(Jun. 10, 2017 5:10 PM)chips556 Wrote: (Jun. 10, 2017 4:34 PM)Bastillon Wrote: I think that you're most likely one who would appreciate attack over defense. I recommend W2F/GX against D2 combos, although W2 on anything is a risky bet, it's pretty exciting to see who wins with all the double burst finishes going on. Meanwhile, I suggest you stick to D2 and K2 against more aggressive layers, but try adding Accel or Jaggy into the mix for an attack hybrid. These drivers can help you stall for longer and avoid massive hits early on since a worn Variable can be much faster than a Jaggy driver, thus overshooting the trajectory and will not touch your bey until late game (Centripetal force = mv^2/r, hence for the centripetal force to balance out, a larger radius is required to offset the effects of the high speeds provided by the Variable driver, therefore it will have a smaller chance of hitting the slower Jaggy bey), where your bey will have a lower chance of bursting.
That was a very logical explanation, so you're saying Jaggy will make the bey go in a larger radius than Variable thus making Variable less likely to hit Jaggy, however from my experience, worn Variable drivers are rather stationary with a hard launch, is W2 really worth it? I don't have a lot of experience with it but from test results on the forums it is considered trash tier.
How is force in beyblade actually measured ? Considering F = MA, mass is easily measured but what about acceleration, do we take into account spin velocity, as in its' RPM for more stationary combos, but how do we accurately measure the velocity in aggressive attack combos ?
Sorry if its a little confusing, I only started my physics lessons this year and we haven't touched on a lot of subjects including centripetal force.
When thinking about the physics of Beyblade you need to think of things from multiple different reference frames; the most important variables are mass m, moment of inertia I, velocity v, and angular velocity
ω. Mass and velocity are obviously the total mass of the Beyblade and its movement relative to the Stadium, but moment of inertia and angular velocity are the rotational versions of mass and velocity.
Moment of inertia is a function of how heavy a part is and how far that mass is concentrated from the axis of rotation. It and angular velocity are the two components of angular momentum, which is going to be critical for determining how much Stamina and Attack a part might have. Increasing mass but keeping the weight distribution the same will increase moment of inertia, and a part with its mass spread further from the center will have higher moment of inertia than another part of the same mass. The 4D Metal Wheel Phantom is a very good example of this, as its lightweight plastic Core means that almost all its mass is in a wide metal ring far from the center. This gives it excellent Stamina thanks to its high angular momentum. Higher moment of inertia also means that a Beyblade loses less angular velocity with each hit, which is great for Attack types because it ensures they can get more high-power attacks in before losing speed.
Defense types don't care quite as much about moment of inertia, aside from getting a moderate amount of Stamina so they can actually outspin Attack types. Defense is more concerned with preventing itself from gaining traditional linear velocity - getting knocked out. In this case, adding more mass, regardless of how it's distributed relative to the axis of rotation, will help increase its inertia, helping it to resist being knocked around by Attack types. That's why Metal Faces are standard for Defense types but are rarely seen on Stamina - Defense wants to maximize its total mass while Stamina wants to keep its mass far from the center. In theory, a Metal Face would increase moment of inertia by a little bit, improving Stamina, but in practice it also increases frictional forces due to the extra weight which completely negates any advantage.
In Burst, moment of inertia is extremely important because it's what drives the Burst mechanism - when the Layer is hit by the opponent and slowed down, the Disk's angular momentum causes it to keep moving, advancing the Burst mechanism and bringing the Beyblade closer to Bursting. This adds a new decision for Bladers designing combos - adding wider, heavier Disks to improve Stamina and/or KO Defense will also make your Beyblade more likely to Burst. Attackers especially need some angular momentum to have strong attacks, but not so much that they Burst themselves in the process. Gravity is heavy and wide, making it great for KO Defense and Stamina, but it's also relatively easy to Burst, so Heavy sees a lot of use thanks to its high mass but slightly more centralized weight distribution. Spread and Knuckle are popular choices for improving Burst resistance while maintaining good Stamina, since they're lighter weight but distribute that weight further outwards. Armed has some of the highest Burst resistance, but its low mass and central weight distribution also hurt its Stamina and Defense potential, so it's an uncommon pick.