to calculate other feats.

Usually calc stacking is believed to be flawed, so that calculations that use it should be disregarded almost always. Usually people try to use it for calculating characters speed, but also different uses are imaginable.

The reason it is usually disregarded is because it has shown itself inconsistent many times and usually gives inflated results. Through the method any long running franchises could also scale their stats infinitely upwards without actually ever showing any feats in the range they are listed.

Only parameters that can't change between calculations can be re-purposed. To provide a few examples:

  • Pixel scaling over several steps is permitted, as long as the size of the scaled objects usually stays constant.
  • Using the calculated speed of a projectile to calculate the speed of a character dodging said projectile on the very same occasion is usually permitted, as long as the projectile wouldn't have changed its speed mid flight.
  • Using a reliable stated timeframe and reliably stated speed something travels during that timeframe one can calculate the distance travelled. Said distance can then usually be used for calculations. (Take heed that paths don't need to be straight and that speed reliably has to be constant)
  • Multipliers can be used under the conditions lined out on the multiplier page.
  • Using speed of characters or attacks calculated at other instances can't be used, as characters and attacks can vary in speed. This is the case regardless of whether the character is seriously trying to do his best or anything similar.

However, even for these parameters calc stacking is avoided as much as possible. That means that results taking less such steps are usually taken over results that rely on more calc stacking.

Hiding Calculations

Hiding calculations is the practice of trying to avoid calculating a feat in order to be able to use the result in another calculation. In other words it is the practice of trying to fool people into not noticing that calc stacking is being used.

This usually occurs if a feat is quantified per a rule of thumb instead of precisely calculated. A typical example would be a character dodging a bullet from a short distance being ranked as "Supersonic" and then using that ranking to calculate the speed of another character, whose speed one can compare to the former in some feat.

While it is acceptable to rank a character by such a self-evident feat without a calculation, one should keep in mind that the unwritten calculation is only skipped due to being trivial, but is still the justification for the ranking. Hence calc stacking will still be an issue for such feats.

Examples of calc-stacking that can not be applied

  • Character A moved so fast that character B couldn't react to him. So character A needs to have crossed the distance until he could be seen by character B again in the time that character B requires to react. Since we know from a calculation how long character B needs to react we can calculate the speed of character A based on that.
  • Character A has a certain speed through a calculation. He can not dodge the projectiles from character B from 2 meter distance. But Character C can dodge them from 1 meter distance, so character C has to be twice as fast as character A.
  • Character A was calculated to be able to punch with an energy of 50 000 Joules. Assuming his fist weights about 0.5 kg, it needed to move at least with Mach 1.3 to get that much energy. So the attack speed of that character and the speed of everyone who can dodge his punches is supersonic.