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Making Explosion Yield's Better (Hopefully)

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Is there a formula like this for nonnuclear explosions, like is using the normal shockwave calc for nonnuclear fireballs also an underestimate?
Just stick to tbe standard explosion calcs for now
 
If a character's skill is to mimic and create a mini big bang like explosion does that count as a nuclear explosion?
 
I added an end using the formula suggested in the previous thread. This way, the difference between the results can be seen.
 
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