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== What is a calculation? ==
 
A calculation (referred to as calc for short) is a method of determining a statistic (referred to as stat for short) of a character (usually Attack Potency or Speed) in cases where it cannot be directly determined. It makes use of scientific formulae and mathematical equations to calculate any particular stat of the character.
 
 
== Benefits of a calculation ==
 
Since scientific formulae and mathematical equations are universally standard and objective (i.e. not subject to either opinions or individual perspectives), they are accepted as true and not subject to debate by either supporters or opponents of the fictional series. In simplified terms, a calc is the best and most objective method to either prove or disprove a statement, or end a debate as it were.
 
 
== Drawbacks of a calculation ==
 
Of course, not everything is that simple. Even calculations have their own drawbacks. For one, calculations generally involve pixel scaling (more of that later on) which is hard to measure and utilize. Calculations also make presumptions beforehand which are subject to much debate (and are hence not argument-proof). Last of all, calculations are tough. To not only calculate a stat, but to also convey the procedure step by step is tricky and often leads people confused if done incorrectly.
 
 
== Frequently Used Measuring Techniques ==
 
 
=== Pixel Scaling ===
 
As we have discussed in the calculation methods page, we will most likely need to determine volumes of various objects in order to determine destructive capacity, and as we've also discussed, volume is composed of three perpendicular dimensions, and in order to find the lengths of those dimensions, we will use Pixel Scaling.
 
 
Pixel Scaling works much like the scales we have on maps, in fact its were the name of the term comes from. In maps you the scale that states how many Kilometers/meters one Centimeter on the map represents in the real world, in Pixel Scaling we try to find how many kilometers/meters/centimeters one pixel represents on a certain scan, and we will find said ratio by using measuring stick.
 
 
A measuring stick (not to be confused with the real life measuring sticks and rulers) is basically something that we already know the size of, and can measure how many pixels in the scan it takes to cover said size, for example; if a human whose height is 172 centimeters would be portrayed as 172 pixels high in a certain, the scale would be one centimeter per pixel in said scan.
 
 
However, there are some flaws in Pixel Scaling, such as the fact that we measure feats in 3 dimensions, while scans of comics and manga are 2 dimensional, that is why we need to make sure that every object we scale must be in close proximity to our measuring stick.
 
 
<u>Angular size</u>
 
 
If we need to find the size of something that is far away, or the distance from it to us or to a certain object, we will need to use the angular size [http://psycnet.apa.org/journals/rev/57/5/314/ formula] which states that ; Retinal Size= Size of Object/ Distance of object.
 
 
Using you're measuring stick, you can find the retinal size, so in order to use this formula, you will need to know either the distance of the object or its original size, depending on what it is you are trying to calculate.
 
 
this method gives a solution to the problems that sometimes occur in pixel scaling, but it is important to remember that if both a direct pixel scaling measurement for a certain object in one scan, and an Angular size measurement for said from another scan are taken, and do not give a close results, pixel scaling takes precedent, and should be treated as more accurate.
 
 
== Starting a calculation ==
 
Start a calculation by first obtaining three things:
 
 
a) Presumptions: Every calculation needs a certain set of presumptions to justify the subsequent calc. List your presumptions clearly and state your reasons for the presumption.
 
 
b) Scans: If your calculation makes use of pictures (such as manga panels), it is imperative that you present it to the community for first-hand viewing.
 
 
c) Scientific guides/articles: If your calculation makes use of any scientific formula which is obscure, present a link to the formula in question.
 
 
Once all three are obtained, present your calculation.
 
 
== The calculation ==
 
Display every step of your calculation (equations and such), along with a sentence in order to explain the workings of your calc. Also try to explain the science behind your calc as you go along. Make sure to highlight important figures and equations which are to be utilized repeatedly. Also, highlight all end results for fast viewing.
 
 
== After the calculation ==
 
Once your calculation is done, invite community members to inspect your calc, who will do so. The community may point out any errors in the calc or in the presumptions before it. Try and explain your point if there is a misunderstanding. In case of any errors, correct them. In case of a discrepancy, members can ask Admins to present their opinions on the matter.
 
 
== Conclusion ==
 
At the end of a calculation, if it accepted by the community, link the relevant pages to the calculation in question. If otherwise, try to find out the reasons for discarding your calc and next time, make a calc keeping them in mind.
 
 
== Calculating Destructive Capacity ==
 
== Calculating Destructive Capacity ==
 
In order to determine a character's Destructive Capacity, we must first look through the character's feats, and determine how much energy was exerted to preform such a feat. Sometimes the destructive capacity of the feat can be determined easily with no need of a calculation, but most of the times it isn't as simple. Here we will explain some of the methods we use in order to calculate feats.
 
In order to determine a character's Destructive Capacity, we must first look through the character's feats, and determine how much energy was exerted to preform such a feat. Sometimes the destructive capacity of the feat can be determined easily with no need of a calculation, but most of the times it isn't as simple. Here we will explain some of the methods we use in order to calculate feats.
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Many feats cause visible destruction after they are preformed (such as leaving a crater, destroying a mountain/meteor). To measure these feats we need to know the Volume of the matter that was destroyed in the attack.
 
Many feats cause visible destruction after they are preformed (such as leaving a crater, destroying a mountain/meteor). To measure these feats we need to know the Volume of the matter that was destroyed in the attack.
   
Volume is a space composed of three perpendicular dimensions, if its a mountain, it has length, width, and height. If it is a crater, it has length, width, and depth.
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Volume is a space composed of three perpendicular dimensions, if its a mountain, it has length, width, and height. If it is a crater, it has length, width, and depth.
   
 
Here is a page with classic formulas of classic geometrical shapes that maybe useful when calculating volume:
 
Here is a page with classic formulas of classic geometrical shapes that maybe useful when calculating volume:
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For example, sometimes, when trying to find the volume of a mountain, we may use the formula of a cone to give us a rough estimation of its size.
 
For example, sometimes, when trying to find the volume of a mountain, we may use the formula of a cone to give us a rough estimation of its size.
   
Usually after we have found the volume, we may get the final measurement to be in cubic meters (m^3) or sometimes in cubic Kilometers (Km^3). At this point, in order to get the Energy measurement for the feat, we need to convert the volume from whatever unit we are using, into cubic Centimeters (Cm^3 or cc).
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Usually after we have found the volume, we may get the final measurement to be in cubic meters (m^3) or sometimes in cubic Kilometers (Km^3). At this point, in order to get the Energy measurement for the feat, we need to convert the volume from whatever unit we are using, into cubic Centimeters (Cm^3 or cc).
   
 
Here are some terms that will make said conversion easier:
 
Here are some terms that will make said conversion easier:
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Most of the time, when calculating Destructive capacity, we end up with extremely large values of energy that are very long to write, also, even if using Orders of magnitude to "shorten" the number, for most people, these large values of energy mean nothing and they cannot rank them easily. That is why we need to convert the numbers we get to TNT measurements, as it is a measuring system that is easier to understand for a wider diversity of people.
 
Most of the time, when calculating Destructive capacity, we end up with extremely large values of energy that are very long to write, also, even if using Orders of magnitude to "shorten" the number, for most people, these large values of energy mean nothing and they cannot rank them easily. That is why we need to convert the numbers we get to TNT measurements, as it is a measuring system that is easier to understand for a wider diversity of people.
   
To understand the TNT measuring system, we must first explain how it works: 1 gram of TNT contains about 4184 joules of energy. Therefore we can say that every 4184 joules equals 1 gram of TNT, and from here we establish a measuring system:
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To understand the TNT measuring system, we must first explain how it works: 1 gram of TNT contains about 4184 joules of energy. Therefore we can say that every 4184 joules equals 1 gram of TNT, and from here we establish a measuring system:
   
 
1 gram of TNT = 4184 (j) = 4.184 * 10^3 (j)
 
1 gram of TNT = 4184 (j) = 4.184 * 10^3 (j)
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1 Teraton of TNT = 1000 Gigatons of TNT= 4.184 * 10^21 (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)
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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)
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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 Zetaton of TNT = 1000 Exatons of TNT= 4.184 * 10^30 (j)
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