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Reactions: Difference between revisions

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[[File:QdZl1.jpg|thumb|400px|Flash can perceive events in less than an attosecond.]]
 
{|class=width="100%" style="border:4px solid #856363; border-radius:7.5px; clear:both; font-size:75%; font-family:verdana;" align="center""
! colspan="2" style="background:#FF0000; border-radius:3.25px;" align="center"|''Important Codex Wiki Articles''
|-
|width="15%" "background:grey; border-radius:3.25px;"|'''Important Pages'''
|[[The Codex Wiki]] - [[Site FAQ]] - [[The Codex:About|General Help Page]]- [[Tiering System]] - [[Civilization Tiering System]] - [[Codex Profile Rules|Rules for Codex Profiles]] - [[Common Editing Mistakes]] - [[Disclaimer]] - [[How to Handle Calculations]] - [[Universe]] - [[Multiverse]] - [[Omniverse]] - [[Projectile and Objects Feats]] - [[Dimensional Tiering Explanation]] - [[Common Terminology]] - [[Discussion Rules]] - [[Reference for Common Feats]] - [[Rules for Acceptable Profiles]] - [[Rules for Fanon Profiles]] - [[Misleading Titles]] - [[Mistranslations]] - [[Outside Wiki Standards]] - [[Statements]] - [[Verse Cosmology Categorizations]] - [[Fictional Universes]]
|-
|width="15%" "background:grey; border-radius:3.25px;"|'''Terminology'''
|[[Alignment]] - [[Status]] - [[Protection Level]] - [[Threat Level]] - [[Cardinality]] - [[Grade]] - [[Dimensionality]] - [[Attack Potency]] - [[Durability]] - [[Speed]] - [[Reactions]] - [[Lifting Strength]] - [[Striking Strength]] - [[Range]] - [[Intelligence]] - [[Knowledge]] - [[Powers and Techniques]] - [[State of Being]] - [[Physiology]] - [[Equipment]] - [[No Limits Fallacy]] - [[Omnipotence]] - [[Cinematic Time]] - [[Canon]] - [[Canon|Crossover]] - [[How to Handle Canon]] - [[Multipliers]] - [[Environmental Destruction]] - [[Bloodlust]] - [[Overtime Feats]] - [[Chain Reactions]] -[[Outside Help]] - [[Space]] - [[The Kardashev Scale]] - [[Infinity]] - [[Power Source]] - [[Light Speed]] - [[Requirements for Speed of Light/Faster Than Light Speeds]]
|-
|"background:grey; border-radius:3.25px;"|'''Standards'''
|[[Transcendence]] - [[Creation vs Destruction]] - [[Outlier]] - [[Ludonarrative Dissonance]] - [[Inconsistency]] - [[Plot-Induced Stupidity]] - [[Reality - Fiction Interaction]] - [[Powerscaling]] - [[Black Hole]] - [[Wormhole]] - [[Stabilization Feats]] - [[Merging Feats]] - [[Embodying Feats]] - [[Data World Standards]] - [[Dream World Standards]] - [[Standard Battle Assumptions]] - [[One-Shot]] - [[Speed Blitz]] - [[Penetration Damage]] - [[Blunt Force Damage]] - [[Death of the Author]] - [[Versus Threads]] - [[Information Pages]] - [[Light Dodging Feats]] - [[Lightning Standards]] - [[Void Standards]]
|-
|"background:grey; border-radius:3.25px;"|'''Formats'''
|[[Standard Format for Character Profiles]] - [[Standard Format for Factions]] - [[Standard Format for Cosmic Forces]] - [[Standard Format for Events]] - [[Standard Format for Verse Pages]] - [[Standard Format for Locations Profiles]] - [[Standard Format for Weapon Profiles]] - [[Standard Format for Powers and Abilities]] - [[Standard Format for Civilization Profiles]] - [[Standard Format for Category Names]] - [[Standard Templates For Tabbers]]
|-
|"background:grey; border-radius:3.25px;"|'''Fanon'''
|[[Fanon]] - [[Fanon/Community-Strongest-Character-Tier-List|Strongest Character Tier List]] - [[Fanon/Community-Weakest-Character-Tier-List|Weakest Character Tier List]] - [[Fanon/Strongest Smash Characters Tier List]]
|}
<br>
[[File:QdZl1.jpg|thumb|center|800px|Flash can perceive events in less than an attosecond.]]
==Reactions==
==Reactions==
In fiction, movement over long distances and movement over short distances - which can be dubbed "combat distances" - tend to be remarkably different for different characters, resulting in serious discrepancies when considering their overall speed. On this wiki, we, therefore, differentiate between various types of [[Speed|speed]], including reaction speed.
'''Reactions''' may be defined simply as the time between a stimulus and a response. Three basic reaction time paradigms have been described:
 
Reaction speed is defined as a single movement in a defined timeframe, which a character has been shown capable of. A series of movements in similar timeframes makes this combat speed, so this term should only be applied for a single, quick movement. Examples include ducking backward to dodge bullets and diving away to dodge extremely fast vehicles. 


When measured in terms of a single movement of often undefined, small distance, humans have displayed between 300 milliseconds (subhuman) to 100 milliseconds (peak human) reactions. Autonomous body reactions for humans can also reach as high as 40 milliseconds, but this is oftentimes inapplicable to reaction speed and shouldn't be used.
*1. Simple reaction time has a single stimulus and a single predefined response.
*2. Recognition reaction time has several false stimuli mixed with one correct stimulus prompting the response.
*3. Choice reaction time involves multiple stimuli and differing responses for each stimulus. Serial reaction time is a combination of recognition and choice reaction time, where the stimulus is a repeating sequence that the subject must learn to predict and then to respond in a prescribed fashion.


==Rules Regarding Reaction Speed and Scaling==
An example of simple reaction time would be the time from a buzzing sound to moving a finger. Adding false chime or ring sounds would convert the model to recognition reaction time, while creating different responses for the chime or other ring sounds would convert the model to a measurement of choice reaction time.
#Reaction speed has both a distance and a timeframe component, so all calculations that are completed for reaction speed cannot simply be a timeframe by itself. Do not randomly assume a 1-meter distance for each timeframe and use that speed for the reaction speed.
#If only a timeframe is known (for example, characters who do not need to move to attack or defend), then it is still possible to list that timeframe in parenthesis in the speed section of the character profile. It may also be listed in the skills section of the profile or as a feat.
#If character A can blitz character B, A's movement speed may be scaled to B's reaction speed.
#If character A is considered an equal in combat to character B, then reaction speed may be scaled if there are no discrepancies or showings that suggest the opposite.
#All other scalings of reaction speed are circumstantial and must be discussed with the staff.


==Reaction Tiers for Reaction Timeframes Only==
==Reaction Tiers for Reaction Timeframes Only==
'''Normal Human perception:''' 0.3-0.129 seconds
'''Below Average perception:''' any real number higher than 2e-1 seconds
 
'''Athletic Human perception:''' 0.129-0.102 seconds
 
'''Peak Human perception:''' 0.102-0.08 seconds
 
'''Superhuman perception:''' 0.08-0.0291 seconds
 
'''Subsonic perception:''' 0.0291-0.00583 seconds
 
'''Subsonic+ perception:''' 0.00583-0.0032 seconds


'''Transonic perception:''' 0.0032-0.00265 seconds
'''Normal Human perception:''' 2e-1 to 1.30e-1 seconds


'''Supersonic perception:''' 0.00265-0.00117 seconds
'''Athletic Human perception:''' 1.30e-1 to 9.97e-2 seconds


'''Supersonic+ perception:''' 0.00117-0.00058 seconds
'''Peak Human perception:''' 9.97e-2 to 8.05e-2 seconds


'''Hypersonic perception:''' 0.00058-0.000294 seconds
'''Superhuman perception:''' 8.05e-2 to 6.48e-3 seconds


'''Hypersonic+ perception:''' 0.000294-0.000117 seconds
'''Superhuman+ perception:''' 6.48e-3 to 3.64e-3 seconds


'''High Hypersonic perception:''' 0.000117-0.0000588 seconds
'''Transonic perception:''' 3.64e-3 to 2.78e-3 seconds


'''High Hypersonic+ perception:''' 0.0000588-0.0000294 seconds
'''Transonic+ perception:''' 2.78e-3 to 2.24e-3 seconds


'''Massively Hypersonic perception:''' 0.0000294-0.00000294 seconds
'''Supersonic perception:''' 2.24e-3 to 9.26e-4 seconds


'''Massively Hypersonic+ perception:''' 0.00000294-0.0000003336 seconds
'''Supersonic+ perception:''' 9.26e-4 to 5.83e-4 seconds


'''Sub-Relativistic perception:''' 0.0000003336-0.0000000667 seconds
'''Hypersonic perception:''' 5.83e-4 to 3.89e-4 seconds


'''Sub-Relativistic+ perception:''' 0.0000000667-0.00000003336 seconds
'''Hypersonic+ perception:''' 3.89e-4 to 2.92e-4 seconds


'''Relativistic perception:''' 0.00000003336-0.00000000667 seconds
'''High Hypersonic perception:''' 2.92e-4 to 1.67e-4 seconds


'''Relativistic+ perception:''' 0.00000000667-0.000000003336 seconds
'''High Hypersonic+ perception:''' 1.67e-4 to 1.17e-4 seconds


'''Speed of Light perception:''' 0.000000003336 seconds
'''Massively Hypersonic perception:''' 1.17e-4 to 6.67e-8 seconds


'''FTL perception:''' 0.000000003336-0.0000000003336 seconds
'''Massively Hypersonic+ perception:''' 6.67e-8 to 3.34e-8 seconds


'''FTL+ perception:''' 0.0000000003336-0.00000000003336 seconds
At most '''Relativistic perception:''' 3.34e-8 to 6.67e-9 seconds


'''Massively FTL perception:''' 0.00000000003336-0.000000000003336 seconds
At most '''Relativistic+ perception:''' 6.67e-9 to 3.34e-9 seconds


'''Massively FTL+ perception:''' any real number less than 0.000000000003336 seconds
'''Speed of Light perception:''' 3.34e-9 seconds


'''Note: '''Credits to [https://vsbattles.wikia.com/wiki/Durability VSBW ]for the page. 
'''Faster Than Light perception:''' Below 3.34e-9 seconds
[[Category:Important]]
[[Category:Important]]
[[Category:Terms]]
[[Category:Terms]]

Latest revision as of 17:03, 11 October 2024

Important Codex Wiki Articles
Important Pages The Codex Wiki - Site FAQ - General Help Page- Tiering System - Civilization Tiering System - Rules for Codex Profiles - Common Editing Mistakes - Disclaimer - How to Handle Calculations - Universe - Multiverse - Omniverse - Projectile and Objects Feats - Dimensional Tiering Explanation - Common Terminology - Discussion Rules - Reference for Common Feats - Rules for Acceptable Profiles - Rules for Fanon Profiles - Misleading Titles - Mistranslations - Outside Wiki Standards - Statements - Verse Cosmology Categorizations - Fictional Universes
Terminology Alignment - Status - Protection Level - Threat Level - Cardinality - Grade - Dimensionality - Attack Potency - Durability - Speed - Reactions - Lifting Strength - Striking Strength - Range - Intelligence - Knowledge - Powers and Techniques - State of Being - Physiology - Equipment - No Limits Fallacy - Omnipotence - Cinematic Time - Canon - Crossover - How to Handle Canon - Multipliers - Environmental Destruction - Bloodlust - Overtime Feats - Chain Reactions -Outside Help - Space - The Kardashev Scale - Infinity - Power Source - Light Speed - Requirements for Speed of Light/Faster Than Light Speeds
Standards Transcendence - Creation vs Destruction - Outlier - Ludonarrative Dissonance - Inconsistency - Plot-Induced Stupidity - Reality - Fiction Interaction - Powerscaling - Black Hole - Wormhole - Stabilization Feats - Merging Feats - Embodying Feats - Data World Standards - Dream World Standards - Standard Battle Assumptions - One-Shot - Speed Blitz - Penetration Damage - Blunt Force Damage - Death of the Author - Versus Threads - Information Pages - Light Dodging Feats - Lightning Standards - Void Standards
Formats Standard Format for Character Profiles - Standard Format for Factions - Standard Format for Cosmic Forces - Standard Format for Events - Standard Format for Verse Pages - Standard Format for Locations Profiles - Standard Format for Weapon Profiles - Standard Format for Powers and Abilities - Standard Format for Civilization Profiles - Standard Format for Category Names - Standard Templates For Tabbers
Fanon Fanon - Strongest Character Tier List - Weakest Character Tier List - Fanon/Strongest Smash Characters Tier List


Flash can perceive events in less than an attosecond.

Reactions

Reactions may be defined simply as the time between a stimulus and a response. Three basic reaction time paradigms have been described:

  • 1. Simple reaction time has a single stimulus and a single predefined response.
  • 2. Recognition reaction time has several false stimuli mixed with one correct stimulus prompting the response.
  • 3. Choice reaction time involves multiple stimuli and differing responses for each stimulus. Serial reaction time is a combination of recognition and choice reaction time, where the stimulus is a repeating sequence that the subject must learn to predict and then to respond in a prescribed fashion.

An example of simple reaction time would be the time from a buzzing sound to moving a finger. Adding false chime or ring sounds would convert the model to recognition reaction time, while creating different responses for the chime or other ring sounds would convert the model to a measurement of choice reaction time.

Reaction Tiers for Reaction Timeframes Only

Below Average perception: any real number higher than 2e-1 seconds

Normal Human perception: 2e-1 to 1.30e-1 seconds

Athletic Human perception: 1.30e-1 to 9.97e-2 seconds

Peak Human perception: 9.97e-2 to 8.05e-2 seconds

Superhuman perception: 8.05e-2 to 6.48e-3 seconds

Superhuman+ perception: 6.48e-3 to 3.64e-3 seconds

Transonic perception: 3.64e-3 to 2.78e-3 seconds

Transonic+ perception: 2.78e-3 to 2.24e-3 seconds

Supersonic perception: 2.24e-3 to 9.26e-4 seconds

Supersonic+ perception: 9.26e-4 to 5.83e-4 seconds

Hypersonic perception: 5.83e-4 to 3.89e-4 seconds

Hypersonic+ perception: 3.89e-4 to 2.92e-4 seconds

High Hypersonic perception: 2.92e-4 to 1.67e-4 seconds

High Hypersonic+ perception: 1.67e-4 to 1.17e-4 seconds

Massively Hypersonic perception: 1.17e-4 to 6.67e-8 seconds

Massively Hypersonic+ perception: 6.67e-8 to 3.34e-8 seconds

At most Relativistic perception: 3.34e-8 to 6.67e-9 seconds

At most Relativistic+ perception: 6.67e-9 to 3.34e-9 seconds

Speed of Light perception: 3.34e-9 seconds

Faster Than Light perception: Below 3.34e-9 seconds