Subject: This sounds like a job for an acoustic engineer!
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Posted on: 2014-09-15 16:09:00 UTC

Rule 1 of this battle: Write what is funny or otherwise advances your story

But for a scientific background:

As hS has mentioned, waves in a solid medium can be of three types (well actually more than three but for real earthquakes there's the three he's mentioned), all of which can exhibit interference. Technically, none of these is a true shock wave (which is basically a near-instantaneous change in the properties of a fluid and is non-linear). A linear wave, such as most we encounter in daily life, can be modelled using the principle of superposition- ie the effect of mixing the two waves is the (vector) summation of the two waves, with the magnitude, frequency and phase of the wave determining the sum.

I'm not up to speed with Pokemon, so unsure whether these powers are a single pulse of energy or whether it's something more persistent.

If it's pulses, their frequency content is broadband (they don't have a characteristic frequency) and only the magnitude and length of pulse matters. Depending on where you are on the waveform you'd get firstly reinforcement where the positive parts add, then (if the pulses are different duration) destructive interference, then finally (negative) reinforcement. In general terms where the pulses meet you end up with the two powers most likely combining unless one power is a slower, more spread-out burst of energy in which case the magnitude would be lower.

If they're waves (ie repeating waveforms) they will interfere, either constructively (171%) or destructively (29%) depending on where within the cycle the waves are when they meet. The effect will be a spatially-varying waveform so the damage will range from 29-171 if the combatants move slightly.

All this assumes that the waves are pure waveforms in coherent phase so that interference can occur. This is actually pretty rare in real life - more often "real" waves are in random phase relationships and add incoherently, which is just adding the energy of the waveforms together (energy is proportional to the amplitude squared so any positive or negative amplitude differences don't cancel when adding energy. Adding energetically results in the combined waveform being (on average) 122%.

Tl;dr version: you're most likely to get spatial/temporal variations in the damage from 29% to 171% as the combatants move and fire their powers at different times. As a story mechanic this could be interesting by basically including a randomised "critical hit" variability to the damage. It would be difficult/impossible to time the powers so that damage I'd always minimised/maximised.

Elcalion, acoustic engineer by day

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