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{{migrated article}}
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{{Quality|Exceptional|23:57, 9 October 2013 (UTC)}}
{{Quality|Unrated}}
 
 
{{av}}   
 
{{av}}   
 
{{Material properties}}
 
{{Material properties}}
  
[[Material|Materials]] have a number of properties representing real-world variables that describe how they respond to inputs.  In particular, the game has a number of variables that describe what happens to a material when it's put under stress.
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[[Material|Materials]] have a number of properties representing real world variables that describe how they respond to inputs.  In particular, the game now has a number of variables that describe what happens to a material when it's put under stress.
  
 
==What is stress?==
 
==What is stress?==
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In the material raws, whenever you see 'yield', 'fracture', or '[[Strain at yield|strain at yield]]', that property is a stress-related quality.
 
In the material raws, whenever you see 'yield', 'fracture', or '[[Strain at yield|strain at yield]]', that property is a stress-related quality.
  
==When does ''Dwarf Fortress'' make stress calculations?==
+
==When does Dwarf Fortress make stress calculations?==
 
At present, DF seems to only apply forces during combat, and thus only stresses objects (generally armor and various body layers) at that time.
 
At present, DF seems to only apply forces during combat, and thus only stresses objects (generally armor and various body layers) at that time.
  
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===Mechanical Performance Properties===
 
===Mechanical Performance Properties===
Yield: This is almost certainly 'Yield Strength', which is the amount of stress needed to cause a material to go from elastic deformation (whereby halting stressing causes it to return to its original shape) to plastic deformation (whereby halting stressing causes it to keep its shape).  Since most objects only elastically deform over small distances of deformation, high Yield values generally means it takes a lot of force to noticeably 'stretch' them (but see strain at yield).
+
Yield: This is almost certainly 'Yield Strength', which is the amount of stress needed to cause a material to go from elastic deformation to plastic deformation(That is, if you cease stressing the object, does it revert to its original shape or not).  Since most objects only elastically deform over small distances of deformation, high Yield values generally means it takes a lot of force to noticeably 'stretch' them (but see strain at yield).
  
 
Fracture: The fracture point is the amount of stress or force necessarily to cause the material to fail, or in other words, to break.
 
Fracture: The fracture point is the amount of stress or force necessarily to cause the material to fail, or in other words, to break.
  
Strain at yield (sometimes incorrectly referred to as 'elasticity'): This variable tells you how much deformation occurs to the material while it is deforming elastically.  That is, as long as the force is less than the yield strength, stress * strain at yield = deformation distance.  The smaller the strain at yield, the less deformation occurs under stress. Strain is measured as parts-per-100000, meaning that 100000 strain is 100% deformation.
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Strain at yield (sometimes incorrectly referred to as 'elasticity'): This variable tells you how much deformation occurs to the material while it is deforming elastically.  That is, as long as the force is less than the yield strength, stress * strain at yield = deformation distance.  The smaller the strain at yield, the less deformation occurs under stress.
  
Note: Strain at yield is the inverse of the relevant elastic modulus, thus a highly elastic material has low elastic modulus, and engages in less elastic collisions.
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Note: Strain at yield is the inverse of the Elastic Modulus.  Thus a highly elastic material has low elastic modulus, and engages in less elastic collisions.
  
 
===Modes of Applying Force===
 
===Modes of Applying Force===
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==Effects on Combat==
 
==Effects on Combat==
The ''Dwarf Fortress'' combat system does not use all material properties at present (0.40.05). Weapon and armor damage/wear/decay is implemented.  
+
The Dwarf Fortress combat system does not use all material properties at present (0.40.05). Weapon and armor damage/wear/decay is not tracked.  
  
 
The formulae below have been reverse-engineered [http://www.bay12forums.com/smf/index.php?topic=131995.0] [http://www.bay12forums.com/smf/index.php?topic=142372.0] and experimentally proven [http://www.bay12forums.com/smf/index.php?topic=116151.0] [http://www.bay12forums.com/smf/index.php?topic=141364] by several independent researchers. Below are the simplified results; for more details see links above.
 
The formulae below have been reverse-engineered [http://www.bay12forums.com/smf/index.php?topic=131995.0] [http://www.bay12forums.com/smf/index.php?topic=142372.0] and experimentally proven [http://www.bay12forums.com/smf/index.php?topic=116151.0] [http://www.bay12forums.com/smf/index.php?topic=141364] by several independent researchers. Below are the simplified results; for more details see links above.
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The attacks marked with [EDGE] flag deliver ''edged'' damage which is governed by [SHEAR_*] tokens; they can be further differentiated by attack contact area: generally concentrated strikes (area of 50 or less) are considered ''stabbing'' while wider areas correspond to ''slashing'' attacks. This distinction shall be emphasized later.
 
The attacks marked with [EDGE] flag deliver ''edged'' damage which is governed by [SHEAR_*] tokens; they can be further differentiated by attack contact area: generally concentrated strikes (area of 50 or less) are considered ''stabbing'' while wider areas correspond to ''slashing'' attacks. This distinction shall be emphasized later.
  
Every other attack is considered ''blunt''. [IMPACT_*] tokens affect blunt combat. Most specialised blunt weapons have small contact area; edged weapons generally also have blunt attacks with larger area values; items or creatures without defined attacks get default blunt attack with area = (size)^(2/3).
+
Every other attack is considered ''blunt''. [IMPACT_*] tokens affect blunt combat. Most specialised blunt weapons have small contact area; edged weapons generally also have blunt attacks with larger area values; items or creatures without defined attacks get default blunt attack with area = (size)^2/3.
Under certain circumstances edged attack can be converted to blunt, but not contrariwise.
+
Under certain circumstances edged attack can be converted to blunt, but not otherwise.
  
 
Wrestling moves are special: '''breaking bones''' uses [BENDING_*] values, '''pinching''' utilizes [COMPRESSIVE_*] properties, and '''biting''' can  deal [TENSILE] or [TORSION] damage depending on whether the attack is edged. Those attacks generally ignore armor.
 
Wrestling moves are special: '''breaking bones''' uses [BENDING_*] values, '''pinching''' utilizes [COMPRESSIVE_*] properties, and '''biting''' can  deal [TENSILE] or [TORSION] damage depending on whether the attack is edged. Those attacks generally ignore armor.
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===Contact Area===
 
===Contact Area===
 
Attack contact area is the minimum of weapon contact area and armor/layer contact area.
 
Attack contact area is the minimum of weapon contact area and armor/layer contact area.
Body parts have areas dependent on their size, as with non-weapon items; part size is <u>creature size</u> '''times''' <u>relative size of the part in proportion to whole body</u>.
+
Body parts have areas dependant on their size, as with non-weapon items; part size is <u>creature size</u> '''times''' <u>relative size of the part in proportion to whole body</u>.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! Body part
 
! Body part
 
! Relative size (human)
 
! Relative size (human)
! [[Kobold]]
+
! Kobold
! [[Elf]]/[[Goblin]] <!-- NOT dwarf, dwarves have proportionally bigger upper bodies -->
+
! Elf
! [[Human]]
+
! Human
! [[Troll]]
+
! Troll
 
|-
 
|-
 
|| Total || 100% || 20000 || 60000 || 70000 || 250000
 
|| Total || 100% || 20000 || 60000 || 70000 || 250000
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! Size multiplier
 
! Size multiplier
 
! Body part
 
! Body part
! [[Dwarf]]
+
! Dwarf
! [[Human]]
+
! Human
 
! Extra body parts covered (humanoid)
 
! Extra body parts covered (humanoid)
 
! Notes
 
! Notes
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===Attack Momentum===
 
===Attack Momentum===
DF uses momentum-based combat physics, so the momentum plays a central role in calculations.
+
DF uses momentum-based combat physics, so the momentum plays central role in calculations.
Since momentum = velocity * mass, and lighter items can be swung faster, attack momentum is largely independent from weapon weight. The simplified formula is as follows:
+
Since momentum equals velocity times mass, and lighter items can be swung faster, attack momentum is largely independent from weapon weight. The simplified formula is as follows:
  
 
M = Str * Vel / ( 10<sup>6</sup>/Size + 10*F/W ),
 
M = Str * Vel / ( 10<sup>6</sup>/Size + 10*F/W ),
 
or
 
 
M = Size * Str * Vel / (10 * (( 10<sup>5</sup> + i_Size)/W )),
 
 
or
 
 
M = Size * Str * Vel / (10<sup>6</sup> * (1 + i_Size/(w_density*w_size) )
 
  
 
where:
 
where:
* '''M''' is the momentum.
+
* '''Str''' is creature strength (e.g. 1250 for average dwarf)
* '''Str''' is the creature's strength (e.g. 1250 for the average dwarf)
+
* '''Vel''' is weapon's velocity modifier if present (e.g. 1.25x, 2x)
* '''Vel''' is the weapon's velocity modifier if present (e.g. 1.25x, 2x)
+
* '''Size''' is normal creature size (e.g. 60000 for dwarves)
* '''Size''' is the average creature size (e.g. 60000 for dwarves)
+
* '''F''' is "fatness modifier" (also includes muscle); dwarf with weight of 66000 will have F=66000/60000=1.1
* '''i_Size''' is the specific creature's size
+
* '''W''' is weapon weight in kilograms (Γ).
* '''F''' is "fatness modifier" (also includes muscle) = i_Size/Size; dwarf with size of 66150 will have F=66150/60000=1.1025
 
* '''W''' is weapon mass in kilograms (Γ)
 
* '''w_density''' is the weapon's material's density
 
* '''w_size''' is the weapon's size.
 
 
 
Or, to sum up:
 
 
 
A stronger, smaller creature from a larger species wielding a more massive weapon hits with more momentum.
 
A stronger, smaller creature from a larger species wielding a larger, denser weapon hits with more momentum. 
 
 
 
For dwarves, the formula becomes
 
 
 
M = 6*10<sup>4</sup> * Str * Vel / (10 * ( 10<sup>5</sup> + i_Size/W )) = 6*10<sup>4</sup> * Str * Vel / ( 10<sup>5</sup> + i_Size/W )
 
 
 
or
 
 
 
M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )
 
 
 
There are 28 possible sizes for your dwarves from 33750 to 93750; strength can vary from 0 to 5000 with an average of 1250; velocity can vary from 1 (pommel strikes) to 5 (whip lashes); weapon size can vary from 100 (whips) to 1300 (great axes, which are unwieldable by dwarves; the largest wieldable weapon is size 800, in the form of battle axes and maces).
 
 
 
{| class="wikitable" border="border"
 
|+ Momenta for dwarves of strength 1250 hacking (velocity 1.25) with battle axes (size 800), rounded to 3 decimal places
 
! Dwarf Size
 
! Adamantine
 
! Divine metal
 
! Steel
 
! Iron
 
! Bismuth bronze
 
! Bronze
 
! Copper
 
! Silver
 
|-
 
| 33750 || 77.4194 || 89.9550 || 93.2489 || 93.2489 || 93.2730 || 93.2730 || 93.3092 || 93.3745
 
|-
 
| 42750 || 73.9827 || 88.9944 || 93.1161 || 93.1161 || 93.1467 || 93.1467 || 93.1923 || 93.2748
 
|-
 
| 44100 || 73.4934 || 88.8520 || 93.0963 || 93.0963 || 93.1277 || 93.1277 || 93.1748 || 93.2599
 
|-
 
| 45000 || 73.1707 || 88.7574 || 93.0830 || 93.0830 || 93.1151 || 93.1151 || 93.1632 || 93.2500
 
|-
 
| 45900 || 72.8509 || 88.6630 || 93.0698 || 93.0698 || 93.1025 || 93.1025 || 93.1515 || 93.2400
 
|-
 
| 47250 || 72.3764 || 88.5217 || 93.0499 || 93.0499 || 93.0836 || 93.0836 || 93.1340 || 93.2251
 
|-
 
| 54150 || 70.0444 || 87.8066 || 92.9485 || 92.9485 || 92.9871 || 92.9871 || 93.0447 || 93.1489
 
|-
 
| 55860 || 69.4895 || 87.6312 || 92.9235 || 92.9235 || 92.9632 || 92.9632 || 93.0226 || 93.1301
 
|-
 
| 56250 || 69.3642 || 87.5912 || 92.9177 || 92.9177 || 92.9577 || 92.9577 || 93.0176 || 93.1258
 
|-
 
| 57000 || 69.1244 || 87.5146 || 92.9067 || 92.9067 || 92.9473 || 92.9473 || 93.0079 || 93.1175
 
|-
 
| 57624 || 68.9262 || 87.4509 || 92.8976 || 92.8976 || 92.9386 || 92.9386 || 92.9999 || 93.1107
 
|-
 
| 58140 || 68.7632 || 87.3983 || 92.8900 || 92.8900 || 92.9314 || 92.9314 || 92.9932 || 93.1050
 
|-
 
| 58800 || 68.5558 || 87.3312 || 92.8804 || 92.8804 || 92.9221 || 92.9221 || 92.9847 || 93.0977
 
|-
 
| 59850 || 68.2283 || 87.2245 || 92.8650 || 92.8650 || 92.9075 || 92.9075 || 92.9711 || 93.0861
 
|-
 
| 59976 || 68.1893 || 87.2117 || 92.8631 || 92.8631 || 92.9057 || 92.9057 || 92.9695 || 93.0847
 
|-
 
| 60000 || 68.1818 || 87.2093 || 92.8628 || 92.8628 || 92.9054 || 92.9054 || 92.9692 || 93.0845
 
|-
 
| 61200 || 67.8119 || 87.0878 || 92.8452 || 92.8452 || 92.8887 || 92.8887 || 92.9537 || 93.0713
 
|-
 
| 61740 || 67.6468 || 87.0332 || 92.8373 || 92.8373 || 92.8811 || 92.8811 || 92.9467 || 93.0653
 
|-
 
| 62424 || 67.4388 || 86.9642 || 92.8273 || 92.8273 || 92.8716 || 92.8716 || 92.9379 || 93.0578
 
|-
 
| 63000 || 67.2646 || 86.9061 || 92.8189 || 92.8189 || 92.8636 || 92.8636 || 92.9305 || 93.0514
 
|-
 
| 64260 || 66.8866 || 86.7794 || 92.8004 || 92.8004 || 92.8460 || 92.8460 || 92.9142 || 93.0376
 
|-
 
| 66150 || 66.3277 || 86.5901 || 92.7728 || 92.7728 || 92.8197 || 92.8197 || 92.8899 || 93.0168
 
|-
 
| 71250 || 64.8649 || 86.0832 || 92.6983 || 92.6983 || 92.7487 || 92.7487 || 92.8242 || 92.9607
 
|-
 
| 73500 || 64.2398 || 85.8615 || 92.6655 || 92.6655 || 92.7175 || 92.7175 || 92.7953 || 92.9360
 
|-
 
| 75000 || 63.8298 || 85.7143 || 92.6436 || 92.6436 || 92.6966 || 92.6966 || 92.7760 || 92.9196
 
|-
 
| 76500 || 63.4249 || 85.5676 || 92.6217 || 92.6217 || 92.6758 || 92.6758 || 92.7567 || 92.9031
 
|-
 
| 78750 || 62.8272 || 85.3485 || 92.5890 || 92.5890 || 92.6446 || 92.6446 || 92.7278 || 92.8784
 
|-
 
| 93750 || 59.1133 || 83.9161 || 92.3711 || 92.3711 || 92.4370 || 92.4370 || 92.5357 || 92.7143
 
|}
 
  
There is also a hard velocity limit (10000) that might skew these calculations, but it's actually impossible to reach in unmodded game. (Well, okay, if you're a zombie adventurer with maxed out strength you ''might'' reach the limit using an adamantine whip -- but [[stupid dwarf trick|why]]?)
+
There is also a hard velocity limit that might skew these calculations, but it's actually impossible to reach in unmodded game. (Well, okay, if you're a zombie adventurer with maxed out strength you ''might'' reach the limit using an adamantine whip -- but [[stupid dwarf trick|why]]?)
  
====Situational Modifiers====
 
 
Momentum can be further increased with weapon skill, status effects, attack modifiers etc.
 
Momentum can be further increased with weapon skill, status effects, attack modifiers etc.
For example:
 
* Skill adds gradual multiplier, up to 2x at Grand Master.
 
* Quick attacks halve momentum, wild and heavy attacks add 50%.
 
* Attacking a prone opponent doubles momentum value.
 
  
 
====Ranged Attacks====
 
====Ranged Attacks====
Attacks from missile launchers are entirely dependent on the launcher's [SHOOT_FORCE] and [SHOOT_MAXVEL] tags:
+
Attacks from missile launchers are entirely dependent on launcher's [SHOOT_FORCE] and [SHOOT_MAXVEL] tags.
{| border="1" style="border-collapse: collapse;"
+
Specifically, as long as projectile is heavy enough, it is fired with momentum of SHOOT_FORCE/20; if this would make its speed exceed SHOOT_MAXVEL, it is capped at this value instead.
|-
+
(As usual, momentum = velocity times weight.)
!
 
! SHOOT_FORCE
 
! SHOOT_MAXVEL
 
! Maximum Velocity
 
! Magic Density / Constant Momentum
 
|-
 
| Bows and Crossbows || 1000 || 200 || 20 || 1666 / 50
 
|-
 
| Blowguns || 100 || 1000 || 100 || 250 / 5
 
|}
 
 
 
Specifically, as long as projectile is heavy enough, it is fired with a momentum of SHOOT_FORCE/20; if this would make its speed exceed SHOOT_MAXVEL/10, it is capped at this value instead. (As usual, momentum = velocity times weight.) This gives the launcher a magic density above which momentum becomes a constant and velocity decays, shown in the table; below this density, velocity is constant (SHOOT_MAXVEL/10), and momentum decays.
 
  
Vanilla [[bolt]]s and [[arrow]]s end up with a momentum of 50 (velocity nearly 20, at density 1667), as long as their density exceeds 1666. [[Divine metal|Divine]] ammo (1.5kg) has momentum 30 (velocity 20), [[bone]] and most [[wood]] (0.75kg) get 15 (velocity 20), and [[adamantine]] bolts (0.3kg) have only 6 (velocity 20). Wooden [[dart]]s (0.1kg) usually have 5 (velocity 50).
+
Vanilla [[bolt]]s and [[arrow]]s end up with momenta of 49, as long as their density exceeds 1670. [[Divine metal|Divine]] ammo has momentum of 30, [[bone]] and most [[wood]] get 15, and [[adamantine]] bolts have only 6. Wooden [[dart]]s usually have 5.
  
 
====Weapon Traps====
 
====Weapon Traps====
Traps always have a fixed attack velocity of 200, no matter the weapon weight; the momentum thus is 200 times weight. This includes shot ammunition.
+
Traps always have a fixed attack velocity of 200, no matter the weapon weight; the momentum thus is 200 times weight.
  
 
===Attack Momentum Costs===
 
===Attack Momentum Costs===
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If the attack is '''edged''', it also can cut through it instead. For latter it has to have momentum no less than:
 
If the attack is '''edged''', it also can cut through it instead. For latter it has to have momentum no less than:
  
M >= (rSY + (A+1)*rSF) * (10 + 2*Qa) / (S * Qw),
+
M >= (rSY + (A+1)*rSF) * 10 / (S * Q),
  
 
where:
 
where:
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* '''rSF''' is ditto with SHEAR_FRACTURE
 
* '''rSF''' is ditto with SHEAR_FRACTURE
 
* '''A''' is attack contact area
 
* '''A''' is attack contact area
* '''S''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)
+
* '''S''' is material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)
* '''Qw''' is [[quality]] sharpness multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork (or artifact) etc.)
+
* '''Q''' is [[quality]] sharpness multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork (or artifact) etc.)
* '''Qa''' is armor [[quality]] multiplier (same but x3 for artifacts)
 
  
 
Should it exceed this value, attack momentum is decreased by some 5% and the layer is considered punctured/severed. Calculations then repeat for the underlying layer. Otherwise damage is converted to blunt ''just for this layer'' and proceeds as following.
 
Should it exceed this value, attack momentum is decreased by some 5% and the layer is considered punctured/severed. Calculations then repeat for the underlying layer. Otherwise damage is converted to blunt ''just for this layer'' and proceeds as following.
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2 * Sw * IYw < A * Da,
 
2 * Sw * IYw < A * Da,
  
where '''Da''' is armor material's density (in g/cm<sup>3</sup>), '''A''' is attack contact area, '''Sw''' is weapon size and '''IYw''' is its impact yield in MPa (i.e. raw value divided by 10<sup>6</sup>).
+
where '''Da''' is armor material's density (in g/cm<sup>3</sup>), '''A''' is attack contact area, '''Sw''' is weapon size and '''IYw''' is its impact yeild in MPa (i.e. raw value divided by 10<sup>6</sup>).
  
 
Otherwise, attack must have minimum momentum of:
 
Otherwise, attack must have minimum momentum of:
  
M >= (2*IF - IY) * (2 + 0.4*Qa) * A,
+
M >= (2*IF - IY) * 2 * A,
  
where '''IF''' and '''IY''' are layer's impact fracture and impact yield in MPa, '''Qa''' is armor quality multiplier and '''A''' is contact area as above.
+
where '''IF''' and '''IY''' are layer's impact fracture and impact yield in MPa, and '''A''' is contact area as above.
 
Again, on success layer is considered thrashed, momentum is reduced by about 5% and next layer is tested.
 
Again, on success layer is considered thrashed, momentum is reduced by about 5% and next layer is tested.
  
 
If both edged and blunt momenta thresholds haven't been met, attack is ''permanently'' converted to blunt and its momentum may be greatly reduced.
 
If both edged and blunt momenta thresholds haven't been met, attack is ''permanently'' converted to blunt and its momentum may be greatly reduced.
Specifically, it is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for ''edged'' attacks or IMPACT_STRAIN_AT_YIELD/50000 otherwise. I.e., most metals reduce blocked attacks by 98%-99%, but see below.  Note that elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material.
+
Specifically, it is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for ''edged'' attacks or IMPACT_STRAIN_AT_YIELD/50000 otherwise. I.e., most metals reduce blocked attacks by 98%-99%; but see below.
  
 
===Elastic Material Modifiers===
 
===Elastic Material Modifiers===
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Items with [STRUCTURAL_ELASTICITY_CHAIN_ALL] or metallic items with [STRUCTURAL_ELASTICITY_CHAIN_METAL] have their [*_STRAIN_AT_YIELD] increased to 50000, which means that blocked attack will not be dampened; it still may be converted to ''blunt'', however. Metal leggings and chainmail shirts have this property in vanilla.
 
Items with [STRUCTURAL_ELASTICITY_CHAIN_ALL] or metallic items with [STRUCTURAL_ELASTICITY_CHAIN_METAL] have their [*_STRAIN_AT_YIELD] increased to 50000, which means that blocked attack will not be dampened; it still may be converted to ''blunt'', however. Metal leggings and chainmail shirts have this property in vanilla.
  
Items made of cloth with [STRUCTURAL_ELASTICITY_WOVEN_THREAD] additionally have their SHEAR values reduced to negligible 20-30 kPa. ([[Adamantine]] fabric seems to be an exception, however: unlike in v0.34, it's observed to be at least as protective as chain.)  Caps and all clothing have this tag in vanilla.
+
Items made of cloth (including adamantine!) with [STRUCTURAL_ELASTICITY_WOVEN_THREAD] additionally have their SHEAR values reduced to negligible 20-30 kPa. This makes candy clothing especially useless in combat. Caps and all clothing have this tag in vanilla.
  
 
===Penetration Depth===
 
===Penetration Depth===
Penetration depth affect how deep stabs go. Unlike contact area, penetration depth is the maximum shear distance the weapon can go before an edged force stops and converts into a blunt force. If the penetration depth is greater than the size of the struck body part, the body part may be sliced off entirely. This means that weapons like morningstars mainly deal surface damage but can still damage arteries, nerves, tendons, toes, and the like.{{verify}}
+
This is also very important parameter.
 +
Please write something about it.
  
 
===Pulping===
 
===Pulping===
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As can be seen from above, importance of different material/item properties greatly varies in different scenarios. Below are some guidelines to estimating weapon/armor merit.
 
As can be seen from above, importance of different material/item properties greatly varies in different scenarios. Below are some guidelines to estimating weapon/armor merit.
 
* When dealing with dwarf-sized targets, layer '''contact areas''' usually lay in 200~10000 range. The majority of vanilla weapons, however, has contact areas either below or above that ([[dagger]] is the lone exception); it therefore can be said, as a rule of thumb, that weapons with area of five or six digits assume their target's contact area, whereas the others use their own.
 
* When dealing with dwarf-sized targets, layer '''contact areas''' usually lay in 200~10000 range. The majority of vanilla weapons, however, has contact areas either below or above that ([[dagger]] is the lone exception); it therefore can be said, as a rule of thumb, that weapons with area of five or six digits assume their target's contact area, whereas the others use their own.
* Weapon '''weight''' matters very little past a certain threshold: for example, a platinum [[war hammer]] in dwarven hands only gets about 12% more momentum over a steel one, despite being thrice as heavy. (An adamantine hammer, however, only has 1/7th as much.) Thus, since all common weapon metals have about the same density, it can be safely ignored.
+
* Weapon '''weight''' matters very little past a certain threshold: for example, platinum [[war hammer]] in dwarven hands only gets about 12% more momentum over a steel one, despite being thrice as heavy. (Adamantime hammer, however, only has 1/7th as much.) Thus, since all common weapon metals have about the same density, it can be safely ignored.
 
** The only exception are ''weapon traps'', which are much more effective with heavy weapons loaded.
 
** The only exception are ''weapon traps'', which are much more effective with heavy weapons loaded.
 
* '''Shear yield''' doesn't actually matter. Even with [[dagger]]/[[bolt]]'s contact area of 5 it contributes only ~15% to piercing cost, and since it equals about half of shear fracture for most metals, it can be approximated as such without much error.
 
* '''Shear yield''' doesn't actually matter. Even with [[dagger]]/[[bolt]]'s contact area of 5 it contributes only ~15% to piercing cost, and since it equals about half of shear fracture for most metals, it can be approximated as such without much error.
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** Most dedicated blunt weapons cannot be deflected by anything but slade, so their impact yield can in fact be ignored.
 
** Most dedicated blunt weapons cannot be deflected by anything but slade, so their impact yield can in fact be ignored.
 
* Chain mail cannot block attacks via momentum cost thresholds; it still can blunt slashing attacks and then deflect them. Thus, the best defence can be reached by wearing ''dense'' (like [[copper]]) mail shirt under a ''rigid'' (like [[candy]]) one.
 
* Chain mail cannot block attacks via momentum cost thresholds; it still can blunt slashing attacks and then deflect them. Thus, the best defence can be reached by wearing ''dense'' (like [[copper]]) mail shirt under a ''rigid'' (like [[candy]]) one.
* '''Strain at yield''' values are used in comparison to 50000. Since all metals have much less strain values than this, they all can be considered to have ''zero'' elasticity.
+
* '''Strain at yield''' values are used in comparsion to 50000. Since all metals have much less strain values than this, they all can be considered to have ''zero'' elasticity.
* Armor quality doesn't matter much:  masterwork armor provides only about 15% more protection than low-quality one.
+
* Adamantine clothing is ''absolutely useless'' as armor.
* Blunt weapon quality appears to not affect damage at all.
 
  
With that in mind, here are some numbers for vanilla weapon/armor materials:{{Verify|I could not reproduce the right-hand side of this table}}
+
With that in mind, here are some numbers for vanilla weapon/armor materials:
  
 
{| class="sortable wikitable"
 
{| class="sortable wikitable"
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! Material
 
! Material
 
!Density
 
!Density
! Impact Yield
+
! IY
! 2*(Impact Fracture) - Impact Yield
+
! 2*IF - IY
! Shear Fracture
+
! SF
 
! class="unsortable" | Elasticity
 
! class="unsortable" | Elasticity
 
! Sharpness
 
! Sharpness
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Clarifications:
 
Clarifications:
  
On the left side of the table there are some raw values. Density and impact yield are important for a blunt weapon; 4th column is adjusted impact fracture that appears in the formula for blunt defense. Shear fracture is important for edged attacks and defense. Elasticity is in %s of 100000; as you can see, it is universally low.
+
On the left side of the table there are some raw values. Density and impact yield are important for a blunt weapon; 4th column is adjusted impact fracture that appears in the formula for blunt defense. Shear fracture is important for edged attacks and defense. Elasticity is in %s of 50000; as you can see, it is universally low.
  
 
On the right side there are some typical weapon momenta. From left to right: bolt momentum; ditto multiplied by SF and sharpness (signifies piercing ability); short sword momentum in dwarven hands; ditto multiplied by sharpness and SF; dwarf swinging a mace; and minimum momentum '''some''' mace needs to break through armor of '''this''' material.
 
On the right side there are some typical weapon momenta. From left to right: bolt momentum; ditto multiplied by SF and sharpness (signifies piercing ability); short sword momentum in dwarven hands; ditto multiplied by sharpness and SF; dwarf swinging a mace; and minimum momentum '''some''' mace needs to break through armor of '''this''' material.
  
 
{{Category|Materials|*}}
 
{{Category|Materials|*}}

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