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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.
+
[[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.
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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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! 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 ),
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or
 
or
  
M = Size * Str * Vel / (10 * (( 10<sup>5</sup> + i_Size)/W )),
+
M = Size * Str * Vel / (10 * ( 10<sup>5</sup> + i_Size/W )),
  
 
or
 
or
  
M = Size * Str * Vel / (10<sup>6</sup> * (1 + i_Size/(w_density*w_size) )
+
As weapon mass is material density * weapon size / 10<sup>5</sup>, this is equivalent to Size * Str * Vel / (10<sup>6</sup> * (1 + i_Size/(w_density*w_size) )
  
 
where:
 
where:
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For dwarves, the formula becomes  
 
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 )
+
M = 6*10<sup>5</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
 
or
  
M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )
+
M = 0.6 * 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).
 
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).
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! Silver
 
! Silver
 
|-
 
|-
| 33750 || 77.4194 || 89.9550 || 93.2489 || 93.2489 || 93.2730 || 93.2730 || 93.3092 || 93.3745
+
| 33750 || 774.194 || 899.55 || 932.489 || 932.489 || 932.73 || 932.73 || 933.092 || 933.745
 
|-
 
|-
| 42750 || 73.9827 || 88.9944 || 93.1161 || 93.1161 || 93.1467 || 93.1467 || 93.1923 || 93.2748
+
| 42750 || 739.827 || 889.944 || 931.161 || 931.161 || 931.467 || 931.467 || 931.923 || 932.748
 
|-
 
|-
| 44100 || 73.4934 || 88.8520 || 93.0963 || 93.0963 || 93.1277 || 93.1277 || 93.1748 || 93.2599
+
| 44100 || 734.934 || 888.52 || 930.963 || 930.963 || 931.277 || 931.277 || 931.748 || 932.599
 
|-
 
|-
| 45000 || 73.1707 || 88.7574 || 93.0830 || 93.0830 || 93.1151 || 93.1151 || 93.1632 || 93.2500
+
| 45000 || 731.707 || 887.574 || 930.83 || 930.83 || 931.151 || 931.151 || 931.632 || 932.5
 
|-
 
|-
| 45900 || 72.8509 || 88.6630 || 93.0698 || 93.0698 || 93.1025 || 93.1025 || 93.1515 || 93.2400
+
| 45900 || 728.509 || 886.63 || 930.698 || 930.698 || 931.025 || 931.025 || 931.515 || 932.4
 
|-
 
|-
| 47250 || 72.3764 || 88.5217 || 93.0499 || 93.0499 || 93.0836 || 93.0836 || 93.1340 || 93.2251
+
| 47250 || 723.764 || 885.217 || 930.499 || 930.499 || 930.836 || 930.836 || 931.34 || 932.251
 
|-
 
|-
| 54150 || 70.0444 || 87.8066 || 92.9485 || 92.9485 || 92.9871 || 92.9871 || 93.0447 || 93.1489
+
| 54150 || 700.444 || 878.066 || 929.485 || 929.485 || 929.871 || 929.871 || 930.447 || 931.489
 
|-
 
|-
| 55860 || 69.4895 || 87.6312 || 92.9235 || 92.9235 || 92.9632 || 92.9632 || 93.0226 || 93.1301
+
| 55860 || 694.895 || 876.312 || 929.235 || 929.235 || 929.632 || 929.632 || 930.226 || 931.301
 
|-
 
|-
| 56250 || 69.3642 || 87.5912 || 92.9177 || 92.9177 || 92.9577 || 92.9577 || 93.0176 || 93.1258
+
| 56250 || 693.642 || 875.912 || 929.177 || 929.177 || 929.577 || 929.577 || 930.176 || 931.258
 
|-
 
|-
| 57000 || 69.1244 || 87.5146 || 92.9067 || 92.9067 || 92.9473 || 92.9473 || 93.0079 || 93.1175
+
| 57000 || 691.244 || 875.146 || 929.067 || 929.067 || 929.473 || 929.473 || 930.079 || 931.175
 
|-
 
|-
| 57624 || 68.9262 || 87.4509 || 92.8976 || 92.8976 || 92.9386 || 92.9386 || 92.9999 || 93.1107
+
| 57624 || 689.262 || 874.509 || 928.976 || 928.976 || 929.386 || 929.386 || 929.999 || 931.107
 
|-
 
|-
| 58140 || 68.7632 || 87.3983 || 92.8900 || 92.8900 || 92.9314 || 92.9314 || 92.9932 || 93.1050
+
| 58140 || 687.632 || 873.983 || 928.9 || 928.9 || 929.314 || 929.314 || 929.932 || 931.05
 
|-
 
|-
| 58800 || 68.5558 || 87.3312 || 92.8804 || 92.8804 || 92.9221 || 92.9221 || 92.9847 || 93.0977
+
| 58800 || 685.558 || 873.312 || 928.804 || 928.804 || 929.221 || 929.221 || 929.847 || 930.977
 
|-
 
|-
| 59850 || 68.2283 || 87.2245 || 92.8650 || 92.8650 || 92.9075 || 92.9075 || 92.9711 || 93.0861
+
| 59850 || 682.283 || 872.245 || 928.65 || 928.65 || 929.075 || 929.075 || 929.711 || 930.861
 
|-
 
|-
| 59976 || 68.1893 || 87.2117 || 92.8631 || 92.8631 || 92.9057 || 92.9057 || 92.9695 || 93.0847
+
| 59976 || 681.893 || 872.117 || 928.631 || 928.631 || 929.057 || 929.057 || 929.695 || 930.847
 
|-
 
|-
| 60000 || 68.1818 || 87.2093 || 92.8628 || 92.8628 || 92.9054 || 92.9054 || 92.9692 || 93.0845
+
| 60000 || 681.818 || 872.093 || 928.628 || 928.628 || 929.054 || 929.054 || 929.692 || 930.845
 
|-
 
|-
| 61200 || 67.8119 || 87.0878 || 92.8452 || 92.8452 || 92.8887 || 92.8887 || 92.9537 || 93.0713
+
| 61200 || 678.119 || 870.878 || 928.452 || 928.452 || 928.887 || 928.887 || 929.537 || 930.713
 
|-
 
|-
| 61740 || 67.6468 || 87.0332 || 92.8373 || 92.8373 || 92.8811 || 92.8811 || 92.9467 || 93.0653
+
| 61740 || 676.468 || 870.332 || 928.373 || 928.373 || 928.811 || 928.811 || 929.467 || 930.653
 
|-
 
|-
| 62424 || 67.4388 || 86.9642 || 92.8273 || 92.8273 || 92.8716 || 92.8716 || 92.9379 || 93.0578
+
| 62424 || 674.388 || 869.642 || 928.273 || 928.273 || 928.716 || 928.716 || 929.379 || 930.578
 
|-
 
|-
| 63000 || 67.2646 || 86.9061 || 92.8189 || 92.8189 || 92.8636 || 92.8636 || 92.9305 || 93.0514
+
| 63000 || 672.646 || 869.061 || 928.189 || 928.189 || 928.636 || 928.636 || 929.305 || 930.514
 
|-
 
|-
| 64260 || 66.8866 || 86.7794 || 92.8004 || 92.8004 || 92.8460 || 92.8460 || 92.9142 || 93.0376
+
| 64260 || 668.866 || 867.794 || 928.004 || 928.004 || 928.46 || 928.46 || 929.142 || 930.376
 
|-
 
|-
| 66150 || 66.3277 || 86.5901 || 92.7728 || 92.7728 || 92.8197 || 92.8197 || 92.8899 || 93.0168
+
| 66150 || 663.277 || 865.901 || 927.728 || 927.728 || 928.197 || 928.197 || 928.899 || 930.168
 
|-
 
|-
| 71250 || 64.8649 || 86.0832 || 92.6983 || 92.6983 || 92.7487 || 92.7487 || 92.8242 || 92.9607
+
| 71250 || 648.649 || 860.832 || 926.983 || 926.983 || 927.487 || 927.487 || 928.242 || 929.607
 
|-
 
|-
| 73500 || 64.2398 || 85.8615 || 92.6655 || 92.6655 || 92.7175 || 92.7175 || 92.7953 || 92.9360
+
| 73500 || 642.398 || 858.615 || 926.655 || 926.655 || 927.175 || 927.175 || 927.953 || 929.36
 
|-
 
|-
| 75000 || 63.8298 || 85.7143 || 92.6436 || 92.6436 || 92.6966 || 92.6966 || 92.7760 || 92.9196
+
| 75000 || 638.298 || 857.143 || 926.436 || 926.436 || 926.966 || 926.966 || 927.76 || 929.196
 
|-
 
|-
| 76500 || 63.4249 || 85.5676 || 92.6217 || 92.6217 || 92.6758 || 92.6758 || 92.7567 || 92.9031
+
| 76500 || 634.249 || 855.676 || 926.217 || 926.217 || 926.758 || 926.758 || 927.567 || 929.031
 
|-
 
|-
| 78750 || 62.8272 || 85.3485 || 92.5890 || 92.5890 || 92.6446 || 92.6446 || 92.7278 || 92.8784
+
| 78750 || 628.272 || 853.485 || 925.89 || 925.89 || 926.446 || 926.446 || 927.278 || 928.784
 
|-
 
|-
| 93750 || 59.1133 || 83.9161 || 92.3711 || 92.3711 || 92.4370 || 92.4370 || 92.5357 || 92.7143
+
| 93750 || 591.133 || 839.161 || 923.711 || 923.711 || 924.37 || 924.37 || 925.357 || 927.143
 
|}
 
|}
  
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====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====
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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.
 +
* Adamantine clothing is ''absolutely useless'' as armor.
 
* Armor quality doesn't matter much:  masterwork armor provides only about 15% more protection than low-quality one.
 
* Armor quality doesn't matter much:  masterwork armor provides only about 15% more protection than low-quality one.
 
* Blunt weapon quality appears to not affect damage at all.
 
* 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"
Line 337: Line 326:
 
! 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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