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Editing Weapon
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These are effectively lightweight piercing weapons which work from a distance. When opponents engage the user in melee, the users are then forced to wield these weapons as melee weapons. Bows and crossbows both do extremely bad blunt damage over a contact area 100 times as wide as a war hammer, meaning it's far less likely for them to get through armor than such weapons. | These are effectively lightweight piercing weapons which work from a distance. When opponents engage the user in melee, the users are then forced to wield these weapons as melee weapons. Bows and crossbows both do extremely bad blunt damage over a contact area 100 times as wide as a war hammer, meaning it's far less likely for them to get through armor than such weapons. | ||
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There exists one more umbrella category of weapon: the so-called "'''training weapon'''". Training weapons are wooden, and are made at a [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode. They all do blunt impact damage, but only a tiny amount due to the poor [[material science|material properties]] of wood for a combat weapon. While every weapon is actually safe to use in [[Training|sparring]], the primary purpose of training weapons in fortress mode is to allow your dwarves to start training before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]]. | There exists one more umbrella category of weapon: the so-called "'''training weapon'''". Training weapons are wooden, and are made at a [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode. They all do blunt impact damage, but only a tiny amount due to the poor [[material science|material properties]] of wood for a combat weapon. While every weapon is actually safe to use in [[Training|sparring]], the primary purpose of training weapons in fortress mode is to allow your dwarves to start training before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]]. | ||
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==== vs. [[undead]] ==== | ==== vs. [[undead]] ==== | ||
− | * recommended weapon: mace | + | * recommended weapon: mace only if you want to have a single corpse, axe if you want effiency. |
− | * other choices: sword will do a fine job. | + | * other choices: sword and spear will do a fine job. |
u/MrNorrelDoesHisPart: | u/MrNorrelDoesHisPart: | ||
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*Newest Dwarven [https://www.reddit.com/r/dwarffortress/comments/11bh54h/combat_science_iii_fighting_the_undead/ !!Science!!] shows that while axe create a messy pile of reanimated corpse, the axe generally takes only 1/3 the time to kill all the reanimated bits. Therefore without considering the extra hauling labor, battle axe is the superior solution to reanimated corpse. | *Newest Dwarven [https://www.reddit.com/r/dwarffortress/comments/11bh54h/combat_science_iii_fighting_the_undead/ !!Science!!] shows that while axe create a messy pile of reanimated corpse, the axe generally takes only 1/3 the time to kill all the reanimated bits. Therefore without considering the extra hauling labor, battle axe is the superior solution to reanimated corpse. | ||
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==== vs. Undead Megabeast and other large fleshy creature ==== | ==== vs. Undead Megabeast and other large fleshy creature ==== | ||
** recommend weapon: if has access to steel: large army with steel spears. | ** recommend weapon: if has access to steel: large army with steel spears. | ||
− | ** recommend weapon: if has access to | + | ** recommend weapon: if has access to candy: candy axe. |
** not recommend weapon: anything inferior than steel. | ** not recommend weapon: anything inferior than steel. | ||
− | The result varies between axe, spear and sword. When a squad of 4 armored dwarves fight an undead cyclops with metal inferior to | + | The result varies between axe, spear and sword. When a squad of 4 armored dwarves fight an undead cyclops with metal inferior to candy, only the ones armored with steel spear has a chance of winning. The squads with axe, mace and sword stand no fighting chance. |
− | With | + | With candy weapon however, axe and sword outperforms spear. Even one grandmaster axe dwarf with candy axe stands a chance to defeat the undead cyclops. |
==== vs. others ==== | ==== vs. others ==== | ||
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Using any multi-grasp weapon in a single hand (i.e. with a shield in the other hand) gives you a disability to hit - do not equip two-handed swords with a shield, for instance. '''The game will not stop you from doing this''', so be wary about it. | Using any multi-grasp weapon in a single hand (i.e. with a shield in the other hand) gives you a disability to hit - do not equip two-handed swords with a shield, for instance. '''The game will not stop you from doing this''', so be wary about it. | ||
− | In adventurer mode, however | + | In adventurer mode, however, it is possible to wield a two-handed sword, or any multi-grasp weapon, in one hand without penalty (allowing for the simultaneous use of a shield) if your character passes the one-handed check for single-handing a multi-grasp weapon. For example, if you create a human character, and manage to spawn into a world with a "broad body" or a "tall body" in the character description, you will be able to single-hand any multi-grasp weapon (and will be forced to, much like you are forced to single-hand any single-grasp weapon), which allows for the simultaneous, disability-free use of a shield, thus making your damage and defensive capabilities much higher than they would be with a single-grasp weapon and shield. Note that upping Strength to Superior (and eventually Superhuman) will make all attacks more likely to deal extra damage, making cutting off the limbs of your enemies much easier. |
{| class="wikitable" border="border" | {| class="wikitable" border="border" | ||
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The following table shows approximately how many dwarves ''should be'' able to use each weapon one- or two-handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category. | The following table shows approximately how many dwarves ''should be'' able to use each weapon one- or two-handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category. | ||
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Additionally, even if a creature is large enough to wield a weapon with one hand/appendage, it is still possible to wield it with both/more through [[Wrestling#Bugs|wrestling]] by first lodging it into a target, then grabbing it with a free hand/appendage, and then pulling it free. | Additionally, even if a creature is large enough to wield a weapon with one hand/appendage, it is still possible to wield it with both/more through [[Wrestling#Bugs|wrestling]] by first lodging it into a target, then grabbing it with a free hand/appendage, and then pulling it free. | ||
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== Combat formulae == | == Combat formulae == | ||
− | Penetration is poorly understood, but most of the rest of combat is fairly well understood. Maybe it defines how deep | + | Penetration is poorly understood, but most of the rest of combat is fairly well understood. Maybe it defines how deep blade may go thru layers of armor and flesh and bones and even cut off limbs. This may explain why it does not apply for blunt attacks that do not go thru layers. |
First, you need to calculate your weapon's momentum. | First, you need to calculate your weapon's momentum. | ||
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where: | where: | ||
* '''a_density''' is the armor material's density | * '''a_density''' is the armor material's density | ||
− | * '''wIY''' is the weapon's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>). | + | * '''wIY''' is the weapon's impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>). |
Failure means the attack bounces off, meaning denser, larger armor resists blunt attacks better, but larger blunt weapons with smaller contact areas and higher impact yields get through armor better. This also means adamantine armor is some of the worst in the game at outright deflecting attacks, due to its poor density, but this is not typically relevant, as impact yields are typically at least 10 times larger than density values for the actual metals available, so this step is routinely passed by most weapons regardless of relative materials. | Failure means the attack bounces off, meaning denser, larger armor resists blunt attacks better, but larger blunt weapons with smaller contact areas and higher impact yields get through armor better. This also means adamantine armor is some of the worst in the game at outright deflecting attacks, due to its poor density, but this is not typically relevant, as impact yields are typically at least 10 times larger than density values for the actual metals available, so this step is routinely passed by most weapons regardless of relative materials. |