Re: Rotational velocity vs wound severity
Normally stability climbs downrange, because displacement per turn(to overcome it) greatly decreases with falling velocity.
So for example, a 10" per 1 turn at the muzzle ends up way less displacement per turn at 500yds.
It ends up ~7.3:1 at 500yds with a 95gr BIB launched at 3kfps in 10tw. And Sg from 1.5 at the muzzle would increase to 2.85 by 500yds.
This reverses trend once nearing mach1.
I know terminal ballistics represents a very complicated science of it's own, and I'm only a varmint hunter. But what I have noticed is that speed of death relates to how much energy is released INSIDE game. This, moreso than the wound itself.
I kill groundhogs far more directly with light bullets that leave no exit wound, than with heavy bullets which make a holy mess of the hogs(like several airborne pieces). I think this is due to hydraulic shock that is REDUCED when a bullet destroys any containment of it. And with this condition the game is allowed to bleed to death. With lighter bullets, releasing full energy that remains inside, the game drops without a twitch(not even a death kick).
I saw this same result(in a video) with an elephant shot in the ass. It dropped instantly without a twitch, seemingly unaware that a relatively tiny ~650gr bullet hit it. This bullet did of course cause fatal damage. But there is no way that damage in itself caused an elephant to instantly drop onto it's belly, all legs outward, with no further movement whatsoever.
Just some thoughts on it. I don't know about jacket integrity on this kind of killing.