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Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: Zivilin on August 31, 2012, 04:35:39 am

Title: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Zivilin on August 31, 2012, 04:35:39 am
ABSTRACT
The aim of this study was to conclusively verify whether bolt weight (or, more specifically, the density of the material from which the bolt was produced) has significant effect on crossbow performance. Rigorous scientific methodology was employed in order to improve on current experimental setups and design such a one which would deliver the most objective results possible. The study concluded that heavier bolts have higher penetration, making them more useful against armored targets.
 
INTRODUCTION
A number of studies have been performed in order to verify whether the weight of a bolt has any influence on a Marksdwarfs destructive potential. Surprisingly, these studies seem to have achieved drastically differing results. Test on Bolts and Weights (http://www.bay12forums.com/smf/index.php?topic=89997.0) (July 2011), by IT 000, reported that heavier bolts did not produce a noticeable increase in crossbow firepower - squads equipped with heavy and light bolts did perform differently, but this was attributed to other, unspecified factors. A more recent study, Crossbow Ammunition Testing (http://www.bay12forums.com/smf/index.php?topic=114106.0) (July 2012) by Wrex, reported that heavier bolts caused more damage as compared to lighter bolts.

In this study, an appropriate experimental setup was designed in order to resolve this issue conclusively.

METHODOLOGY
The experiment was based on the setup used in Test on Bolts and Weights (http://www.bay12forums.com/smf/index.php?topic=89997.0): a 10 by 10 matrix of 3-tile cells, each containing two dwarfs separated by a fortification tile.

Spoiler (click to show/hide)

This elegant setup enables the performance of 100 separate and isolated experiments, and obtain 100 samples for analysis. However, after testing this setup a problem related to the sequence in which the dwarfs attack was identified. This is presented in the following figure, which shows 8 ticks into the experiment.

Spoiler (click to show/hide)

As it can be seen, all dwarfs do not fire simultaneously, but they fire in groups of 20 per tick. This means that some dwarfs achieve First Strike over others. First Strike can create serious imbalance in a comparative experiment of this kind, since the First Strike bolt can instantly incapacitate the opponent in a number of ways:


The operation of the attacking algorithm is an interesting discussion in itself, but it is not the subject of this article and thus will not be further discussed.

Even if the First Strike advantage was not as advantageous as suspected, another problem is the (relatively) large deviation in results obtained from such a (relatively) small number of samples. When performing experiments on a control group i.e. each cell containing a pair of identically equipped and skilled dwarfs, the results often yielded 40:60 or 60:40. This is relatively far from the predicted 50:50 scenario and means that if a 40:60 result is achieved in an experiment, then no reliable conclusion can be made due to it being within range of statistical error.

The final form of the experimental setup was decided to be as follows:

Team A
Weapon: Cedar crossbows
Ammo: 100 iron bolts
Armor: None
Skills: Proficient Archer
Proficient Marksdwarf
| Team B
| Weapon: Cedar crossbows
| Ammo: 100 light iron bolts
| Armor: None
| Skills: Proficient Archer
| Proficient Marksdwarf
| Team V
| Weapon: None
| Ammo: None
| Armor: Varies
| Skills: None
|

Spoiler (click to show/hide)

Light iron is a modified version of iron, differing only in density: The density of iron is 7850, whilst the density of light iron was set to 200, the same as adamantium. If the wiki weight formulas (http://dwarffortresswiki.org/index.php/Weight) are true, an iron bolt weighs around 1.17 urist, whilst a light iron bolt weighs 0.03 urist.

One experiment 10 by 10 matrix is filled with Team A vs Team V, whilst the other is filled with Team B vs Team V. Since Team V members are unarmed, they were inevitably slaughtered with no losses to the opposing team. The criterion used to evaluate the effectiveness of both teams (A and B) was the average number of bolts used to obliterate a single member of Team V. This value was obtained by checking the remaining bolts of each dwarf on teams A and B and subtracting it from the initial 100. The higher the average value of bolts needed to kill a team V dwarf, the less effective that bolt type is.

RESULTS

4 Tests were performed, each with Team V differently armored:

Test 1
Team V unarmored
| Test 2
| Team V equipped with shields
| iron shield
|
|
|
|
|
|
| Test 3
| Team V equipped with armor
| iron breastplate
| iron chain mail
| iron greaves
| iron helm
| 2x iron gauntlet
| 2x iron high boot
|
| Test 4
| Team V equipped with armor and shields
| iron breastplate
| iron chain mail
| iron greaves
| iron helm
| 2x iron gauntlet
| 2x iron high boot
| iron shield

The results obtained are presented in the Table below:

Test No. | Test 1 | Test 2 | Test 3 | Test 4
Team A avg. no. of bolts | 12.14 | 14.07 | 18.79 | 17.71
Team B avg. no. of bolts| 14.09 | 14.37 | 35.29 | 43.10

Also, here is some fun statistical data in the form of histograms:

Spoiler (click to show/hide)

CONCLUSIONS
There seemed to be little to no difference in effect of bolt weight on damage caused against unarmored opponents, or opponents equipped with shields. Any differences observed are most probably statistically insignificant.

There is a clear difference in the performance of heavy and light bolts when used against an armored opponents. Dwarfs equipped with light iron bolts required on average twice as many shots in order to take down an armored, unshielded opponent as there iron bolt using brethren, 2.5 times more shots to bring down an armored and shielded opponent. Interestingly, at he the end of Test 4, 5 Team V dwarfs were left standing completely unwounded on the Team B side, the opposing Team B dwarfs having used up fruitlessly all of their light iron bolts.

Thus it can be concluded that ammo weight is indeed used in some manner in ranged crossbow attacks, adding to armor penetration. This effect is practically unnoticeable on unarmored opponents, possibly due to the powerful parameters of the vanilla crossbow. If these parameters were weakened more data could be gathered. Other future works include testing the effects of sharpness, both sharpness and weight, testing default materials (instead of modified as opposed to modified ones), testing the effect of Marksdwarf, Archer, Shield skills, etc. etc.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: JTTCOTE1 on August 31, 2012, 05:13:01 am
* Slow Clap *
This is amazing. First of all, it's written like a lab report, secondly, you fixed all the major problems with the previous tests.

* Fast Clap *
I will definitely be using iron/steel bolts from now on

* Standing Ovation *


:D
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: parlor_tricks on August 31, 2012, 05:17:47 am
*Ovates Standingly*


Great presentation of the experiment!

Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Thatdude on August 31, 2012, 05:20:59 am
Well done, very good tests.

So to conclude, from now on we know it's alright to arm our hunters with bone/wood/whatever bolts but it's very important that our military gets the fancy copper/silver/bronze ones. Very good work, you have furthered the cause of dwarfdom!
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: AutomataKittay on August 31, 2012, 05:27:36 am
Weight's just one of many factors of bolt efficiency, but this' very good to know. Props to you for collecting all those data!
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: parlor_tricks on August 31, 2012, 05:44:13 am
Adding to this, you want to have multiple squads of marks dwarves by the looks of it.

First strike is extremely important from a military perspective, so perhaps over compensating on the marksdwarf side is the best way to achieve force superiority against attackers.

The thread where someone made everyone in his fort carry cross bows starts  may become the optimal self defence mechanism for forts.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Zivilin on August 31, 2012, 06:07:38 am
Thank you, thank you, I am very gratified by your warm reception of this research paper. :)

However, I must caution against drawing conclusions which reach beyond the scope of this study. The sole conclusion which can be safely made is that ammo weight IS a factor in crossbow performance, and that heavier ammo is better than lighter ammo, all other things being equal. As AutomataKittay has observed, weight is hardly the only performance parameter. There seemed to be a bit of confusion as to whether the weight of a bolt contributed in any way to a ranged attacks destructive power, so I set out to confirm this hypothesis, and (hopefully) did. However, the test was made between two types of bolts which differed only in weight/density. I can make no assumptions on the superiority of one default metal over another, since they differ in more ways than weight/density.

I found it interesting that all wood types do not have their three shear parameters (yield, fracture and impact) specifically defined, only their density. I assume this means they all have the default values given in the material_template_default.txt file under [WOOD]? I know only the bare basics of modding, so I would appreciate if someone with more knowledge confirmed. If so, the damage potential of wooden bolts is defined solely by the density of the particular tree type, unless there are other factors than weight and the three shear parameters (and quality of craftdwarfship of the bolts, of course)?
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: AutomataKittay on August 31, 2012, 06:11:29 am
Thank you, thank you, I am very gratified by your warm reception of this research paper. :)

However, I must caution against drawing conclusions which reach beyond the scope of this study. The sole conclusion which can be safely made is that ammo weight IS a factor in crossbow performance, and that heavier ammo is better than lighter ammo, all other things being equal. As AutomataKittay has observed, weight is hardly the only performance parameter. There seemed to be a bit of confusion as to whether the weight of a bolt contributed in any way to a ranged attacks destructive power, so I set out to confirm this hypothesis, and (hopefully) did. However, the test was made between two types of bolts which differed only in weight/density. I can make no assumptions on the superiority of one default metal over another, since they differ in more ways than weight/density.

I found it interesting that all wood types do not have their three shear parameters (yield, fracture and impact) specifically defined, only their density. I assume this means they all have the default values given in the material_template_default.txt file under [WOOD]? I know only the bare basics of modding, so I would appreciate if someone with more knowledge confirmed. If so, the damage potential of wooden bolts is defined solely by the density of the particular tree type, unless there are other factors than weight and the three shear parameters (and quality of craftdwarfship of the bolts, of course)?

http://dwarffortresswiki.org/index.php/DF2012:Material_definition_token I think this cover what you're missing, I see a lot of notes about default parameter if not set

My first thought was to ask about MAX_EDGE, but I suspect other factors affect it more than the edge from what I'm aware of with bluemetal vs steel weapon researches
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Zivilin on August 31, 2012, 06:37:17 am
http://dwarffortresswiki.org/index.php/DF2012:Material_definition_token I think this cover what you're missing, I see a lot of notes about default parameter if not set

My first thought was to ask about MAX_EDGE, but I suspect other factors affect it more than the edge from what I'm aware of with bluemetal vs steel weapon researches

Thanks, this will definitely help.

In the unforseen future I'll try to single out some probable factors and see if they have a significant effect on crossbow performance like weight had.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Rallan on August 31, 2012, 06:44:08 am
However, I must caution against drawing conclusions which reach beyond the scope of this study. The sole conclusion which can be safely made is that ammo weight IS a factor in crossbow performance, and that heavier ammo is better than lighter ammo, all other things being equal. As AutomataKittay has observed, weight is hardly the only performance parameter. There seemed to be a bit of confusion as to whether the weight of a bolt contributed in any way to a ranged attacks destructive power, so I set out to confirm this hypothesis, and (hopefully) did. However, the test was made between two types of bolts which differed only in weight/density. I can make no assumptions on the superiority of one default metal over another, since they differ in more ways than weight/density.

Now I'm no dwarven physicist, but I can see ways to get a rough guesstimate on the importance of weight. You could take normal-weight iron and see how much you have to nerf its properties before it performs as poorly as light iron. Or you could take a material with crappier properties (like copper or silver) and see how dense you have to make it to get similar results to normal iron.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Quantumtroll on August 31, 2012, 06:45:39 am
This is a seminal piece of research! I think the methodology presented here should be a model for future investigations, where possible.  This work and its method:

1. Allows for a control group, which can be used to determine the significance of the results.
2. Avoids feedback problems inherent in having experimental groups with different equipment fighting each other. 
3. Gathered fine-grained data (# bolts used) rather than less precise binary data (dead/alive), providing superior statistics.
4. Was transparent and easy to understand, so the results were clear.
5. Discusses its weaknesses and limitations.

What I've learned:

1. Run a few controls to determine variance.
2. Each experimental group should perform identical tasks, i.e. face identical enemies.
3. Consider the type and quality of data gathered. Perhaps time to kill, or number of dead enemies after a given amount of time, etc.
4. Presentation is important.

I'd love to use this setup to find out whether the silver bolts that I favor are any good.  And how bad is wood vs bone vs copper against a typical goblin ambush?
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: rhesusmacabre on August 31, 2012, 07:00:55 am
Excellent first post Zivilin!

Another thing maybe worth investigating is how important bolt density is against creatures of different sizes and skintypes.

I'd love to use this setup to find out whether the silver bolts that I favor are any good.  And how bad is wood vs bone vs copper against a typical goblin ambush?

Wood and bone can quickly incapacitate goblins but usually take an age to kill, so they're best used in conjunction will melee troops. It's all good target practice in any case.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Rallan on August 31, 2012, 07:08:52 am
So to conclude, from now on we know it's alright to arm our hunters with bone/wood/whatever bolts but it's very important that our military gets the fancy copper/silver/bronze ones. Very good work, you have furthered the cause of dwarfdom!

Bolts in general are stupidly good, so I dunno if I'd worry much about making sure squads have the best bolts unless you're planning on doing something particularly hard like storming the Clown Car. Just having your marksdorfs fire from positions that enemies can't reach should be more than enough in most situations, and when you're up against goblin marksmen I wouldn't be at all surprised if armor is a bigger factor than bolt material.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Noodz on August 31, 2012, 07:28:30 am
This paper is ☼science☼. Well done Zivilin!

I will stick to copper bolts from now on.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: AutomataKittay on August 31, 2012, 07:32:48 am
http://dwarffortresswiki.org/index.php/DF2012:Material_definition_token I think this cover what you're missing, I see a lot of notes about default parameter if not set

My first thought was to ask about MAX_EDGE, but I suspect other factors affect it more than the edge from what I'm aware of with bluemetal vs steel weapon researches

Thanks, this will definitely help.

In the unforseen future I'll try to single out some probable factors and see if they have a significant effect on crossbow performance like weight had.

I would enjoy seeing a report of experimenting with wooden bolts' density since featherwood trees are lighter than even bluemetal by half, and they're relatively poor in performance.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: krenshala on August 31, 2012, 08:37:53 am
You could also pick a wood that uses the defaults, and modify its density as done with iron.  Make varieties from 250 to 7750, or higher, in 250 unit (or 500 unit if you don't have time/patience for all those tests ;) ) increments to test with.  For the lower density tests you may want to equip the firing dwarves with 150 bolts to ensure definitive results.

Also, running each test more than once, I'd say two or three times each would probably be enough considering its already 100 samples per test, should give a more statistically accurate view of what happens.

By Armok, I wish I had the time to do this testing myself ...
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: AutomataKittay on August 31, 2012, 09:23:28 am
You could also pick a wood that uses the defaults, and modify its density as done with iron.  Make varieties from 250 to 7750, or higher, in 250 unit (or 500 unit if you don't have time/patience for all those tests ;) ) increments to test with.  For the lower density tests you may want to equip the firing dwarves with 150 bolts to ensure definitive results.

Also, running each test more than once, I'd say two or three times each would probably be enough considering its already 100 samples per test, should give a more statistically accurate view of what happens.

By Armok, I wish I had the time to do this testing myself ...

Featherwood's 100 density, Bloodthorn's 1250, I just checked, no difference otherwise outside of color which shouldn't affect the tests, they're both selectable in arena mode last I checked. Though I agree that 1250's a bit light for noticible result without using excessive amount of bolt, haha.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Zivilin on August 31, 2012, 10:01:45 am
Quote
Now I'm no dwarven physicist, but I can see ways to get a rough guesstimate on the importance of weight. You could take normal-weight iron and see how much you have to nerf its properties before it performs as poorly as light iron. Or you could take a material with crappier properties (like copper or silver) and see how dense you have to make it to get similar results to normal iron.

That is certainly a good empirical way to gather some interesting comparative data. However, I was remarking on the conclusions which could be drawn from the current pool of data, not data yet to be obtained. In any case, first I'd like to identify all parameters which influence ranged damage. I suppose the next one is MAX_EDGE of the ammo used. Does anyone know of any other parameters likely to be used in damage calculations for ranged weapons? Apart from quality, which I believe cannot be changed in the object testing arena (Can it?).

I assume something other than MAX_EDGE is used, because all metals apart from adamantine (100000) have the same value for MAX_EDGE, 10000. (Wood and Bone have 1000). If MAX_EDGE and SOLID_DENSITY are the only two parameters affecting ranged damage, then Heavier is always better as far as metals goes (again, except for adamantine).

Quote
Another thing maybe worth investigating is how important bolt density is against creatures of different sizes and skintypes.

There are definitely some interesting ideas to check out in the field of dwarven ballistics. I would assume that larger creatures would take longer/larger amounts of ammunition to kill... but I'm not exactly sure how the damage dealing mechanism works, so I wouldn't know for sure. It's not like larger creatures have more hitpoints, exactly ;] More durable body parts, perhaps? And what are skintypes, exactly?

Quote
I would enjoy seeing a report of experimenting with wooden bolts' density since featherwood trees are lighter than even bluemetal by half, and they're relatively poor in performance.

Since the study concluded that lighter ammunition is, in general terms, worse than heavy ammunition, I'd say featherwood bolts performing very poorly is exactly what should be expected.

Wooden bolts of different densities have actually already been initially tested in Crossbow Ammunition Testing (http://www.bay12forums.com/smf/index.php?topic=114106.0) (albeit, admittedly, by way of a non-rigorous testing scheme). The Wooden bolts used by Wrex were, quite by design I am certain, from opposite ends of the wood density spectrum - featherwood with a density of 100 and bloodthorn with a density of 1250. Unsurprisingly (in light of this study) bloodthorn won out. I suspect that the only parameter differentiating wood types is their density, so with woods almost for certain heavier is always better. This would make bloodthorn (1250), glumprong (1200), mangrove (830) and oak (700) the best wood types for wooden ammunition. Most wood types seem to have a density of around 500, the same as bone, interestingly. This would mean that bone ammunition is roughly as good as normal wooden ammo, given their equal MAX_EDGE (Unless you're surrounded by bloodthorn) (Or featherwood) (And unless other parameters which I am unaware of apply).

Quote
You could also pick a wood that uses the defaults, and modify its density as done with iron.  Make varieties from 250 to 7750, or higher, in 250 unit (or 500 unit if you don't have time/patience for all those tests ;) ) increments to test with.  For the lower density tests you may want to equip the firing dwarfs with 150 bolts to ensure definitive results.

Also, running each test more than once, I'd say two or three times each would probably be enough considering its already 100 samples per test, should give a more statistically accurate view of what happens.

All this could be done... however, the cost in time notwithstanding, the cost in dwarfs would be staggering, especially if a high resolution is to be achieved ;) I lost over a fifteen hundred already just on designing this experiment's setup.

I am sure that many will be happy to hear that no animals were harmed in these experiments. It became apparent that guinea pigs lack certain critical qualities required for operating crossbows and had to be omitted in the final design.

Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: AutomataKittay on August 31, 2012, 10:24:20 am
Quote
I would enjoy seeing a report of experimenting with wooden bolts' density since featherwood trees are lighter than even bluemetal by half, and they're relatively poor in performance.

Since the study concluded that lighter ammunition is, in general terms, worse than heavy ammunition, I'd say featherwood bolts performing very poorly is exactly what should be expected.

Wooden bolts of different densities have actually already been initially tested in Crossbow Ammunition Testing (http://www.bay12forums.com/smf/index.php?topic=114106.0) (albeit, admittedly, by way of a non-rigorous testing scheme). The Wooden bolts used by Wrex were, quite by design I am certain, from opposite ends of the wood density spectrum - featherwood with a density of 100 and bloodthorn with a density of 1250. Unsurprisingly (in light of this study) bloodthorn won out. I suspect that the only parameter differentiating wood types is their density, so with woods almost for certain heavier is always better. This would make bloodthorn (1250), glumprong (1200), mangrove (830) and oak (700) the best wood types for wooden ammunition. Most wood types seem to have a density of around 500, the same as bone, interestingly. This would mean that bone ammunition is roughly as good as normal wooden ammo, given their equal MAX_EDGE (Unless you're surrounded by bloodthorn) (Or featherwood) (And unless other parameters which I am unaware of apply).

Bones are very noticibly better than wood when it comes to bolt, I checked the raw and a lot of it's stats are much better than default, when it comes to everything other than mass ( I think MAX_EDGE is at default, so that too). My dwarves that uses bone for hunting takes down animals with fewer bolts and with far more peneration and tearing in combat log than with wooden bolts.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Canageek on August 31, 2012, 12:06:32 pm
*sigh* I can't get people interested in science today because off all the work and math. Then you add Dwarf Fortress and people are willing to write perfectly formatted lab reports.

Now, how can I add DF to real world chemistry?
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: AutomataKittay on August 31, 2012, 12:12:19 pm
*sigh* I can't get people interested in science today because off all the work and math. Then you add Dwarf Fortress and people are willing to write perfectly formatted lab reports.

Now, how can I add DF to real world chemistry?

Elemental forgotten beasts? :D

(I wouldn't want to be near any of reactive gas ones with DF's physics )
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: rhesusmacabre on August 31, 2012, 12:24:12 pm
There are definitely some interesting ideas to check out in the field of dwarven ballistics. I would assume that larger creatures would take longer/larger amounts of ammunition to kill... but I'm not exactly sure how the damage dealing mechanism works, so I wouldn't know for sure. It's not like larger creatures have more hitpoints, exactly ;] More durable body parts, perhaps? And what are skintypes, exactly?

Smaller creatures also have a greater chance of being sent flying by heavy bolts, resulting in further damage. I notice this with kobolds in particular. By skintypes I meant scales/chitin/whatever, although looking at the raws there doesn't seem to be a lot to choose between them.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Mr S on August 31, 2012, 12:24:30 pm
Pishhhhh has come!!  Pishhhhh is a mass of hydrogen, twisted into humanoid form.  It is amorphous, and will fill a volume.  Beware it's flammability!
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: BrisoS on August 31, 2012, 12:28:46 pm
Does this mean that silver and copper bolts are better than iron bolts, since they are heavier?
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: AutomataKittay on August 31, 2012, 12:39:42 pm
Does this mean that silver and copper bolts are better than iron bolts, since they are heavier?

Not necessarily, there're other properties that goes into bolts. I've seen tests that generally says that silver or steel are the best. Doesn't really matters much with invaders, since any metal other than bluemetal will work well. ( The bluemetal is up for debate, I haven't seen an experimental agreement on that one! )
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: BrisoS on August 31, 2012, 01:12:58 pm
I have loads of silver and no bolts but assumed it would not work well - the wiki says silver is soft and sucks as edged/piercing weapons. I assumed the same would be true for bolts.

Would love to see some iron vs. silver vs. copper numbers.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Quietust on August 31, 2012, 01:23:11 pm
From previous research, the combination of MAX_EDGE and quality (and nothing else) is used to determine a weapon's "sharpness" - base-quality weapons have a sharpness of 1/2 of MAX_EDGE, while masterwork weapons have 100% of the material's MAX_EDGE as sharpness (e.g. for most metals it'd be 5000/6000/7000/8000/9000/10000). How this translates to damage done isn't known, but we can certainly find out using Science.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: parlor_tricks on August 31, 2012, 02:04:20 pm
Hey Zivilin,

someone on reddit, latexified your post - your research in shiny research doc format. :D - http://dl.dropbox.com/u/2891221/DF%20study.pdf
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Oaktree on August 31, 2012, 03:44:22 pm
If the quality of issued crossbows and issued bolts can be controlled this is also a good way to assess how crossbow quality and/or bolt quality potentially affects results.  Potentially testing armor quality as well to see if quality has any measurable effect as well (at least against crossbows).
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Loud Whispers on August 31, 2012, 04:08:46 pm
Finally, someone did it right :P
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: expwnent on August 31, 2012, 04:23:48 pm
Excellent work. Posting to watch.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Deimos56 on August 31, 2012, 04:42:56 pm
Out of curiosity, would materials modded to be ludicrously heavy or absurdly light have different results?
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: krenshala on August 31, 2012, 08:01:13 pm
Assuming the current theory, as proposed by the OP, holds then denser materials will do more overall damage per hit.  e.g., slade bolts should do massive damage per hit, assuming the other variables are at least relatively close to those of iron.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Urist Da Vinci on August 31, 2012, 09:24:24 pm
...In any case, first I'd like to identify all parameters which influence ranged damage. I suppose the next one is MAX_EDGE of the ammo used. Does anyone know of any other parameters likely to be used in damage calculations for ranged weapons? Apart from quality, which I believe cannot be changed in the object testing arena (Can it?).

I assume something other than MAX_EDGE is used, because all metals apart from adamantine (100000) have the same value for MAX_EDGE, 10000. (Wood and Bone have 1000). If MAX_EDGE and SOLID_DENSITY are the only two parameters affecting ranged damage, then Heavier is always better as far as metals goes (again, except for adamantine)....

http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133#msg1007133

Quote from: Toady One
Currently shear yield/fracture is used to determine edge effectiveness and the effectiveness of a material against a cut.  Impact yield/fracture is used to determine resistance against impacts.  Solid density will increase weight and therefore the impact of attacks.

Testing indicates SHEAR_YIELD acts like the Mohs scale of mineral hardness and determines what can cut what. I created a silver colossus and a copper colossus in the arena, and then tried having a dwarf grand master attack them repeatedly with copper and silver swords. The silver sword can dent the copper colossus, but the copper sword is deflected off the silver colossus. See also this bug report for a fix to obsidian swords, which can't cut as good as wood swords: http://www.bay12games.com/dwarves/mantisbt/view.php?id=5346

I'd also suggest modding the test subjects to remove random body size variations:
Code: [Select]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
It appears that all arena creatures are created with average ability scores, but the height is still chosen from the random set. This was first noticed while sciencing butchering results.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Mura on August 31, 2012, 10:10:43 pm
Vindication. It is sweet.  :P
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Urist Da Vinci on September 01, 2012, 01:30:23 am
...Thus it can be concluded that ammo weight is indeed used in some manner in ranged crossbow attacks, adding to armor penetration. This effect is practically unnoticeable on unarmored opponents, possibly due to the powerful parameters of the vanilla crossbow. If these parameters were weakened more data could be gathered. Other future works include testing the effects of sharpness, both sharpness and weight, testing default materials (instead of modified as opposed to modified ones), testing the effect of Marksdwarf, Archer, Shield skills, etc. etc.

For reference, the vanilla crossbow is so powerful, if you increase the contact area of the bolts from 2 to 40000 (battleaxe-sized), the bolts will chop off limbs and even decapitate/bisect creatures.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: misko27 on September 01, 2012, 02:22:04 am
...Thus it can be concluded that ammo weight is indeed used in some manner in ranged crossbow attacks, adding to armor penetration. This effect is practically unnoticeable on unarmored opponents, possibly due to the powerful parameters of the vanilla crossbow. If these parameters were weakened more data could be gathered. Other future works include testing the effects of sharpness, both sharpness and weight, testing default materials (instead of modified as opposed to modified ones), testing the effect of Marksdwarf, Archer, Shield skills, etc. etc.

For reference, the vanilla crossbow is so powerful, if you increase the contact area of the bolts from 2 to 40000 (battleaxe-sized), the bolts will chop off limbs and even decapitate/bisect creatures.
On the other hand, if your launching battle-axes, why shouldn't they cut limbs?

Overall, absolutely Brilliant Science. the ultimate question of sharpness versus weight, how they relate, how does one compensate for the other, and ultimately, which is the superior metal, have yet to be answered. But when it does, I can only hope it looks as fancy as your study.
*applause*
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Podesta on September 01, 2012, 02:35:46 am
...Thus it can be concluded that ammo weight is indeed used in some manner in ranged crossbow attacks, adding to armor penetration. This effect is practically unnoticeable on unarmored opponents, possibly due to the powerful parameters of the vanilla crossbow. If these parameters were weakened more data could be gathered. Other future works include testing the effects of sharpness, both sharpness and weight, testing default materials (instead of modified as opposed to modified ones), testing the effect of Marksdwarf, Archer, Shield skills, etc. etc.

For reference, the vanilla crossbow is so powerful, if you increase the contact area of the bolts from 2 to 40000 (battleaxe-sized), the bolts will chop off limbs and even decapitate/bisect creatures.

This seems to be the common sense, and at the expense of sounding stupid, I dont think 20 iron bolts to kill someone who is 3 meters away so much overpowered...

Edit: forgot to congratulate OP. Looking forward for more papers like this.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: misko27 on September 01, 2012, 02:46:34 am
...Thus it can be concluded that ammo weight is indeed used in some manner in ranged crossbow attacks, adding to armor penetration. This effect is practically unnoticeable on unarmored opponents, possibly due to the powerful parameters of the vanilla crossbow. If these parameters were weakened more data could be gathered. Other future works include testing the effects of sharpness, both sharpness and weight, testing default materials (instead of modified as opposed to modified ones), testing the effect of Marksdwarf, Archer, Shield skills, etc. etc.

For reference, the vanilla crossbow is so powerful, if you increase the contact area of the bolts from 2 to 40000 (battleaxe-sized), the bolts will chop off limbs and even decapitate/bisect creatures.

This seems to be the common sense, and at the expense of sounding stupid, I dont think 20 iron bolts to kill someone who is 3 meters away so much overpowered...

Edit: forgot to congratulate OP. Looking forward for more papers like this.
Refering to the way they often pucnh through armor. I apreciate it in general, but in adventure mode its a down-right killer.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Loud Whispers on September 01, 2012, 06:30:09 am
Refering to the way they often pucnh through armor. I apreciate it in general, but in adventure mode its a down-right killer.
Meh. The bolts aren't what kill you, they just horribly incapacitate you. If you've got super dwarven willpower/endurance you can make it out there with a bolt sticking through your leg or something, otherwise you're going to die to a spearbold.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Zivilin on September 01, 2012, 10:47:46 am
Hey Zivilin,

someone on reddit, latexified your post - your research in shiny research doc format. :D - http://dl.dropbox.com/u/2891221/DF%20study.pdf

Very... impressive O_o

Bones are very noticibly better than wood when it comes to bolt, I checked the raw and a lot of it's stats are much better than default, when it comes to everything other than mass ( I think MAX_EDGE is at default, so that too). My dwarves that uses bone for hunting takes down animals with fewer bolts and with far more peneration and tearing in combat log than with wooden bolts.

I think I'll add bone vs wood (same density) to my To Do list, out of curiosity. And this further confirms my suspicion that there are parameters other than MAX_EDGE/SOLID_DENSITY used in damage calculation.

Would love to see some iron vs. silver vs. copper numbers.

At some point I will definitely attempt to do a large ammo vs armor study on all major materials. For the moment I'm trying to refine my methods on some smaller projects. I'm getting a lot of good data and ideas from the feedback to this thread :)

...In any case, first I'd like to identify all parameters which influence ranged damage. I suppose the next one is MAX_EDGE of the ammo used. Does anyone know of any other parameters likely to be used in damage calculations for ranged weapons? Apart from quality, which I believe cannot be changed in the object testing arena (Can it?).

I assume something other than MAX_EDGE is used, because all metals apart from adamantine (100000) have the same value for MAX_EDGE, 10000. (Wood and Bone have 1000). If MAX_EDGE and SOLID_DENSITY are the only two parameters affecting ranged damage, then Heavier is always better as far as metals goes (again, except for adamantine)....

http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133#msg1007133

Quote from: Toady One
Currently shear yield/fracture is used to determine edge effectiveness and the effectiveness of a material against a cut.  Impact yield/fracture is used to determine resistance against impacts.  Solid density will increase weight and therefore the impact of attacks.

Testing indicates SHEAR_YIELD acts like the Mohs scale of mineral hardness and determines what can cut what. I created a silver colossus and a copper colossus in the arena, and then tried having a dwarf grand master attack them repeatedly with copper and silver swords. The silver sword can dent the copper colossus, but the copper sword is deflected off the silver colossus. See also this bug report for a fix to obsidian swords, which can't cut as good as wood swords: http://www.bay12games.com/dwarves/mantisbt/view.php?id=5346

I'd also suggest modding the test subjects to remove random body size variations:
Code: [Select]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
It appears that all arena creatures are created with average ability scores, but the height is still chosen from the random set. This was first noticed while sciencing butchering results.

Like this! Thank You, for the interesting referred posts and suggestions, i'll definitely be using them. I suspected that the shear parameters could be somehow involved, now I have confirmation. I'll still test it, though.

...Thus it can be concluded that ammo weight is indeed used in some manner in ranged crossbow attacks, adding to armor penetration. This effect is practically unnoticeable on unarmored opponents, possibly due to the powerful parameters of the vanilla crossbow. If these parameters were weakened more data could be gathered. Other future works include testing the effects of sharpness, both sharpness and weight, testing default materials (instead of modified as opposed to modified ones), testing the effect of Marksdwarf, Archer, Shield skills, etc. etc.

For reference, the vanilla crossbow is so powerful, if you increase the contact area of the bolts from 2 to 40000 (battleaxe-sized), the bolts will chop off limbs and even decapitate/bisect creatures.

This seems to be the common sense, and at the expense of sounding stupid, I dont think 20 iron bolts to kill someone who is 3 meters away so much overpowered...

True, I used 'overpowered' here based more on empirical observations from the game itself (i.e. losing significant amounts of armor-clad dwarfs to archers etc), rather than the results of the experiment. There is even a Broken Arrow (http://www.bay12forums.com/smf/index.php?topic=115448.0) which attempts to address this by lowering launch force on ranged weapons and decreasing ammo penetration.

Also, the criterion I chose (average number of bolts used to kill) may not be the best for judging weapon power. In fact, the parameter I wanted to use in the first place was something based on wound types. I still think this will be better for most comparative studies, especially with ammo vs armors scenarios: How many type A bolts pierced through type A armor? How many were deflected? How many type B bolts pierced through type A armor? How many were deflected? How many type C... etc etc. I suspect there is very little point to unarmored tests, because dwarf skin/muscle is not very good at stopping piercing attacks on its own (predictable, really). The number of bolts to kill is a criterion perhaps better suited to testing the Marksdwarf skill? Again, I do not know the battle mechanics, so I can only hypothesize, but I think it wouldn't be a stretch if Master Marksdwarfs hit critical shots (Head, organs) more often than Novice ones. This is certainly testable, in any case.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Di on September 02, 2012, 09:06:42 am
First of all, great job Zivilin.

Secondly, if one wants to have more accurate criterion for bolt effectiveness, I could suggest analyzing gamelog.txt. Of course doing that by self would be tedious, but it'd the most accurate data if someone wrote a program that'd check on how many times key phrases (like bruising/tearing skin/fat/muscle, bruising/chipping/shattering/jamming bone/skull) are encountered by which bolt material they're preceded and by which armor they're followed. Unfortunately, I myself can't do it at the current moment.

Finally, I went ahead and conducted vanilla bolts test by op-post method. I've tested wooden, copper and adamantine bolts.
As everyone already knows, wooden bolts are crappy, 20 out of 50 iron armored peasants without shields survived,  the average bolt amount for the is 50,3. Metal bolts groups had no survivors copper scoring slightly better 12,1 against 12,6 for bluemetal.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: krenshala on September 02, 2012, 10:38:36 am
Also, the criterion I chose (average number of bolts used to kill) may not be the best for judging weapon power. In fact, the parameter I wanted to use in the first place was something based on wound types. I still think this will be better for most comparative studies, especially with ammo vs armors scenarios: How many type A bolts pierced through type A armor? How many were deflected? How many type B bolts pierced through type A armor? How many were deflected? How many type C... etc etc. I suspect there is very little point to unarmored tests, because dwarf skin/muscle is not very good at stopping piercing attacks on its own (predictable, really). The number of bolts to kill is a criterion perhaps better suited to testing the Marksdwarf skill?
You could use unarmored (and unclothed) dwarves as the ultimate control group for your bolt type versus armor type testing.  This could also give a bit more info on bolt type verses flesh and blood as well, which might be worth it for its own sake.

While typing this I thought of a more complex testing method that might provide in some better, or at least more interesting, results. Take your current setup, but have the target be webbed in place so he can't move.  I know for melee testing this would ensure headshots (and the need for helms on the target to test armor) but I'm not sure if that is the case for ranged attacks against the webbed target.

This is based on reports of (sometimes otherwise unarmoured) dwarves with helms being perpetually attacked by giant cave spiders while webbed because the spider cannot pierce the helm, but always attacks the head because the victim is incapacitated by the webbing.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Zivilin on September 02, 2012, 01:59:09 pm
While typing this I thought of a more complex testing method that might provide in some better, or at least more interesting, results. Take your current setup, but have the target be webbed in place so he can't move.  I know for melee testing this would ensure headshots (and the need for helms on the target to test armor) but I'm not sure if that is the case for ranged attacks against the webbed target.

This is based on reports of (sometimes otherwise unarmoured) dwarves with helms being perpetually attacked by giant cave spiders while webbed because the spider cannot pierce the helm, but always attacks the head because the victim is incapacitated by the webbing.

Logged in the To Do list :)

Secondly, if one wants to have more accurate criterion for bolt effectiveness, I could suggest analyzing gamelog.txt. Of course doing that by self would be tedious, but it'd the most accurate data if someone wrote a program that'd check on how many times key phrases (like bruising/tearing skin/fat/muscle, bruising/chipping/shattering/jamming bone/skull) are encountered by which bolt material they're preceded and by which armor they're followed. Unfortunately, I myself can't do it at the current moment.

I didn't know gamelogs were stored, thank You for the information! I'll brush up on my programming skills and see if I can properly utilise this treasure trove of data. :)

In the meantime, I used the tedious "Look through reports and note in Excel" to do a small test on the MAX_EDGE parameter. Since the amount of useful data gained is small, I will publish this as a short in this thread instead of a full article.

The Effect of the MAX_EDGE Parameter on Crossbow Performance

METHODOLOGY
Spoiler (click to show/hide)

RESULTS

Spoiler (click to show/hide)

CONCLUSIONS
Spoiler (click to show/hide)

Specific conclusions: Iron bolts with increased MAX_EDGE parameter perform just as well as regular iron bolts against opponents clad in regular iron armor.

No general conclusions can be drawn.

As a bonus, here is how the only registered Bleed Out death happened:

Spoiler (click to show/hide)
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: expwnent on September 02, 2012, 08:07:43 pm
Perhaps iron already has a high enough max edge that raising it doesn't help. Have you tried lowering it significantly?
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: GreatWyrmGold on September 02, 2012, 09:04:04 pm
Or start with wood. As you said, crossbows are powerful enough that there's a lot less room for variables to outweigh statistical error.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Urist Da Vinci on September 02, 2012, 10:43:38 pm
Take a look at this gamelog excerpt:
Quote
You pick up the feather wood bolt with your right hand.
The flying feather wood bolt strikes Dwarf 2 in the head, but the attack is deflected by Dwarf 2's iron helm!
You pick up the AP feather wood bolt with your right hand.
The flying AP feather wood bolt strikes Dwarf 2 in the upper body, tearing the muscle and tearing the liver through the iron breastplate!
The AP feather wood bolt has lodged firmly in the wound!
The Dwarf 2 pulls out and drops the AP feather wood bolt.
You pick up the feather wood bolt with your right hand.
The flying feather wood bolt strikes Dwarf 2 in the right hand, but the attack is deflected by Dwarf 2's iron right gauntlet!
You pick up the AP feather wood bolt with your right hand.
The flying AP feather wood bolt strikes Dwarf 2 in the upper body, tearing the muscle and tearing the right lung through the iron breastplate!
Dwarf 2 is having trouble breathing!
The AP feather wood bolt has lodged firmly in the wound!
The Dwarf 2 pulls out and drops the AP feather wood bolt.
You pick up the feather wood bolt with your right hand.
The flying feather wood bolt strikes Dwarf 2 in the left lower leg, but the attack is deflected by Dwarf 2's iron greaves!
You pick up the AP feather wood bolt with your right hand.
The flying AP feather wood bolt strikes Dwarf 2 in the right upper leg, chipping the bone through the iron greaves!
A tendon has been torn!
The Dwarf 2 falls over.
The Dwarf 2 gives in to pain.

Normal feather wood bolts aren't penetrating the iron armor, but the AP bolts do penetrate.

These are the values for "AP feather wood" (I called it that because I expected it to be armor-piercing):
Code: [Select]
[PLANT:FEATHER_AP]
[NAME:feather tree][NAME_PLURAL:feather trees][ADJ:feather tree]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:AP feather wood]
[STATE_ADJ:ALL_SOLID:AP feather wood]
[STATE_COLOR:ALL_SOLID:CREAM]

[SHEAR_YIELD:5000000]wood default 40000
[SHEAR_FRACTURE:5000000]wood default 40000
[SHEAR_STRAIN_AT_YIELD:0]wood default 1000

[PREFIX:NONE]
[DISPLAY_COLOR:7:0:1]
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:5]
[TREE_COLOR:7:0:1]
[DEAD_TREE_COLOR:7:0:0]
[PREFSTRING:feathery leaves]
[DRY][GOOD]
[BIOME:NOT_FREEZING]
[SAPLING]
[SOLID_DENSITY:100]

The only things that I changed from the wood defaults were the SHEAR values. MAX_EDGE is still at the low wood value of 1000.

I can conclude that the SHEAR values are used to check if a bolt can penetrate armor. This is similar to edged melee weapons, where the armor/weapon material with the higher SHEAR_YIELD value "wins".

I can't make any conclusions about the damage done with increased SHEAR values given that the armor is penetrated. That would require further testing.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: GreatWyrmGold on September 03, 2012, 07:30:53 am
So...High shear yield and density makes good bolts?
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Joben on September 03, 2012, 10:27:15 am
Hey folks can anyone confirm something about the properties of ammo?

I think the Wiki is wrong but don't want to change it without consulting with others.

http://dwarffortresswiki.org/index.php/Weight

That page says that a piece of ammo has a volume equal to SIZE / 10
Meaning that a bolt/arrow has an effective SIZE of 15 cubic centimeter, instead of 150.

Iron has a density of 7.874 grams per cubic centimeter.
Putting it at 118 grams per arrow instead of the ~1.2 kilograms you'd expect if you go by the raw SIZE listed in it's erm... raw.
That would certainly make way more sense, I think medieval war arrows are variously reported as ~50-120 grams.

But it isn't true. In game, vanilla arrows show up as ~1 Urist, which is 1 kilogram. e.g. 50 iron arrows = 58 Urist.

(density of iron * Volume of arrow) * Number of arrows = ?

(7.87 * 150) * 50 = 59055 grams

Or 59 kilograms.


So yeh, dwarves do indeed seem to be firing 2.2 pound spears at what appear to be supersonic speeds.

Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Urist Da Vinci on September 03, 2012, 10:57:43 am
...
So yeh, dwarves do indeed seem to be firing 2.2 pound spears at what appear to be supersonic speeds.

I made iron 20x denser, and then made 100 iron bolts in the arena. The resulting stack weighed 2355 urist. Dividing by 20 and by 100, you get each bolt weighing 1.18 urist, which is equal to 1.18 kg or 2.6 lbs.

Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Joben on September 03, 2012, 11:57:13 am
K, I'm getting 1.18 kg per arrow too.

So removed the referenes to dividing by 10 and put in references to the sizes listed in the raws for weapons and ammo.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Loud Whispers on September 03, 2012, 12:01:13 pm
So yeh, dwarves do indeed seem to be firing 2.2 pound spears at what appear to be supersonic speeds.
The Dwarves were being a bit modest when they called it a crossbow...
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: AutomataKittay on September 03, 2012, 12:04:45 pm
So yeh, dwarves do indeed seem to be firing 2.2 pound spears at what appear to be supersonic speeds.
The Dwarves were being a bit modest when they called it a crossbow...
http://en.wikipedia.org/wiki/Spear-thrower Maybe they figured out how to mechanize this? I do notes a mention of 93 MPH spears...
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Zivilin on September 03, 2012, 12:58:18 pm
Perhaps iron already has a high enough max edge that raising it doesn't help. Have you tried lowering it significantly?

Good point, I'll try that.

Or start with wood. As you said, crossbows are powerful enough that there's a lot less room for variables to outweigh statistical error.

Or that, if the previous doesn't give any results. However, from my data and the data from Urist da Vinci, it's pretty much certain that MAX_EDGE doesn't affect armor penetration at all. Shear Yield is responsible for that, apparently. I'll redo the weight tests and try to monitor the wound types this time. Maybe that will shed some insight on why heavier missiles do better. I haven't been observing the reports too closely when I performed the weight experiment (only average number of bolts), so I didn't observe whether there were any deflections.

So...High shear yield and density makes good bolts?

This would appear to be the case.

K, I'm getting 1.18 kg per arrow too.

So removed the referenes to dividing by 10 and put in references to the sizes listed in the raws for weapons and ammo.

Actually, if You consult the wiki page, the working formula for calculating weight is given as:

Quote
Weight (in Γ) = Density * Volume / 100,000

If You put in the figures for ammo and iron You do, in fact, obtain the correct answer:

Iron Bolt Weight (in Γ) = 7850 * (150/10) / 100,000 = around 1.18 Γ

Disregarding the division by ten would give You 11.8 Γ. The Volume calculation Size/10 for ammunition is correct in that regard.

I would guess that this represents the weight of the arrowhead? Since objects only have one core material, it would make more sense to qualify an bolt by type of metal used in the arrowhead than type of wood used for the shaft. So instead of implying we have 150 cubic centimeter iron arrow, its more of simplifying the whole bolt to a 15 cubic centimeter iron arrowhead.

It still weighs 1.18 Urists, though :P
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Joben on September 03, 2012, 02:13:12 pm
Uhhh what...I have no idea what point you were trying to make...but you can't disregard the divided by 10, that's the entire point.

Since size and volume are explicitly the same thing in Dwarf Fortress, therefore the statement on the wiki that ammo volume = SIZE / 10 is a logical absurdity. Even in DF a thing can not be one tenth it's own size.

Simple math bears this own, demonstrating that individual arrows 150 SIZE ingame.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: GreatWyrmGold on September 03, 2012, 02:16:23 pm
I think you're misunderstanding Zivilin.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: AutomataKittay on September 03, 2012, 02:30:29 pm
Size don't necessarily means material volume, size can just as easily mean bulkiness of the item itself. After all, mostly hollow thing is fairly large, but not weighty, isn't it? I'd not be surprised if the size's more there to limit how much you can stuff into a quiver.

And I did the math and checked the raw myself, the formula on top of the page worked fine with 150/10 and using raw's density here http://dwarffortresswiki.org/index.php/Iron , instead of the number you picked out, if the actual weight is around 1.18.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Zivilin on September 03, 2012, 03:36:33 pm
I don't think I am misunderstanding, but I am probably not being clear enough. I shall endeavor to clarify my point to the best of my ability.

Once more, I would like to note that the Wiki page on Weight (http://dwarffortresswiki.org/index.php/DF2012:Weight) has the following weight calculation formula:

Quote
Weight (in Γ) = Density * Volume / 100,000

It then proceeds to list all Item Types and their Volumes in table form. My point is, the value of Volume is provided for the purpose of fitting it into the formula. The value of Volume is not meant to match up with SIZE values found in the raw files. For most item types the Volume provided on the wiki page does equal to Size. However, Ammo appears to be an exception. That is why under Volume it said SIZE/10.

This is easy to check. If Volume = 150 (density of iron from raws: 7850), then the wiki formula gives:

Iron Bolt Weight (in Γ) = 7850 * 150 / 100,000 = 11.8 urists

Right?

I think everyone agrees that it should be 1.18 urist for a single bolt of iron. In the case of Ammunition, Volume is not equal to Size for the purposes of weight calculations.

...

Scratch that. I just had a look at some weapons in the object testing arena, and an Iron Battle Axe weighed 6 urist, while an iron War hammer weighed 3 urist. According to the raws
Battle Axe Size = 800;
Warhammer size = 400;

Substituting this into the wiki equation we get:

Iron Battle Axe Weight (in Γ) = 7850 * 800 / 100,000 = 62.8 urists

Iron Warhammer Weight (in Γ) = 7850 * 400 / 100,000 = 31.4 urists

Soooo.... it would appear that the problem is with the wiki formula itself. Perhaps it hasn't been updated in a while (or someone missed a zero), but as fars as weapons go, it seems it should have the following form:

Weight (in Γ) = Density * Volume / 1,000,000

If Urists = Kilogram, this would make sense unit-wise. In the raws, Density is given in... milligrams per cubic centimeter, apparently, and Size/Volume is supposed to be in cubic centimeters, then Density*Volume gives us the weight in milligrams. Milligram = 1/1000 of a gram, Gram = 1/1000 of a kilogram, thus the 1/1,000,000 multiplier.

This should probably be verified on objects other than weapons.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: AutomataKittay on September 03, 2012, 04:17:17 pm
Hmm, I think armor could be examined in the arena. Though I notes that weapon and armor are labelled as 'special' in the wiki list, probably because of their relative complexity compared to other things.

Looking at bins and barrels ( and various furnishings ) in fortress mode should be able to verify, I don't have access to the game at the moment.
Title: Re: Dwarven Research: The Effect of Bolt Weight on Crossbow Performance
Post by: Zivilin on September 03, 2012, 05:00:43 pm
I couldn't check armor, because I couldn't find any specific SIZE values relating to it. According to the wiki, there are a number of parameters which can affect armor size.

Data on weapon size is very easy to obtain, since it is given in the item_weapon.txt raw file. I checked a few more weapons and they all confirm the 1/1,000,000 multiplier formula.

However, I tested a few different types of stone furniture using the Volume data given in the wiki (I couldn't find furniture volume in the raws on short notice) and it turns out that furniture (doors, statues,chains, and also mined stone) agree with the previous 1/100'000 multiplier. So either the game Volumes/Sizes of furniture aren't the same as stated on the wiki, or there are two different weight formulas for different item types.