I've dug up some threads on airsoft mechanics,which is probably the best place for airsoft physics + technical stuff to explain joule creep in a bit higher detail. I recommend to read them fully.
http://forums.airsoftmechanics.com/index.php?topic=11308.msg133390#msg133390
http://forums.airsoftmechanics.com/index.php?topic=11161.0
It's hard to use maths to calculate joule creep as there are so many factors,as pistons don't expel the air volume in the cylinder instantly. Calculating gradual expanding air and how it affects a load accelerating down a cylinder which also has blow by depending on the bore is also hard enough,don't forget to factor in compression quality and compression rate and all that stuff.
Using the old fashioned method of jamming in different parts,tuning them appropriately and testing to see which set gives the best results is probably the best method of finding out how joule creepy your gun is.
Here's a post by hunterseeker5,a guy generally regarded to be pretty experienced in matters like this:
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Lawlz r/airsoft.

What will they think of next?
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Quote from: AcidReaper on 26-11-2013, 03:06:43
This is a direct quote from one of the comments on reddit.
"It may be generally known but it's dead wrong. Experimental results show just the opposite. This guy in the linked article shot himself in the arm at point blank range with .12g, .20g, .25g and .28g BBs from the same gun, with the same spring. The .12g BB did the most damage. The pictures speak for themselves.
Joule creep is nothing but a chairsofter's pipe dream apparently. Real world BB wounds on bare flesh are not a pure function of Joules. There is something more complex involved."
http://www.nationalairsoftmagazine.com/ouch.html
Is there any suggestions on a better way to explain it?
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What are we arguing here exactly? Because I'm seeing separate issues: tissue damage vs. KE shift.
Regarding tissue damage, the point of that article was to show bbs with effectively identical kinetic energies impacting skin. Its demonstrating that, all else being equal, its velocity that does the superficial tissue damage. This is because BBs don't have much energy, even our insane high power guns have very little energy, so the higher velocity the round the higher the impulse force on just that top layer of skin and thus it destroys more capillaries and appears to be a worse wound. Thats that theory. There are three problems invoking it in this argument though: 1) all the rounds are intended to have roughly the same kinetic energy, 2) as you can see from sites like the ATP, higher mass rounds retain their kinetic energy better, and eventually not only overtake their higher muzzle velocity lower mass counterparts, they end up with a higher velocity than them as well (ref.
http://mackila.com/airsoft/ATP/07-b-01.htm), and 3) I don't think anyone is trying to make the point that the reason they want joule creep, as its come to be known, is to @#*! people's #%$! up at point blank range.
So in regards to actual KE increases, I should start by saying not all guns display it to any significant degree. In fact, unless you specifically tuned for it, its existence is an indication you likely screwed something up with your build because it has negative effects on accuracy as a result of muzzle turbulence. Achieving it in an AEG is relatively simple, drop a 200mm barrel in your gun and a full cylinder. Tada, unless you're at fringe high power levels, your gun will see increased power with higher mass ammo. It only really came into the public eye as of late though because with P*s its so easy to inadvertently do, more and more people started "discovering" it for themselves. The point of doing it, intentionally, isn't to @#*! people up, its to gain an advantage; this is the same with all tuning. If you can be field legal (400fps with .2s) why wouldn't you take a 20% power gain with your preferred .3s? You're still field legal, and now you have a serious range advantage.
In regards to field rules to adapt to this: field restrictions are by the Joule, end of story. Your gun with your ammo must be X Joules (usually 1.5 for most fields) Of course this would require the chrono monkeys to have two brain cells to rub together, something which might be a bit of a stretch unfortunately, but otherwise you're stuck with things the way they are. Alternately you could run some experiments to determine maximum likely KE creep, and adjust the limit with .2s downward so that what you consider to be "safe" is within the limits techs running over-volumed guns will be able to achieve with their ammo. That way it preserves our advantage as the superior species, while keeping everyone "safe."