Super Strength numbers?


Blue_Centurion

 

Posted

Okay, it has to be asked. Or, at least, I am asking it.

How strong is someone with Super Strength? I guess we would have to split that into Tanker and Brute. (Loved the line about Paragon Olympics and what Brutes have to do to get ready in another thread lol) To make it easier (?) we can just use tanker numbers and then adjust everything by the damage multiplier as if it was a straight up strength multiplier. I would assume a big difference between 1st level and 50th as well. I am most interested in these (1st level "floor") and (50th level "ceiling") numbers.

I would assume it would have to be converted into a amount of force delivered kind of thing, with a comparison of two or three attacks and their effects with another more mechanical and open system. Say, average damage for Punch, Haymaker and Knockout Blow compared to average damage of attacks in another game. (The only one I know to use is the old school tabletop hero game system, which converts to physics rather easily, if not perfectly exactly) THere may be a better and more efficient way.

Once you have that you can easily convert (easily is relative here) to Bench Press, Deadlift, and Squat.

Anybody got any pencil sketches of this kind of mathematical doodling hanging around their desktop? I cannot be the first geek to have this cross my mind.


 

Posted

Depends on the weight of the target, but Knockout blow would be the best measurement. Also Footstomp.

First: How strong would you have to be to punch someone in the gut and send them up however many feet KoB does? I'd use a human sized enemy to measure this.

Second: How strong would you have to be to cause a shockwave that can knock people over by slamming your foot in the ground?

Both of those would probably have very different answers. I'm not sure the second one is possible without really dense ground.


 

Posted

Quote:
Originally Posted by Mad Grim View Post
Depends on the weight of the target, but Knockout blow would be the best measurement. Also Footstomp.

First: How strong would you have to be to punch someone in the gut and send them up however many feet KoB does? I'd use a human sized enemy to measure this.

Second: How strong would you have to be to cause a shockwave that can knock people over by slamming your foot in the ground?

Both of those would probably have very different answers. I'm not sure the second one is possible without really dense ground.
Based on my experience in the hero system I would disregard Footstomp since it is a'modified' power (it has area effect, special effect, etc.) The slew of straight up punches are a better way to make a comparison since you could just average the DPS or punch power and see the effect. Basically, I kill (er arrest) 1 level 1 hellion with 1 punch (pretending the damage matches up perfectly) that compares to "the average damage strength 20 arrests in this system or whatever" in this system. The need for multiple punches and averaging is to ensure a more accurate read of the strength. DPS might also be a way to go, but overlying the CoH time with another system intimidates me slightly. (okay, a lot)

yes, this is for flipping my tabletop gaming characters into and out of CoH. I have been gaming in White Wolf systems in the last few years, but having numbers in a more transparent system like hero system is better I think. Especially since I think i know where some gurps to hero conversion are.


 

Posted

To consider SS damage, there are basically two modes -- pre-Rage and post-Rage. A tank cannot get Rage until 28, while a brute can get it at 18. Once you have it, it is providing an 80% damage buff (and 20% toHit buff) about 95% of the time. Brute's can add their Fury damage buff to that. In my opinion this factor makes tank SS and brute SS very hard to compare. (Other sets typically get a Build-Up power instead, but that buff is active maybe 20% of the time.)

Here is a quick table comparing Super Strength damage to that of Stone Melee, for the first three attacks. Both are classic, smash-damage, tank secondaries.

Code:

Super Strength (tank)
 1) Jab             30.2   60.4   83.4
 1) Punch           44.5   89.0  122.8
 4) Haymaker        73.0  146.0  201.5  
28) Rage           95% utilization of 80% dmg, 20% toHit

Stone Melee (tank)
 1) Stone Fist      44.5   89.0   96.1
 1) Stone Mallet    73.0  146.0  157.7
 4) Heavy Mallet   101.4  202.8  219.0
16) Build-Up       20% utilization of 80% dmg, 20% toHit
The first numeric column is base, level 50, damage. Second column is approximate damage just considering 100% slotted damage. The third column factors in the damage buff (Rage or Build-Up) along with its utilization factor. This table does not consider recharge time, endurance usage, nor the toHit increase. In particular, toHit would be very hard to quantize because it's effect would essentially be negligible against even-level minions, but likely a major factor when fighting +4 bosses.

Also, external damage buffs (from a teammate) would tend to favor Stone Melee, since it is base damage being buffed. Solo, though, I'd say these were pretty-much equivalent.


-- Rich
* Thresholds CoH: What to do When
* My Comics Collection

 

Posted

Interesting CoHRock. I think the Tank would make a Good base for the Brute. Using my logic (no guarantee I am right btw) sheer force output is the measure of the strength. ie I do not care about to hit, or whether you hit harder "are stronger" as a base or because of rage issues. We will obviously leave out outside buffs though. No cheating in the Paragon Olympics. Ahem. (I'm looking at you Dr. Aeon!)


 

Posted

Oh, I thought you meant how much actual strength (measured in facepunches per square inch) it'd take.

I know nothing of tabletop gaming, so I'll duck out.


 

Posted

I can actually be of great assistance here, as I have ran Super Hero games since 87' on a regular basis. In fact, tonight is gaming night for me!

Conversions and calculations are easy to achieve, with only a few variables needed. In this case, Hurl will give you the best metric standard to go by. All I need is how big is that rock/hunk of street/dirtball?

*Weight: A one ton boulder (Depending on material, but assuming generic "stone" Would measure 3' x 3' x1.5, and the one in game (Also depending on character size, but aiming for average super-heroic strong guy) seems to be 3' x3' x3' (Again, averaging, as the object is irregular) So we are tossing a 2 ton hunk of matter.

*Range: Strength will be determined by how far you can throw any appreciable weight.
Hurl Range: Un-Enhanced- 80 Feet
-----------SO-------IO
1-slot-----96------100.4
2-slot ----112-----119.8
3-slot----126.8----124.8


Now the thing to do is to realize that damage is dealt based on a number of factors; boxing gloves blunting a blow, angle of attack, pulling a punch, striking a weak point, materials of both the target and object striking the target, and so on. But to lift and project an object requires almost solely brute force (In the manner that hurl is used, not in general. Inertial and centrifugal force play a role in things such as catapult and hammer-toss for instance.)


To propel an object weighing 2 tons:

Un-Enhanced- 15-20 tons
-----------DO----------IO
1-slot--20-25 tons---25-30 tons
2-slot--30-35 tons---35-40 tons
3-slot--40-45 tons---45-50 tons

This is an average and in no way takes into account variable factors, but is close enough for scrutiny. Much stronger than most heroes, but still pale shades of the likes of Blue Boy or The Green-Skinned Goliath. Although I like to pretend that the range we have is not absolute range but effective range, which is what I use in my head to explain hitting targets that run as the animation starts and hits them like 100 yards away (Nearly 100 tons!)

For fun, lets assume a baseball:

Un-Enhanced- 1500 yards
------------DO----------IO
1-slot--1750 yards---2625 yards
2-slot--2350 yards---3500 yards
3-slot--4160 yards---5200 yards


**Note Earth powers are exempt from this rule, since they are assumed to be able to manipulate stone specifically, and their powers could lend to distance. I don't see stone melee as strength based as much as it is control of stone, they can wield stone as if it were Styrofoam, because to them it is.




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Posted

Thanks Harry. I had actually not considered Hurl. (Mostly cause I rarely take it.) But it does indeed give a rough graphical physics estimate of what a Super Strength character is able to pull off with sheer brute force.


 

Posted

Quote:
Originally Posted by Harry_Canyon View Post
I can actually be of great assistance here, as I have ran Super Hero games since 87' on a regular basis. In fact, tonight is gaming night for me!

Conversions and calculations are easy to achieve, with only a few variables needed. In this case, Hurl will give you the best metric standard to go by. All I need is how big is that rock/hunk of street/dirtball?

*Weight: A one ton boulder (Depending on material, but assuming generic "stone" Would measure 3' x 3' x1.5, and the one in game (Also depending on character size, but aiming for average super-heroic strong guy) seems to be 3' x3' x3' (Again, averaging, as the object is irregular) So we are tossing a 2 ton hunk of matter.

*Range: Strength will be determined by how far you can throw any appreciable weight.
Hurl Range: Un-Enhanced- 80 Feet
-----------SO-------IO
1-slot-----96------100.4
2-slot ----112-----119.8
3-slot----126.8----124.8


Now the thing to do is to realize that damage is dealt based on a number of factors; boxing gloves blunting a blow, angle of attack, pulling a punch, striking a weak point, materials of both the target and object striking the target, and so on. But to lift and project an object requires almost solely brute force (In the manner that hurl is used, not in general. Inertial and centrifugal force play a role in things such as catapult and hammer-toss for instance.)


To propel an object weighing 2 tons:

Un-Enhanced- 15-20 tons
-----------DO----------IO
1-slot--20-25 tons---25-30 tons
2-slot--30-35 tons---35-40 tons
3-slot--40-45 tons---45-50 tons

This is an average and in no way takes into account variable factors, but is close enough for scrutiny. Much stronger than most heroes, but still pale shades of the likes of Blue Boy or The Green-Skinned Goliath. Although I like to pretend that the range we have is not absolute range but effective range, which is what I use in my head to explain hitting targets that run as the animation starts and hits them like 100 yards away (Nearly 100 tons!)

For fun, lets assume a baseball:

Un-Enhanced- 1500 yards
------------DO----------IO
1-slot--1750 yards---2625 yards
2-slot--2350 yards---3500 yards
3-slot--4160 yards---5200 yards


**Note Earth powers are exempt from this rule, since they are assumed to be able to manipulate stone specifically, and their powers could lend to distance. I don't see stone melee as strength based as much as it is control of stone, they can wield stone as if it were Styrofoam, because to them it is.
Yes, but what about Shields/SS? The hurl animation there is a one-handed baseball pitch as opposed to a two=handed overhead throw.


Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.

-Don't just rebel, build a better world, comrade!

 

Posted

Use GURPS. It usually handles those sorts of numbers more cleanly and wouldn't be too hard to compare CoH attack damage numbers versus the HPs of parking meters, cars, and so on. Thenagain, never a fan of Hero system.
*shrug*


 

Posted

Wouldn't you have to figure out how much strength you needed to rip out a 2 ton piece of ground?


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BViking View Post
Use GURPS. It usually handles those sorts of numbers more cleanly and wouldn't be too hard to compare CoH attack damage numbers versus the HPs of parking meters, cars, and so on. Thenagain, never a fan of Hero system.
*shrug*
I respectfully disagree - in my opinion, Hero breaks down at low power levels, and GURPS breaks down at higher power levels.


Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.

-Don't just rebel, build a better world, comrade!

 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
How strong is someone with Super Strength?
As strong as your concept calls for. There's no point in comparing numbers when one person is playing a street-level character and another is playing a demigod. The only right answer is our own.


 

Posted

Quote:
Yes, but what about Shields/SS? The hurl animation there is a one-handed baseball pitch as opposed to a two=handed overhead throw.
Wow! I never knew that... O.O In that case, you can do with one arm, what someone needs two for. that means double it for total power rating. (I know why it was done, but it would make a shield/SS much stronger just on a visual basis.)

Quote:
Originally Posted by BrandX View Post
Wouldn't you have to figure out how much strength you needed to rip out a 2 ton piece of ground?
Assuming standard stone or asphalt? 10 tons.




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Posted

Quote:
Originally Posted by Vox Populi View Post
As strong as your concept calls for. There's no point in comparing numbers when one person is playing a street-level character and another is playing a demigod. The only right answer is our own.

Despite my seeming attention to the super-hero physics (If such a thing truly exists; For my go-to image of comic book physics for those that really wish to argue, see HERE ), I am all about imagination first. unless it simply breaks imagination to conceive, the sky is the limit. My super-strength character can lift mountains, my blaster can disintegrate any matter, My controller can Manipulate an entire landmass of plant life, and so on... Static numbers, and linear logic truly break my brain.




MY FAREWELL GIFT

It is never truly gone, as long as there is someone left to remember.