05-01-2016, 03:35 AM | #1 |
Join Date: Apr 2016
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GURPS physics; Joules per damage?
Honestly I searched this forum for an answer and was surprised I couldn't find "this" thread already discussed. So...
How many Joules of energy is represented by one dice or one Point of damage? |
05-01-2016, 04:54 AM | #2 |
Join Date: Oct 2008
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Re: GURPS physics; Joules per damage?
Damage of different types (Projectiles, energy weapons, strength based weapons,explosions) use different methods.
Beam weapons use third root formula. (Approximately: energy(j)^(1/3)/5 =dice of damage) Projectiles use a square root based formula but it is modified by the size of the projectile(There is a spreadsheet floating around that has the values) Explosions use square root directly. ST based weapons scale up in damage even faster. A ST 10 person does 1d swing damage, but a ST 20 person(4 times the energy based on the basic lift) does 3d+2 |
05-01-2016, 07:04 AM | #3 |
Join Date: Sep 2007
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Re: GURPS physics; Joules per damage?
And the damage mechanism does matter, not just energy. Some ways of killing people are more efficient than others. Similarly, some ways of damaging things are more efficient than others -- and those aren't necessarily the same methods as the ones that are good for killing humans.
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05-01-2016, 08:05 AM | #4 | |
Join Date: Jul 2012
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Re: GURPS physics; Joules per damage?
Quote:
For instance, a slicing technique where you draw the edge across somebody, might be quite the effective cut against bare flesh - let's call it 4 points of cutting damage, with the wounding multiplier this would cause 6 points of injury, enough to cripple most arms or legs. However, it does not strike with the same amount of force as a club slamming into your body - let's call it 4 points crushing damage. This is at least part of why a suit of mail with DR 4/2, will stop the sword cut completely but only partially protect against the club. For instance, I could two different cuts with X amount of jules of force... but at a slightly different angle, that still cuts into the target. The first cut goes in at one angle, cutting into soft tissue mainly and then turning against the ribs. The second cut goes in more directly, with better edge alignment, carving a deeper wound under the ribcage that slices flesh unhindered, damage muscle and more important tissue. Neither cut is stronger than the other, but got very different results from the same amount of energy. |
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05-01-2016, 09:30 AM | #5 |
Join Date: Apr 2016
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Re: GURPS physics; Joules per damage?
Ah. My mistake I should have considered surface area. What's the SI equivalent of PSI? Damage is work not energy except with beams I guess.
Thanks for the formula Weby |
05-01-2016, 09:48 AM | #6 |
Join Date: Dec 2013
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Re: GURPS physics; Joules per damage?
Pounds per square inch (PSI) are units of pressure. Pressure in SI units is measured in Pascal (Newtons per square metre, or kg m^-1 s^-2).
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05-01-2016, 10:01 AM | #7 | |
Join Date: Jul 2012
Location: A crappy state called Illinois
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Re: GURPS physics; Joules per damage?
Quote:
For bullets it's the square root energy per area that's important (well that and sectional density), for low speed melee attacks it's probably momentum per area that's more important then energy and for energy weapons it's the cube root of energy per area. Sooo, how do you translate that to GURPS? Wellll.... the gun damage formula hasn't been published yet (the one you've been hearing about is a spread sheet written by Douglass Cole that while good is not official and based on 3rd edition) and I have yet to successfully reverse engineer it but it seems to be something along the lines of (squareroot(bullets muzzle energy in Kilojoules)/Bullets nominal diameter in millimeters)^(To an exponent based on the bullets HP and density). For melee attacks, well we already got the damage table in basic set (though it needs some work). For (most) beam weapons it's 2Ścuberoot(weapons output in Kilojoules), this assumes the beam weapons has been optimally focused for it's given output.
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damage, joule, physics |
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