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Editing v0.34:Material science

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{{Quality|Exceptional|23:57, 9 October 2013 (UTC)}}
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{{quality|Fine|02:27, 11 May 2012 (UTC)}}
 
{{av}}   
 
{{av}}   
 
{{Material properties}}
 
{{Material properties}}
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====Conversion of Edged Damage to Blunt Damage====
 
====Conversion of Edged Damage to Blunt Damage====
If the momentum of the projectile is not too high, then chain armor can convert the edged damage normally caused by projectiles to blunt damage, resulting in chips, fractures, jams and bruises, but no tears or cuts.  Plate armor does not appear to provide this type of protection under any conditions tested so far.  It is not yet known how the momentum needed for edged damage to penetrate chain armor is calculated, but for the cases examined the momentum needed is many times larger than those observed for in-game projectiles.
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If the momentum of the projectile is not too high, then chain armor can convert the edged damage normally caused by projectiles to blunt damage, resulting in chips, fractures, jams and bruises, but no tears or cuts.  Plate armor does not appear to provide this type of protection under any conditions tested so far.  It is not yet known how the momentum needed for edged damage to penetrate chain armor is calculated, but for the cases examined the momentum needed is many times larger than those observed for in-game projectiles.
 
 
For a blunt hit, having penetration depth means that it can push fragments of bone into other parts, such as other bone or the brain. If the hit has no fragments, it will break rigid layers (materials with very low strain at yield) and keep going as bruising blunt force, not tearing the body parts underneath. [http://www.bay12forums.com/smf/index.php?topic=127427.msg4334144#msg4334144]
 
  
 
====The Projectile Absorbs the Force of the Collision====
 
====The Projectile Absorbs the Force of the Collision====
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*Mass=armor SOLID_DENSITY times the volume from the last step
 
*Mass=armor SOLID_DENSITY times the volume from the last step
 
*If the IMPACT_YIELD of the projectile is less than mass*(800/157)/PROJECTILE_SIZE, then the projectile deforms and is reported as “deflected”.  
 
*If the IMPACT_YIELD of the projectile is less than mass*(800/157)/PROJECTILE_SIZE, then the projectile deforms and is reported as “deflected”.  
In-game, this type of deflection is observed for wood bolts impacting metal armor, and explains why adamantine is observed to be the worst armor for deflecting wood bolts, as it has the lowest density. As explained below, adamantine can barely stop wood bolts using the "Armor Absorbs the Force of the Collision" mechanism, and wood bolts would easily fracture copper or steel armor were it not for the higher densities of those metals causing the projectile to absorb the force of the collision instead.
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In-game, this type of deflection is observed for wood bolts impacting metal armor, and explains why adamantine is observed to be the worst armor for deflecting wood bolts, as it has the lowest density. As explained below, adamantine can barely stop wood bolts using the "Armor Absorbs the Force of the Collision" mechanism, and wood bolts would easily fracture copper or steel armor were it not for the higher densities of those metals causing the bolt to absorb the force of the collision instead.
  
 
====The Armor Absorbs the Force of the Collision====
 
====The Armor Absorbs the Force of the Collision====
  
 
This form of deflection depends only on the momentum, but not the material, of the projectile.  The armor will provide 50% protection from projectiles if
 
This form of deflection depends only on the momentum, but not the material, of the projectile.  The armor will provide 50% protection from projectiles if
momentum = (IF-IY/2)*round100(C*S)/(2400000-AU*10000-Q*30000)
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:momentum = (IF-IY/2)*round100(C*S)/(2400000-AU*10000-Q*30000)
 
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where IF=IMPACT_FRACTURE and IY=IMPACT_YIELD of the armor material, C is CONTACT_AREA of the projectile (although it is the smaller of the projectile's contact area and the body part struck's contact area), and S=LAYER_SIZE of the armor item(s) covering the body part struck, AU is the target's armor user skill (0=none, 16=legendary) and Q is the armor quality (0=none, 5=masterwork). The function round100(x) is equal to 100 if x is less than 100, and 100*floor(x/100) otherwise (rounded down to the nearest 100). It unclear if or how the thicknesses of multiple armor layers covering one body part stack.  This formula is approximate, and the exact values of the coefficients in the denominator may not be accurate.  The amount of protection provided drops sigmoidally from 100% to zero over a fairly narrow range.  Furthermore, negative status of the target creature (fallen over, unconscious, etc) are known to significantly reduce armor protection provided.  These numbers will roughly predict the results for an ideal, uninjured dwarf, and worse protection should be expected in other cases.  The exact manner in which status affects impact armor protection has not yet been explored.
where:
 
*IF is IMPACT_FRACTURE,
 
*IY is the IMPACT_YIELD of the armor material,
 
*C is the CONTACT_AREA of the projectile (although it is the smaller of the projectile's contact area and the body part struck's contact area),
 
*S=LAYER_SIZE of the armor item(s) covering the body part struck,
 
*AU is the target's armor user skill (0=none, 16=legendary), and
 
*Q is the armor quality (0=none, 5=masterwork).
 
*The function round100(x) is equal to 100 if x is less than 100, and 100*floor(x/100) otherwise (rounded down to the nearest 100).
 
 
 
It unclear if or how the thicknesses of multiple armor layers covering one body part stack.  This formula is approximate, and the exact values of the coefficients in the denominator may not be accurate.  The amount of protection provided drops sigmoidally from 100% to zero over a fairly narrow range.  Furthermore, negative status of the target creature (fallen over, unconscious, etc.) are known to significantly reduce armor protection provided.  These numbers will roughly predict the results for an ideal, uninjured dwarf, and worse protection should be expected in other cases.  The exact manner in which status affects impact armor protection has not yet been explored.
 
  
 
The manner in which armor offers protection is different depending on whether the bolt momentum is greater than 50000/IMPACT_STRAIN_AT_YIELD.  If momentum is less than this threshold, then armor can completely deflect projectiles, while if it is larger, armor can significantly slow projectiles so that they cause only bruises (not tears, chips, fractures, or jams).  
 
The manner in which armor offers protection is different depending on whether the bolt momentum is greater than 50000/IMPACT_STRAIN_AT_YIELD.  If momentum is less than this threshold, then armor can completely deflect projectiles, while if it is larger, armor can significantly slow projectiles so that they cause only bruises (not tears, chips, fractures, or jams).  

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