Bay 12 Games Forum

Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: zagibu on April 08, 2010, 08:19:07 pm

Title: Weapon research
Post by: zagibu on April 08, 2010, 08:19:07 pm
The data below has been acquired with this simulator: http://node23.net/df_arena_simulator.zip (old version for DF without "About ..." entry on main menu: http://node23.net/df_arena_simulator_old.zip ) and this evaluator: http://node23.net/evaluator-hc.zip Just unzip the simulator package into the main dir of a new df installation, change df_arena_simulator_setup.txt to your likings, start df and run the .exe. The .au3 script is also included, in case you want to modify something (needs AutoIT scripting environment to run/compile). I recommend setting FPS to 0 in df, so that the tests will be as fast as possible. Also, don't change any key bindings, or the simulator might stop working.
Before running the evaluator script, edit it in a text editor and change the $pattern_start variable. Per default, it only counts strikes of "Dwarf 1". If you tested other creatures, or want to count strikes of another dwarf, change this pattern.
The evaluator script reads all "testreport" files and creates statistical data, which can be pasted in the included spreadsheet, for easier evaluation. The first page of the spreadheet represents the old results prior to 0.31.12, and the second page those of 0.31.12. I suggest you copy one of those and make a new page for the overview of your new test.

New data:
green = hit ratio (percentage of blows getting through armor)
yellow = light wounds
orange = medium wounds
red = heavy wounds
silver armorcopper armoriron armorbronze armorsteel armoradamantine armor
silver hammer100% 0% 100% 0%100% 1% 99% 0%100% 5% 95% 0%100% 1% 78% 21%93% 6% 94% 0%87% 2% 90% 7%
copper hammer100% 3% 97% 0%100% 7% 88% 5%100% 4% 96% 0%100% 7% 93% 0%97% 6% 94% 0%86% 2% 98% 0%
iron hammer100% 1% 99% 0%100% 8% 92% 0%100% 5% 85% 10%100% 0% 100% 0%89% 11% 84% 5%73% 5% 93% 2%
bronze hammer100% 3% 97% 0%100% 2% 93% 5%100% 8% 92% 0%100% 0% 100% 0%94% 9% 85% 6%86% 2% 96% 2%
steel hammer100% 7% 82% 11%100% 0% 100% 0%100% 6% 90% 5%100% 2% 98% 0%97% 2% 86% 11%82% 3% 95% 2%
adamantine hammer48% 96% 3% 1%21% 94% 4% 2%14% 97% 2% 1%38% 95% 3% 2%12% 94% 3% 3%9% 97% 3% 1%
silver armorcopper armoriron armorbronze armorsteel armoradamantine armor
silver mace100% 6% 94% 0%99% 7% 93% 0%93% 6% 89% 5%99% 15% 85% 0%56% 17% 82% 1%20% 15% 83% 2%
copper mace100% 4% 96% 0%94% 16% 80% 4%92% 2% 88% 10%100% 7% 93% 0%52% 26% 72% 2%20% 14% 84% 2%
iron mace100% 7% 93% 0%95% 6% 94% 0%97% 1% 99% 0%100% 12% 88% 0%53% 25% 74% 1%19% 15% 83% 2%
bronze mace100% 1% 99% 0%100% 5% 95% 0%97% 5% 95% 0%100% 0% 100% 0%62% 14% 84% 2%21% 12% 86% 2%
steel mace100% 6% 90% 4%98% 8% 92% 0%91% 5% 95% 0%100% 18% 78% 4%53% 20% 75% 4%21% 12% 86% 2%
adamantine mace35% 85% 11% 4%32% 78% 20% 2%15% 82% 16% 2%34% 79% 19% 2%21% 77% 21% 2%9% 81% 17% 2%
silver armorcopper armoriron armorbronze armorsteel armoradamantine armor
silver spear68% 9% 74% 17%45% 16% 62% 22%24% 35% 32% 33%63% 6% 74% 20%14% 81% 7% 11%9% 89% 3% 8%
copper spear94% 0% 66% 34%61% 10% 64% 26%42% 21% 53% 26%66% 4% 86% 10%15% 87% 1% 12%10% 78% 7% 15%
iron spear100% 0% 4% 96%99% 0% 13% 87%25% 59% 13% 28%66% 20% 23% 57%15% 89% 1% 9%8% 96% 0% 4%
bronze spear100% 0% 68% 32%100% 0% 42% 58%29% 42% 13% 45%70% 14% 35% 52%17% 86% 4% 11%8% 76% 15% 8%
steel spear97% 0% 64% 36%100% 0% 49% 51%100% 0% 22% 78%100% 0% 59% 41%16% 77% 5% 18%8% 90% 4% 6%
adamantine spear98% 0% 22% 78%100% 0% 21% 79%100% 0% 13% 87%98% 0% 31% 69%100% 0% 23% 77%2% 80% 10% 10%
silver armorcopper armoriron armorbronze armorsteel armoradamantine armor
silver sword11% 40% 17% 42%6% 65% 0% 35%5% 86% 6% 8%9% 62% 12% 26%6% 68% 4% 28%3% 58% 8% 33%
copper sword13% 57% 10% 32%7% 43% 6% 51%6% 60% 6% 34%9% 57% 7% 36%6% 79% 2% 19%3% 65% 2% 33%
iron sword80% 0% 0% 100%59% 0% 4% 96%7% 61% 3% 36%10% 66% 9% 24%6% 62% 8% 30%3% 43% 11% 45%
bronze sword65% 0% 0% 100%50% 0% 9% 91%6% 45% 14% 42%11% 66% 5% 29%4% 56% 2% 42%3% 50% 11% 39%
steel sword98% 0% 7% 93%97% 0% 0% 100%85% 0% 6% 94%98% 0% 0% 100%5% 73% 5% 22%3% 57% 15% 27%
adamantine sword98% 0% 0% 100%100% 0% 0% 100%100% 0% 0% 100%100% 0% 0% 100%100% 0% 0% 100%1% 19% 5% 76%
silver armorcopper armoriron armorbronze armorsteel armoradamantine armor
silver axe4% 49% 11% 40%1% 0% 0% 100%2% 12% 4% 85%5% 41% 5% 54%2% 4% 0% 96%2% 0% 0% 100%
copper axe3% 64% 2% 33%2% 0% 7% 93%2% 0% 0% 100%3% 37% 0% 62%1% 0% 0% 100%2% 0% 0% 100%
iron axe41% 0% 3% 97%18% 0% 0% 100%2% 28% 0% 72%4% 33% 2% 64%2% 0% 0% 100%2% 0% 0% 100%
bronze axe19% 0% 0% 100%18% 0% 0% 100%1% 21% 7% 71%4% 53% 0% 47%2% 5% 0% 95%2% 0% 0% 100%
steel axe84% 0% 0% 100%100% 0% 0% 100%83% 0% 0% 100%77% 0% 0% 100%4% 44% 2% 55%1% 0% 0% 100%
adamantine axe97% 0% 0% 100%100% 0% 0% 100%97% 0% 0% 100%94% 0% 0% 100%96% 0% 0% 100%2% 0% 6% 94%

Unfortunately, the max post size doesn't allow me to post both the new and the old data, so i'll post the old data in my next post below.
Title: Re: Weapon research
Post by: Nobu on April 08, 2010, 08:45:35 pm
I bet that hammers end up being more useful against undead and non-living things since you can smash them to pieces... once they stop not being destroyable.
Title: Re: Weapon research
Post by: zagibu on April 08, 2010, 09:08:43 pm
Old data:
silver armorcopper armoriron armorbronze armorsteel armoradamantine armor
silver hammer21% 66% 31% 3%20% 58% 41% 1%17% 69% 30% 1%14% 68% 31% 1%18% 61% 37% 2%5% 82% 18% 0%
copper hammer17% 66% 32% 2%17% 65% 32% 3%15% 65% 33% 2%16% 60% 39% 1%15% 71% 28% 1%4% 95% 4% 1%
iron hammer17% 69% 29% 2%11% 76% 22% 2%13% 73% 25% 2%13% 67% 31% 2%13% 70% 28% 2%4% 95% 5% 0%
bronze hammer19% 67% 31% 2%16% 66% 32% 2%14% 70% 29% 1%12% 76% 22% 2%13% 74% 25% 1%4% 90% 8% 2%
steel hammer17% 71% 28% 1%14% 65% 35% 0%13% 71% 28% 1%12% 74% 25% 1%13% 68% 31% 1%3% 94% 5% 1%
adamantine hammer1% 99% 0% 1%1% 100% 0% 0%1% 99% 0% 1%1% 99% 0% 1%1% 100% 0% 0%1% 98% 0% 2%
silver armorcopper armoriron armorbronze armorsteel armoradamantine armor
silver mace18% 73% 25% 2%16% 76% 22% 2%13% 75% 23% 2%12% 82% 16% 2%15% 72% 26% 2%6% 83% 16% 1%
copper mace14% 84% 14% 2%12% 75% 22% 3%13% 73% 25% 2%11% 77% 22% 1%12% 79% 19% 2%5% 83% 16% 1%
iron mace16% 76% 23% 1%12% 80% 19% 1%11% 83% 15% 2%10% 78% 20% 2%12% 76% 23% 1%4% 83% 16% 1%
bronze mace17% 70% 29% 1%12% 83% 15% 2%12% 77% 22% 1%12% 74% 25% 1%11% 81% 18% 1%6% 79% 20% 1%
steel mace15% 81% 18% 1%12% 76% 23% 1%11% 78% 19% 3%10% 85% 14% 1%11% 82% 16% 2%4% 85% 14% 1%
adamantine mace1% 99% 0% 1%1% 99% 0% 1%1% 97% 0% 3%1% 100% 0% 0%1% 99% 0% 1%1% 100% 0% 0%
silver armorcopper armoriron armorbronze armorsteel armoradamantine armor
silver spear13% 67% 31% 2%10% 65% 33% 2%8% 72% 26% 2%8% 73% 25% 2%8% 70% 29% 1%2% 74% 25% 1%
copper spear8% 78% 21% 1%8% 75% 24% 1%7% 85% 14% 1%7% 86% 13% 1%7% 78% 20% 2%2% 74% 22% 4%
iron spear98% 0% 94% 6%9% 63% 34% 3%8% 72% 26% 2%6% 83% 14% 3%6% 86% 13% 1%1% 77% 21% 2%
bronze spear99% 0% 100% 0%98% 0% 100% 0%99% 0% 100% 0%7% 74% 25% 1%6% 85% 13% 2%2% 68% 32% 0%
steel spear99% 0% 90% 10%99% 0% 100% 0%99% 0% 100% 0%99% 0% 100% 0%8% 76% 23% 1%2% 71% 27% 2%
adamantine spear99% 1% 99% 0%99% 0% 100% 0%99% 0% 100% 0%99% 0% 100% 0%99% 0% 100% 0%1% 71% 26% 3%
silver armorcopper armoriron armorbronze armorsteel armoradamantine armor
silver sword3% 59% 23% 18%9% 74% 17% 9%3% 65% 19% 16%3% 70% 17% 13%3% 55% 27% 18%1% 32% 46% 22%
copper sword3% 65% 25% 10%3% 66% 26% 8%3% 66% 19% 15%3% 55% 31% 14%2% 52% 40% 8%1% 36% 48% 16%
iron sword98% 0% 11% 89%9% 79% 2% 19%2% 62% 3% 35%2% 52% 4% 44%2% 60% 7% 33%1% 45% 14% 41%
bronze sword98% 0% 17% 83%100% 0% 20% 80%99% 0% 6% 94%2% 65% 2% 33%2% 53% 6% 41%2% 48% 8% 44%
steel sword98% 0% 3% 97%100% 0% 10% 90%98% 4% 15% 81%100% 0% 2% 98%2% 50% 3% 47%1% 43% 5% 52%
adamantine sword98% 0% 16% 84%100% 0% 31% 69%98% 0% 8% 92%99% 0% 21% 79%100% 0% 5% 95%1% 34% 3% 63%
silver armorcopper armoriron armorbronze armorsteel armoradamantine armor
silver axe7% 60% 0% 40%14% 18% 43% 39%5% 51% 11% 38%4% 50% 2% 48%6% 69% 1% 30%1% 10% 0% 90%
copper axe5% 58% 6% 36%4% 63% 0% 37%4% 50% 2% 48%4% 44% 0% 56%4% 62% 3% 35%1% 11% 2% 87%
iron axe94% 0% 3% 97%9% 28% 36% 36%4% 46% 3% 51%3% 50% 0% 50%3% 42% 0% 58%1% 19% 0% 81%
bronze axe100% 0% 0% 100%100% 0% 6% 94%91% 0% 0% 100%3% 48% 1% 51%4% 58% 2% 40%2% 13% 0% 87%
steel axe97% 0% 8% 92%100% 0% 0% 100%97% 0% 0% 100%96% 0% 0% 100%4% 53% 4% 43%1% 6% 0% 94%
adamantine axe98% 0% 2% 98%100% 0% 0% 100%93% 15% 0% 85%100% 0% 0% 100%97% 0% 0% 100%2% 10% 0% 90%

[Old post:]
I have to revise my remarks about adamantine a bit, it seems that blunt weapons like hammers and maces don't profit from being made of adamantine. Hammerers and macers with steel weapons tend to win.
Title: Re: Weapon research
Post by: Savarin on April 08, 2010, 09:26:53 pm
Try a slade warhammer, not possible in Dwarf Mode, but absolutely vicious in the arena.
Title: Re: Weapon research
Post by: zagibu on April 08, 2010, 10:01:34 pm
You are right. Looking at the raws, I noticed its high density. It seems platinum does equally well in warhammers, having a similarly high density.
Title: Re: Weapon research
Post by: bmaczero on April 08, 2010, 10:16:49 pm
My research collaborates these findings.  I pitted two identical dwarves, one with a steel warhammer, one with adamantine, against each other.  I did four pairs in four seperate rooms.  The steel-wielders won all four.
Title: Re: Weapon research
Post by: zagibu on April 08, 2010, 10:33:14 pm
It seems to be not quite balanced yet. A bronze-clad platinum-hammer wielder wins almost every time against steel armored dwarves, no matter what weapons they have (except slade hammers, which are even better, of course). Every blow seems to break bone, even through the armor.
Title: Re: Weapon research
Post by: sneakey pete on April 08, 2010, 11:08:32 pm
Does the whole " steel is 1.33 times better than iron", apply now?
Title: Re: Weapon research
Post by: IronyOwl on April 08, 2010, 11:10:58 pm
No. Material properties have been completely reworked, and most people aren't really sure which properties do what now.
Title: Re: Weapon research
Post by: Shaostoul on April 08, 2010, 11:38:54 pm
All I gotta say is looking the modding thread area, there's a community combat balance overhaul, very worth while.
Title: Re: Weapon research
Post by: opsneakie on April 09, 2010, 02:51:40 am
Combat seems fine to me as is, but it seems like I'm the only one who thinks so.

Hammers and maces break limbs like they're made of styrofoam.

Swords and axes cut the bad guys into little pieces.

Spears go straight through you and destroy your organs.

I don't get what's wrong with that. Seriously, I'd love it if someone could explain the problem there.
Title: Re: Weapon research
Post by: maanahr on April 09, 2010, 03:46:55 am
From what I've seen so far, I'd say one of the problems is actually more AI related; units keep fighting until one side is dead.

In my (limited) experience around my fort so far:
Swords and axes give fast kills.
Hammers can incapacitate enemies quickly, but take a long time to actually kill.
Crossbows can inflict fatal wounds, but it takes a while for the victim to actually die.
Spears presumably the same, haven't really seen those in action much yet.

There isn't really any need to keep bashing or turning your target into a pincushion. It would work better if they would move on once a creature falls unconscious, is rendered harmless or has wounds that are clearly fatal.

From what I've heard, Megabeasts and undead are a separate problem.
Title: Re: Weapon research
Post by: Nikov on April 09, 2010, 04:52:54 am
This:

Spoiler (click to show/hide)

Cracks goblin-iron breastplates like eggshells. Try it out for yourself.
Title: Re: Weapon research
Post by: forsaken1111 on April 09, 2010, 04:59:16 am
It seems to be not quite balanced yet. A bronze-clad platinum-hammer wielder wins almost every time against steel armored dwarves, no matter what weapons they have (except slade hammers, which are even better, of course). Every blow seems to break bone, even through the armor.
Why is this bad?

A platinum hammer would have considerably more force behind it than a steel hammer, assuming one was strong enough to swing it. Bronze is arguably a much better metal for armor than iron and is probably as good as steel, or so close as to make little difference. The platinum hammer, being far denser than steel, is going to shatter armor and bones quite easily.

Seems to be alright to me.


What I want to know is does studding a hammer with a heavier metal change its damage? Adamantine warhammer studded with lead = more damage? Impossible to test in the arena as far as I know.
Title: Re: Weapon research
Post by: Socializator on April 09, 2010, 05:19:57 am
From what I've seen so far, I'd say one of the problems is actually more AI related; units keep fighting until one side is dead.

In my (limited) experience around my fort so far:
Swords and axes give fast kills.
Hammers can incapacitate enemies quickly, but take a long time to actually kill.
Crossbows can inflict fatal wounds, but it takes a while for the victim to actually die.
Spears presumably the same, haven't really seen those in action much yet.

There isn't really any need to keep bashing or turning your target into a pincushion. It would work better if they would move on once a creature falls unconscious, is rendered harmless or has wounds that are clearly fatal.

From what I've heard, Megabeasts and undead are a separate problem.

Sir, I think that you hit the nail on the head!

If I imagine what is going on, it looks quite absurd. Enemy got unconscious, with some severe injuries, yet my dwarfs keep bashing him, instead of focusing on that crossbowman who keeps shooting at them...

I assume real battle is not about killing, but about incapacitating the opponents, and that currently, thanks to current AI, is what makes such a difference between axes and hammers.
Title: Re: Weapon research
Post by: Wexeee on April 09, 2010, 06:10:37 am
Has anyone tried fiddling around with the skills yet on arena mode; specifically Fighter and Archer? From what I read (and how dorfs gain skills in fortress mode) they are skills which have some effect on all mele or ranged attacks respectively. 

But when when conducting tests on arena mode with groups of/single dwarves i found that for Fighter it totally depends on the weapon; with Axes highly skilled fighters beat lower skilled, spears are roughly the same ( maybe a result of their v high impact wounds), and Hammers low skill fighters beat High skill!

When testing Archer I found repeatedly that low skilled archers wielding crossbows beat high skilled archers ( everything else being kept constant). Being quite surprised at this I repeated this one a number of times, and only one time out of 20 did the highly skilled group win. Repeated with single dwarfs rather than groups, same happened.

Then wondered if Archer skill had any effect on fortifications, set that experiment up in arena and found that the group with the lower skill in Archer beat the one with higher skill in Archer in either position (i.e. behind the fortifications or further away from them).

Please note I have not done this at all scientifically or used any proper statistical methods and controls. One major factor which could scew the whole series of tests are the randomly generated attributes for each arena mode dwarf.
Title: Re: Weapon research
Post by: Urist Imiknorris on April 09, 2010, 07:08:19 am
You are right. Looking at the raws, I noticed its high density. It seems platinum does equally well in warhammers, having a similarly high density.

Their densities are nowhere near similar. It's like comparing adamantine to steel.
Title: Re: Weapon research
Post by: zagibu on April 09, 2010, 07:22:47 am
Combat seems fine to me as is, but it seems like I'm the only one who thinks so.

Hammers and maces break limbs like they're made of styrofoam.

Swords and axes cut the bad guys into little pieces.

Spears go straight through you and destroy your organs.

I don't get what's wrong with that. Seriously, I'd love it if someone could explain the problem there.

Some background information would be nice. I've only done arena tests with dwarfs proficient in armor user and equally armored. They were also proficient in their respective weapon class. And I've found completely different results, namely that warhammers are almost useless, unless made from platinum or slade, which is both impossible in fortress mode. Spears also seem to be not very good against fully armored targets, with many blows being deflected. Swords are a little better, and axes are quite good. They seem to be able to sever even armored limbs.

It seems to be not quite balanced yet. A bronze-clad platinum-hammer wielder wins almost every time against steel armored dwarves, no matter what weapons they have (except slade hammers, which are even better, of course). Every blow seems to break bone, even through the armor.
Why is this bad?

A platinum hammer would have considerably more force behind it than a steel hammer, assuming one was strong enough to swing it. Bronze is arguably a much better metal for armor than iron and is probably as good as steel, or so close as to make little difference. The platinum hammer, being far denser than steel, is going to shatter armor and bones quite easily.

Seems to be alright to me.


What I want to know is does studding a hammer with a heavier metal change its damage? Adamantine warhammer studded with lead = more damage? Impossible to test in the arena as far as I know.

I'm just saying it's unbalanced. Steel warhammers are worse than copper axes, platinum warhammers are better than adamantium axes.
Title: Re: Weapon research
Post by: sneakey pete on April 09, 2010, 07:25:22 am
Sir, I think that you hit the nail on the head!

If I imagine what is going on, it looks quite absurd. Enemy got unconscious, with some severe injuries, yet my dwarfs keep bashing him, instead of focusing on that crossbowman who keeps shooting at them...

I assume real battle is not about killing, but about incapacitating the opponents, and that currently, thanks to current AI, is what makes such a difference between axes and hammers.

Someone else's suggestion was to have squads comprised of part hammer, part axe. Hammers to make sure it's incapacitated quickly and can't hurt you back, axe's to kill the dam thing.
Title: Re: Weapon research
Post by: forsaken1111 on April 09, 2010, 08:47:43 am
I'm just saying it's unbalanced. Steel warhammers are worse than copper axes, platinum warhammers are better than adamantium axes.
I'm going to assume you threw that second one in there without testing it? I have just done some testing and dwarves armed with platinum axes almost always won against superior numbers of dwarves with platinum warhammers.
Title: Re: Weapon research
Post by: zagibu on April 09, 2010, 09:18:27 am
I didn't test it with platinum axes. So it seems axes also profit from the high density of the material. Strange that adamantium axes are still a lot better than steel, though.
Title: Re: Weapon research
Post by: Shinziril on April 09, 2010, 10:21:14 am
That's probably from adamantine's 10x MAX_EDGE property.  Makes it sharper.

One reasonable option would be to mod in a new metal, along the lines of "adamantine-jacketed lead", that has all the nice properties of adamantine but is much denser. 
Title: Re: Weapon research
Post by: zagibu on April 09, 2010, 12:29:48 pm
I'm testing every weapon made from silver, copper, iron, bronze, steel and adamantium against any armor made from those same metals. I do this by pitting the following dwarves against each other, multiple times, then checking the combat log for deflected blows etc.:

- Attacker: proficient in tested weapon type, proficient armor user, proficient shield user, adamantine breastplate, adamantine helm, adamantine gauntlets, adamantine high boots, adamantine greaves, adamantine shield, weapon of test class of material x
- Victim: proficient armor user, y breastplate, y helm, y gauntlets, y high boots, y greaves (y being the tested armor metal)

So far I have the pretty unastonishing results for axes:
silver armor | copper armor | iron armor | bronze armor | steel armor | adamantine armor
silver axe------
copper axe+-----
iron axe++----
bronze axe+++---
steel axe++++--
adamantine axe+++++-
A negative sign means the weapon is mostly blocked by the armor, a positive sign means it can mostly breach it. Yes, iron is now worse than bronze.

It has to be said, that although most armor blocks well against a silver axe, all axes, even made of silver, are still pretty deadly, because 1 lucky hit severs a limb, which almost always leads to fatal blood loss. In my tests, such lucky hits were pretty frequent...

Don't ask how many times I've accidentially spawned an alligator completely covered in adamantine with a battle axe strapped to its tail.
Title: Re: Weapon research
Post by: zagibu on April 09, 2010, 08:19:17 pm
Here are the results for short swords:
silver armor | copper armor | iron armor | bronze armor | steel armor | adamantine armor
silver short sword------
copper short sword------
iron short sword++/-----
bronze short sword+++---
steel short sword++++--
adamantine short sword+++++-
A negative sign means the weapon is mostly blocked by the armor, a positive sign means it can mostly breach it.

Similar to the axe test results, but copper and iron short swords seem a bit worse than their axe counterparts. Silver armor was actually quite good at deflecting copper short swords, and copper armor deflected about half the blows of an iron short sword.

In general, swords take some more hits to kill a victim than axes, mostly because not all effective stabs and slashes seem to cause bleeding. Swords are pretty versatile, though, they can stab, slash and sever. They also tend to get stuck in wounds far more than axes.
As seen with axes, even the best armor does not protect against the worst sword that well, with about 1 in 30 blows going through and having a high chance to either sever a limb or open an artery, which is fatal after a few more rounds.
Title: Re: Weapon research
Post by: Vertigon on April 09, 2010, 08:53:24 pm
-blank slate-
Title: Re: Weapon research
Post by: Paul on April 09, 2010, 11:03:55 pm
Hehe, if you are decent at wrestling and have a good strength I like grabbing the neck with a hand and then throwing them. Then while they're down choking them. They pass out, and you can use your other hand to grab their head and gouge both their eyes and pinch out all their teeth and pinch off their nose. After that you can release the head and grab a hand and start pinching fingers off, or a foot and start pinching toes off. They'll bleed to death pretty quick, and the only time they get a chance to attack you is when you first grab them and throw them.
Title: Re: Weapon research
Post by: Narmio on April 09, 2010, 11:06:00 pm
Awesome work Zagibu, this is very interesting. 

I thought I'd copy-paste a post I made in another thread over in Suggestions that contains my thoughts from some extensive but not very scientific arena testing.  This was focussed on "what would need to change to balance combat" rather than testing, but the data behind it is relevant here, I think.  I was looking at how much of an effect various parameters - material, skill, strength, size, etc had relative to each other.  The one interesting parameter I couldn't test in arena mode is item quality, unfortunately.

Anyway:

There seem to be several problems at work here.  A creature stabbed multiple times in the body with a spear seems to not be adversely affected in the short term.  Blood loss takes really quite a while unless arteries are hit (typically in the upper leg).

This is actually sort of realistic, but what is not so realistic is that the creature is usually not impaired at all until it bleeds out.  Even organ hits don't cause much problem until vomiting/loss of breath etc kick in.  Speardwarves regularly mortally wound an opponent then get mauled and killed by it before the wound takes effect. There should be a system of shock, pain and trauma whereby attacks and other actions performed by a seriously wounded creature are of much less potency.  Otherwise the instant part-removal of hacking weapons won't really ever be balanced against the deep wounds caused by stabbing ones.  Sufficiently large and tough creatures should of course be able to ignore some level of pain and continue fighting mostly unimpaired, but right now it's just silly.

A similar problem seems to occur with breaks.  A shattered foot bone should make dodging, moving or even continuing to stand extremely hard.  A shattered shoulder should make a shield very hard to use or a weapon held in that arm totally useless.  At the moment there's a system whereby creatures can lose hold of items, but it's totally binary as far as I can tell - operating normally or useless.  I think we need gradual impairment of action.

There also seems to be another issue with relative weapon/part size.  It's ludicrously easy for an axe to penetrate gauntlets and sever hands, but at the same time it's nearly impossible for that axe to even scratch the paint on a breastplate.  The weapon size vs body part size is having a very large effect, when you really should be able to create small wounds anywhere on the body if you can penetrate the armour - this is assuming gauntlets and breastplates are of equal thickness, which seems to be a reasonable assumption.  This one may actually be a bug, because it seems the thickness or size of the part being hit is checked before the armour it's wrapped in takes effect.  This contributes to another problem...

...Material hardness effectiveness.  If something is harder than what you're hitting it with, nothing ever seems to happen, regardless of the strength or skill level of the attacker.  This means that a copper maul wielded by a legendary-skilled male giantess has no real chance against a fully steel armoured dwarven peasant.   Of course, hardness should be an important factor, but it is currently overpowering everything else: skill, strength, etc.

There would also appear to be little or no relationship between the size of an attack surface, the strength of an attacker and the depth of the wound.  If we assume that a given strength means the ability to impart a given amount of force, then that force hitting over the 40000 area of a battle axe should be much lower than hitting over the 20 area of a spear.  But the spear doesn't appear, to me, to be significantly better at penetrating armour or doing serious damage to an unarmoured target, although possibly its ability is being obscured by the effects described above.

There's also a few other oddities with weapon and stone traps, bare arms, bronze vs iron vs brass vs copper vs steel, the utility of leather by itself or under chain/plate, and I'm sure many other smaller things.  In any case, I'm confident this awesomely complex and involved combat system can be fixed with the tweaking of a few of Toady's formulas, and possibly with the minor addition of a new shock/pain system.  I'm eagerly awaiting the time when Toady gets to rebalancing things. 

In the mean time, do *not* embark without flux, always use axes, don't embark where there might be undead/unalive creatures and finally mod breastplates to include pauldrons.  It's a hell of a lot of fun.
Title: Re: Weapon research
Post by: Narmio on April 10, 2010, 02:41:14 am
OK, so I've just spent an afternoon researching the effects of armour materials. 

In all of these tests, I've used the same opponent, Captain Feathersword, who has full iron armour and a featherwood training sword, but no skills.  I've used a steel-armoured test dwarf who has GM skill level in his weapon (mostly hammers - I spent almost the whole afternoon just testing hammers) for all attacks.  This is so that the test dwarf can attack Featherswordwithout worrying about reprisals.  The high skill level is to minimise the effect of the rapid training that occurs in arena mode.

Firstly, to really determine the utility of plate armour against a particular weapon or material, we need full plate coverage, so I modified breastplates to have pauldrons.  I did this because even with a mail shirt underneath sufficiently long fights would result in bruised/broken shoulders and arms, because of how blunt weapons are quite a bit more effective through mail than plate.

Secondly, something was causing the iron warhammer to bounce off the iron armour for aaaages, then suddenly start causing bruises.  I looked more closely, and what happens by default is that an iron hammer bounces off everything except fingers and toes, which is invariably breaks.  There's also occasional facial bruising, but that doesn't appear to have had much effect overall.  Dwarves need to invent visored helmets, though! 

In any case, after an age of getting broken fingers and toes, Feathersword would pass out from pain, causing him to fall down.  This increases the effectiveness of an iron hammer to the point where it can *just* cause bruises!  This was replicated and tested by creating a series of Featherpants, taking them over adventurer style and choosing to lie down against the attacks.  It wasn't skill gain, it was attacking a prone opponent!  Testing with a maul instead of a hammer revealed much more dramatic results - the maul would totally glance off a standing opponent, but suddenly start breaking bones on a prone one!

After a VERY long time, bruised-all-over Feathersword and his fifteen broken fingers/toes started getting broken hand/feet messages.  Not very sure what happened there, it's possible that this was skill gain or something else, he'd been passed out on the ground for at least ten minutes of real-time arena fighting by this point.

Anyway, very silly stuff, but we've figured out some things.  So, the strange things mostly explained, I was ready to do my real test - how do the impact_yield and impact_fracture material values influence armour against blunt attacks.  First, some background.  These values are set to 1080000 for every single metal!  There's a note in one raw that says this is the "average for stainless steel".  It looks a little like this might be placeholders that have stayed until release! 

My hypothesis is this:  These values are supposed to impact the effectiveness of various materials as armour, but since they're currently all set to stainless steel, they're effectively zeroing out that term of the equation and only density is having any effect.  This creates the binary situation we see expressed in Zagibu's tests.

So, the first thing was to determine whether adjusting the values for iron hammer vs iron armour did anything, AKA "are these used in both the weapon and armour calculations?".  Reducing them to 1 for iron seemed to confirm this - it did nothing.  So far they either do nothing, or do equal things for both weapon and armour.  Nex test, make pig-iron identical to pre-nerf iron and try "old iron" versus "nerfed iron".  Bam.  Both impact yield and impact fracture set to 1, a pig iron hammer goes through iron plate like it isn't there.  Hooray, it looks like I'm onto something here.

Now I figured that maybe only the yield stat, not the fracture stat, was being used, because armour *damage* isn't in yet, and maybe impact_fracture was only for things taking damage rather than just absorbing like armour currently does.  But leaving impact_fracture at 1080000 and setting just impact_yield to 1 produced the most interesting result yet:  The armour was constantly letting through bruises to the entire body, serious deep bruises to the muscle and fat layers.  But no breaks!  Not a single one, where setting both values to 1 let everything go through and shatter bone like on an unarmoured dwarf!

So, it would appear, from these small initial tests, that my hypothesis is borne out:  There are significantly more complicated calculations going on than just material density vs material density, but the fact that there are a load of placeholder values in the raws right now mean that they're getting cancelled out and we have armour as it is right now.

This is great news, I feel.

[EDIT:  An amusing update: I left Captain Feathersword in his yield-nerfed armour being wailed on by pig iron guy, constantly getting yellow/brown bruises to his entire body (skin/muscle/fat bruises, but nothing to the bones), for about half an hour while I went and made some dinner.  I came back and he had twenty broken fingers/toes and bruised lungs, throat and face.  I watched, sort of giggling a little at how silly this was, and he died of *infection* right infront of me.  Presumably they'd been fighting for days if not weeks of dwarf-time by this point.

This means the combat system is lacking a) Haemorrhaging (internal bleeding caused by ruptured blood vessels), this would make repeated blunt trauma a lot more deadly, as it's a serious side effect of tissue damage and its lack caused poor Captain Feathersword to get wailed on for weeks.  Obviously in-game the results will not be so gratuitous, but it's through these edge cases that we can learn what's actually missing.

and b) Concussion.  Getting hit in the head is bad, really, really bad, even if the skull is unharmed, the brain is smacked against the inside of the skull and that is bad.  There is currently no damage at all to the brain even in cases where the skull shatters, unless it's a fracture and the skull is pushed into the brain, resulting in very swift death.  This produces pretty amusing situations!

Anyhoo, I also wanted to say again that I'm not speaking ill of the new combat system at all, just pointing out where it currently falls short of awesome by violating reasonable suspension of disbelief.  And it seems like it's actually very powerful under the hood, just currently in need of tweakage]
Title: Re: Weapon research
Post by: stuntedkind on April 10, 2010, 06:02:45 am
One thing I've noticed about arena mode is that if you add 'iron gauntlets' from the menu it only adds one, leaving the other hand bare. Same goes for boots.

Bronze being slightly more effective than iron is really a good thing in game terms, considering that it's more difficult to make. Really the material value needs to be swapped between them. If its correctly modelling rl bronze vs iron then that's a plus.

I don't think the new system will really come into its own until weapon/armour damage is included- for example irl you wouldn't want a copper hammer as it would just deform and break when used and become useless, and a copper sword would lose its edge pretty quickly if used.



Title: Re: Weapon research
Post by: Dwarf on April 10, 2010, 06:10:44 am
Hell, depending on the use and type of bronze, bronze is superior in real life too.
Title: Re: Weapon research
Post by: Snall on April 10, 2010, 06:58:15 am
To be fair, warhammers/hammers, etc are designed to shatter bone THROUGH armor.  They're the preferred weapons when facing platemail. 
Title: Re: Weapon research
Post by: EagleV on April 10, 2010, 07:18:41 am
To be fair, warhammers/hammers, etc are designed to shatter bone THROUGH armor.  They're the preferred weapons when facing platemail. 
Not only that, they are also meant to dent armor, leaving the wearer in a, well, very uncomfortable position.
Title: Re: Weapon research
Post by: zagibu on April 10, 2010, 07:49:10 am
Yeah, but initial tests show that warhammers are pretty useless against armored targets now.

I didn't know that adding iron gauntlets adds only 1 gauntlet, so I think I might have to redo the tests....sigh.

Also, interesting stuff the two guys with the long posts found. Might want to sum this info up somehow, so not everybody has to digest the walls of text.
Title: Re: Weapon research
Post by: Vester on April 10, 2010, 07:53:30 am
To be fair, warhammers/hammers, etc are designed to shatter bone THROUGH armor.  They're the preferred weapons when facing platemail. 
Not only that, they are also meant to dent armor, leaving the wearer in a, well, very uncomfortable position.

Specifically, the uncomfortable position of having your ribcage shoved into your lungs.
Title: Re: Weapon research
Post by: Moron on April 10, 2010, 08:21:08 am
What doesn't seem to have been taken into account is that a weapon made of a heavier material ought to be slower and more awkward to swing effectively.

Medieval war hammers and maces were historically useful against plate-armoured opponents, but there are good reasons why they were made of steel and not a denser material like lead. Beyond a certain weight they would have been too heavy to be useful as a weapon, even in the hands of a very strong wielder.

The current system also doesn't take account of the fact that a soft material like lead or gold would quickly be deformed by constant pounding on steel armour, even if it was breaking the opponent's bones at the same time.
Title: Re: Weapon research
Post by: jokermatt999 on April 10, 2010, 08:40:44 am
Zagibu and narmio, thank you. This kind of research is exactly what we need to figure out just how the new combat system works.

I'd say it'd be cool to have some numbers on what's the best material for warhammers, or the effectiveness of spears vs. opponents, but it seems like they're kind of broken until some raw changes are made.

Also, since the values are just placeholders right now, would anyone happen to actually know the correct ones? I checked Wolfram Alpha (http://www.wolframalpha.com/input/?i=iron), but I don't know enough (yet?) to understand the data it's throwing at me.
Title: Re: Weapon research
Post by: Shadowlord on April 10, 2010, 02:20:15 pm
I don't think you would find what you're looking for there, the information you want is about  metallurgical properties, not atoms (you certainly won't find anything about steel or bronze). Maybe you can find the information on http://www.matweb.com/index.aspx

However there are a ridiculous number of variations on each metal alloy (like bronze), and I don't have a clue which one is the historically used bronze for weapons and armor, or the historically used steel, etc.
Title: Re: Weapon research
Post by: Wavecutter on April 10, 2010, 05:20:27 pm
One item people seem to be leaving out is that heavier, denser materials are often quite soft and will deform when striking harder objects.
Title: Re: Weapon research
Post by: PencilinHand on April 10, 2010, 06:26:17 pm
One item people seem to be leaving out is that heavier, denser materials are often quite soft and will deform when striking harder objects.

Object damage/deformation isn't in yet.

---

On a separate note I have been working on crude program to try to parse though gamelog.txt for arena mode and output the data to another .txt file in a format that would be easily imported to Excel for graphing and statistical analysis.
Title: Re: Weapon research
Post by: Johnny on April 10, 2010, 08:11:02 pm
Best way to negate the randomizing effect of attributes is to mod a race with no attribute variation.  The standard strength distribution on a dwarf is
PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250
which is more than enough to skew your data.  I also don't know if arena-made creatures are subject to the "adventurer effect" (where they are created with all physical attributes at the highest possible base values) or not; it could render my point moot if it does.
Title: Re: Weapon research
Post by: Chronas on April 11, 2010, 03:21:37 am
one of the overpowered faults to armor is that it is always assumed to be padded. if a giant smacks you in the chest with a lead maul it may glance off  but damn, you're going to feel it, no matter what material your armor is made of. plate should only negate slashing and stabbing attacks, the impact absorption should be covered by padding underneath -your giant rat leather shirt should actually have a use. not to mention that the addition of adamantine quilted undershirts should help this along.
Title: Re: Weapon research
Post by: Proteus on April 11, 2010, 06:33:10 am
What doesn't seem to have been taken into account is that a weapon made of a heavier material ought to be slower and more awkward to swing effectively.

Medieval war hammers and maces were historically useful against plate-armoured opponents, but there are good reasons why they were made of steel and not a denser material like lead. Beyond a certain weight they would have been too heavy to be useful as a weapon, even in the hands of a very strong wielder.

The current system also doesn't take account of the fact that a soft material like lead or gold would quickly be deformed by constant pounding on steel armour, even if it was breaking the opponent's bones at the same time.

Of course the real medieval warhammers were probably also shaped differently from the dwarven ones.
If I think of dwarven warhammers (especially if I think about the wounds they make) I think of a warhammer like the one used by one of the 2 weapon masters of Thulsa Doom in Conan 1.
I.e. a large hammerlike blunt object.

Most of the real medieval warhammers however would be rather shaped like picks (for example Bec de corbins (http://en.wikipedia.org/wiki/File:Bec_de_Corbin.jpg)), often with a long shaft to be better able to swing the weapon.
Therefore I think, a real medieval warhammer would, in contrast to the warhammer in DF, be able not only to cause bruises and broken bones, but also (if the picklike head overcomes the armor) to cause broken tissues, severed arteries and bleeding.
These real medieval warhammers, if implemented this way by Toady would probably really get deadlier with Steel or Adamantine as their beaklike head would be better able to overcome the enemy armor if harder material is used.
Title: Re: Weapon research
Post by: tompliss on April 11, 2010, 06:47:37 am
Little reaction, not that much in the topic, but I was wondering :
What if you tell a dwarf to get an Hammer and an axe, in fight (with both skills trained) ?
Does he use only one ?
Title: Re: Weapon research
Post by: Chronas on April 11, 2010, 07:12:22 am
he will use the one in his main hand, therefore the first one he picked up -no matter what his skills are. should his main hand be separated from his body, he will use his off hand weapon.
Title: Re: Weapon research
Post by: EagleV on April 11, 2010, 03:20:45 pm
he will use the one in his main hand, therefore the first one he picked up -no matter what his skills are. should his main hand be separated from his body, he will use his off hand weapon.
'Hey, Urist, why are you carrying two axes?' 'Well, that's in case my right hand gets chopped off'
Something seems a bit unrealistic here :)
Title: Re: Weapon research
Post by: Vester on April 11, 2010, 03:27:22 pm
Unrealistic = Badass. Especially considering that he can still kick or bite someone to death without his axe hands.
Title: Re: Weapon research
Post by: EagleV on April 11, 2010, 03:31:01 pm
Well, I should have added that these little things are why I love Dwarf Fortress.
Title: Re: Weapon research
Post by: Mechanoid on April 11, 2010, 04:22:16 pm
One thing I've noticed about arena mode is that if you add 'iron gauntlets' from the menu it only adds one, leaving the other hand bare. Same goes for boots.
The trick is to assign them 2 handwear and 2 footwear.
At least that's what needs to be done in regular fortress mode uniform/equipment settings.
Title: Re: Weapon research
Post by: Shinziril on April 11, 2010, 06:03:06 pm
This also applies to creating creatures in Arena Mode.
Title: Re: Weapon research
Post by: zagibu on April 12, 2010, 05:55:41 am
Yeah, I've now started redoing the tests with a modded dwarf with average attributes. Additionally, I'm providing him with a chain mail shirt of the tested metal, and with 2  gauntlets/boots. I've also included a face mask, to counter the eye/ear/cheek/lip/throat violations, but the masks don't seem to do anything. Also, I've noticed, you can't give them chain leggings and greaves. They will just drop the leggings. Which isn't a problem, since greaves seem to cover the legs completely, unlike a breastplate, which doesn't cover the arms.
Title: Re: Weapon research
Post by: Chronas on April 12, 2010, 08:41:56 am
yep, the only difference between the two is that leggings are elastic and greaves requires 1 bar more to make -according to the raws
Title: Re: Weapon research
Post by: zilpin on April 12, 2010, 10:04:06 am
Quote
Unrealistic = Badass. Especially considering that he can still kick or bite someone to death without his axe hands.

It's only a flesh wound.
Oh, oh, I see! Running away, eh? You yellow bastards! Come back here and take what's coming to you! I'll bite your legs off!

http://www.youtube.com/watch?v=zKhEw7nD9C4 (http://www.youtube.com/watch?v=zKhEw7nD9C4)
Title: Re: Weapon research
Post by: TravelingHobo on April 12, 2010, 10:22:52 am
How does Bismuth Bronze figure into everything? Categorically worse than regular bronze?
Title: Re: Weapon research
Post by: Todestool on April 12, 2010, 10:41:33 am
How does Bismuth Bronze figure into everything? Categorically worse than regular bronze?
They are identical, stat-wise.
Title: Re: Weapon research
Post by: TravelingHobo on April 12, 2010, 11:05:51 am
How does Bismuth Bronze figure into everything? Categorically worse than regular bronze?
They are identical, stat-wise.

Huh. Thank you. :)
Title: Re: Weapon research
Post by: zagibu on April 12, 2010, 06:18:20 pm
Hehe, the tests take a lot longer now that the arms are covered completely, so I kind of have to revise my earlier comments about axes being very deadly against all armor. I still haven't gathered all axes test data, because the combat logs now grow a lot longer. I even had to give the new average dwarven race the noexert tag, because otherwise the fights would sometimes end with the unarmed "victim" strangulating the armed "attacker", who fell to the ground due to overexertion.

So far I have made two notable discoveries:
- silver can break bones better through any metal mail than copper (might have to do with density + molar mass)
- there seems to be some kind of armor wear in the game, as after having deflected many blows, bones suddenly start to get shattered through gauntlets and high boots (seen with silver against any armor and with iron against copper)

Expect the full axes test table tomorrow.
Title: Re: Weapon research
Post by: Rawl on April 12, 2010, 08:08:28 pm
Decided to check Axe Vs Spear. Some of the earlier posts made it sound that axe is more or less

THE weapon of choice and spear wasn't so hot. So I decided to pit them against each other 

in the arena. Same stats for each dwarf. At first the Axedwarf one everyfight no contest. Then i

took away the Speardwarf's shield. Spear dwarf never lost a fight.. almost never made it back in

one piece but had always won. Kick it up to adamantine everything and the spear got nastier. (by

the way, all skills were set to Competent).


EDIT: I took my various one armed Spear victors and continued to pit them against fully armed

Axemen. Even with one arm  they continued to dominate. It got creepier as One Arm got higher skills in fighter he seemed to always disarm the enemy first (always aiming at the weapon arm first) now to figure out if this is intended or not...
Title: Re: Weapon research
Post by: Narmio on April 12, 2010, 08:10:55 pm
- there seems to be some kind of armor wear in the game, as after having deflected many blows, bones suddenly start to get shattered through gauntlets and high boots (seen with silver against any armor and with iron against copper)

This might be caused by one dwarf falling over from pain - prone critters take quite a bit more damage, it seems.

But there do appear to be other factors.  It's not weapon skill, it's not Pain. 

One way to test if it's armour wear would be to pick up the armour used by a dead test dwarf with another "adventurer" dwarf, and see if it was performing badly.  My theory is that it's something to do with either the attacker or the victim, rather than their equipment.

Also, I found that unarmed unskilled wrestlers grew too deadly given the length of time these armoured tests go on - the "victim" would get to Legendary Wrestler and then joint-lock the attacker into unconsciousness.  So I have my victims featherwood training swords.  Guaranteed to not even dent naked skin at Legendary skill levels!
Title: Re: Weapon research
Post by: Narmio on April 12, 2010, 08:16:43 pm
Decided to check Axe Vs Spear. Some of the earlier posts made it sound that axe is more or less

THE weapon of choice and spear wasn't so hot. So I decided to pit them against each other 

in the arena. Same stats for each dwarf. At first the Axedwarf one everyfight no contest. Then i

took away the Speardwarf's shield. Spear dwarf never lost a fight.. almost never made it back in

one piece but had always won. Kick it up to adamantine everything and the spear got nastier. (by

the way, all skills were set to Competent)

Wait, so spears are better without a shield than with?  Can you check to see whether the speardwarf is actually multigrasping the spear?  That's very interesting.

Or am I reading that wrong?

Also, spears are actually pretty good weapons, it's just that spear-strikes don't kill immediately or even disable their victims, it takes a long while for even a totally swiss-cheesed speardwarf victim to bleed out.  And in that time they can easily cut off poor speardwarf's limbs shoudl they have a weapon more blessed with instant gratification.

Interestingly, this makes spears (and menacing spikes) a great weapon trap weapon - because targets very rarely get killed instantly the traps almost never jam.  The goblins take a few more steps and then bleed out.  Except weapon traps are really terrible against armour now.  They all have normal attack velocities (1000) and I suspect they're not getting any bonuses to that from their "strength" or anything.  Goblins routinely only get bruised by my high-quality steel spikes.
Title: Re: Weapon research
Post by: Rawl on April 12, 2010, 08:21:50 pm
Decided to check Axe Vs Spear. Some of the earlier posts made it sound that axe is more or less

THE weapon of choice and spear wasn't so hot. So I decided to pit them against each other 

in the arena. Same stats for each dwarf. At first the Axedwarf one everyfight no contest. Then i

took away the Speardwarf's shield. Spear dwarf never lost a fight.. almost never made it back in

one piece but had always won. Kick it up to adamantine everything and the spear got nastier. (by

the way, all skills were set to Competent)

Wait, so spears are better without a shield than with?  Can you check to see whether the speardwarf is actually multigrasping the spear?  That's very interesting.

Or am I reading that wrong?

Also, spears are actually pretty good weapons, it's just that spear-strikes don't kill immediately or even disable their victims, it takes a long while for even a totally swiss-cheesed speardwarf victim to bleed out.  And in that time they can easily cut off poor speardwarf's limbs shoudl they have a weapon more blessed with instant gratification.

Interestingly, this makes spears (and menacing spikes) a great weapon trap weapon - because targets very rarely get killed instantly the traps almost never jam.  The goblins take a few more steps and then bleed out.  Except weapon traps are really terrible against armour now.  They all have normal attack velocities (1000) and I suspect they're not getting any bonuses to that from their "strength" or anything.  Goblins routinely only get bruised by my high-quality steel spikes.

Indeed. Giving a spearman (a two handed weapon) a sheild prevents the speardwarf from weilding the weapon. This is slightly odd because sheild/spear has been a historically classic combo. Spearmen should be able to wield a spear and shield in a more defensive style as opposed to no shield which should be an aggressive style, but currently the only option appears to be no sheild.

A dwarf can wield a spear and shield, however he is more effective with just the spear. I rechecked and indeed he does stab with the spear in only one hand and the shield in the other, but he seems to penetrate more when he has just the spear.

Further research: Adamantine everything both with shields and respective weapons. Results: Spear dwarf no longer gets injured when using adamantine set with a shield. Adamantine Spear n Shield vs Adamanite Axe n Shield: 5:0

Yet another edit: Yes the spearman will multi-grasp the spear if he has no shield. misread a read out. NO he was not multigrasping...

Yet another, another edit: Take away Mr. Axeman's shield as well and then HE always wins. makes me start to question the value of shields in melee cause at this point its a game of weight=speed. (Assuming even stats)
Title: Re: Weapon research
Post by: Rawl on April 12, 2010, 09:23:24 pm
SOOO after experimenting in one on one fights i learned that a naked dwarf with an adamantine spear can kill one kitted in full adamantine armor and weapon without getting scrathed.

Then i went to multi man scrimmaging and found that a team of axes ALWAYS beats a team of spears.
though the one on one results still scare me.

Results: Yep axe is currently god mode
Title: Re: Weapon research
Post by: Vester on April 13, 2010, 03:29:04 am
Have you tried a naked axedwarf against adamantine armor yet?
Title: Re: Weapon research
Post by: Proteus on April 13, 2010, 03:44:25 am
Decided to check Axe Vs Spear. Some of the earlier posts made it sound that axe is more or less

THE weapon of choice and spear wasn't so hot. So I decided to pit them against each other 

in the arena. Same stats for each dwarf. At first the Axedwarf one everyfight no contest. Then i

took away the Speardwarf's shield. Spear dwarf never lost a fight.. almost never made it back in

one piece but had always won. Kick it up to adamantine everything and the spear got nastier. (by

the way, all skills were set to Competent)

Wait, so spears are better without a shield than with?  Can you check to see whether the speardwarf is actually multigrasping the spear?  That's very interesting.

Or am I reading that wrong?

Also, spears are actually pretty good weapons, it's just that spear-strikes don't kill immediately or even disable their victims, it takes a long while for even a totally swiss-cheesed speardwarf victim to bleed out.  And in that time they can easily cut off poor speardwarf's limbs shoudl they have a weapon more blessed with instant gratification.

Interestingly, this makes spears (and menacing spikes) a great weapon trap weapon - because targets very rarely get killed instantly the traps almost never jam.  The goblins take a few more steps and then bleed out.  Except weapon traps are really terrible against armour now.  They all have normal attack velocities (1000) and I suspect they're not getting any bonuses to that from their "strength" or anything.  Goblins routinely only get bruised by my high-quality steel spikes.

Indeed. Giving a spearman (a two handed weapon) a sheild prevents the speardwarf from weilding the weapon. This is slightly odd because sheild/spear has been a historically classic combo. Spearmen should be able to wield a spear and shield in a more defensive style as opposed to no shield which should be an aggressive style, but currently the only option appears to be no sheild.

A dwarf can wield a spear and shield, however he is more effective with just the spear. I rechecked and indeed he does stab with the spear in only one hand and the shield in the other, but he seems to penetrate more when he has just the spear.

Further research: Adamantine everything both with shields and respective weapons. Results: Spear dwarf no longer gets injured when using adamantine set with a shield. Adamantine Spear n Shield vs Adamanite Axe n Shield: 5:0

Yet another edit: Yes the spearman will multi-grasp the spear if he has no shield. misread a read out. NO he was not multigrasping...

Yet another, another edit: Take away Mr. Axeman's shield as well and then HE always wins. makes me start to question the value of shields in melee cause at this point its a game of weight=speed. (Assuming even stats)

What about Bucklers?
As they are smaller than shields (and assumed to be strapped to one arm) a dwarf  with buckler and spear/axe should  theoretically be similar to one who carries just his spear/axe (and maybe  even deadlier because  of the added protection of the buckler).

Might be worth testing out
Title: Re: Weapon research
Post by: shadowform on April 13, 2010, 04:00:46 am
Do you guys see what this is?

THOUGHT!

TACTICS!

THIS is the essence of Dwarf Fortress!  Experimenting!  Trying new and different things!  I think the new combat system is fantastic, if for no other reason than just thinking "Hummn, gonna make some adamantine hammers and play gobbo golf" is less interesting than carefully organizing your militia to use weapons made out of whatever material best suits its own particular destructive purposes.
Title: Re: Weapon research
Post by: Dorf3000 on April 13, 2010, 04:11:45 am

Yet another, another edit: Take away Mr. Axeman's shield as well and then HE always wins. makes me start to question the value of shields in melee cause at this point its a game of weight=speed. (Assuming even stats)

What about Bucklers?
As they are smaller than shields (and assumed to be strapped to one arm) a dwarf  with buckler and spear/axe should  theoretically be similar to one who carries just his spear/axe (and maybe  even deadlier because  of the added protection of the buckler).

Might be worth testing out

It may be that given a shield, a dwarf will try to use it to deflect a blow rather than dodge, and the hit on the shield is doing some damage to them or knocking them down.  Maybe dwarves are a little too good at dodging and not strong enough to simply deflect blows with a shield.
Title: Re: Weapon research
Post by: Nikov on April 13, 2010, 04:19:25 am
I put a steel pike through a dragon's lower body and fractured its spine in one hit. Thought I'd point that aspect of polearms out; internal organ reach on large creatures.
Title: Re: Weapon research
Post by: Rawl on April 13, 2010, 04:42:02 am
I would like to point out at this point that when a larger melee throws down, that yes a shield is more beneficial than no, however in a one on one it doesn't seem to help as much as it seems that who ever can swing the most shots wins (Like in the case of nudist spearman vs full kit axeman). I have as of yet to experiment with the "foreign" weapons and have only used dwarf smithable items.
Title: Re: Weapon research
Post by: Cheshire Cat on April 13, 2010, 05:20:14 am
ABSOLUTE AWESOMENESS

ive been playing a lot of adventure mode this version, which i have not done much of in the past. this table really tallies with my experiences. i started with a silver short sword, and was able to brutally murder anything wearing cloth/leather, but unable to leave the slightest mark on humans dressed in any sort of metal armor whatsoever.

human hammermen, however, were able to use a silver war hammer or maul to cause me mortal chest or head wounds through steel chain mail and a copper helm. it took them a while, i could keep fighting with damaged limbs, but a solid hit on the head or upper body would cause a slow fatal injury, either with a fractured skull or bruised heart.

in my own experience with a *bronze hammer* and very high skill, i found it nearly impossible to beat even a child to death. i could turn them into a purple and red squishy boneless meat sack, but not kill them. flails, however, were way more effective, most often causing death by smashing ribs and forcing them into lungs or hearts. i even got some brutal combat logs of bits of broken skull being forced into brains, and would sometimes get my flail stuck in a target and have to twist it out. as bronze weapons are the only thing purchaseable that i have found so far in adv mode, my flail is the only way to take down armored targets, although against unarmoured its much slower then a sword and far far slower then an axe. i have yet to try spears.

i would like to request an analysis of arrows/bolts. they really dont seem to be able to pierce even chain armor most of the time. against leather they are pretty nice, but with my metal armor i fear bowmen and crossbowmen no longer.
Title: Re: Weapon research
Post by: se5a on April 13, 2010, 06:42:15 am
another thing to look at would be engagement time.
ie, if you send a dwarf in to engage and distract an enemy by dodging or 'tanking' while your more heavily armed dwarfs go for a kill.

I'm interested in how bucklers hold up in your tests.

also ranged vs ranged - should they have shields, bucklers, metal armor? or just leather. or even none? if you keep them up on the battlements behind fortifications do they dodge bolts better if they're light? do they fire faster/aim better if they're light?
Title: Re: Weapon research
Post by: zagibu on April 13, 2010, 04:55:13 pm
[Edit] See original post for current version of the test-setup
Title: Re: Weapon research
Post by: Narmio on April 13, 2010, 08:18:46 pm
For those doing armoured vs unarmoured tests and finding the unencumbered fighter the victor:  Do the results change when GM armour-user is given to the tankier partner?  Wearing heavy armour with no skill imposes a very large speed penalty.  I believe, although would have to check, that the same is the case for holding a shield with no shield-user.

If skill levels are to be taken out of the equation, we may wish to remove the ability to gain XP from dwarves so that consistent testing can be done - current training rates asre such that an unskilled dwarf can hit legendary before his opponent dies, and that's certainly colouring results.  Can you still take off the [CAN_LEARN] tag and get otherwise-normal dwarves?
Title: Re: Weapon research
Post by: Rawl on April 13, 2010, 10:16:22 pm
Continued my testing for single combat with some more interesting results.

Tried the naked adamant axe vs full adamant kit spear per request and spear won.
Then it was time to see who could beat the adamant spear.

So the skill kits are Competent in same weapons (so Competent Axe Competent Spear but only having one of these equiped) and Competent Armor.
First against the mighty spear: The Platinum Hammer.
Hammer wins. Then it was time to see who could beat the hammer. Mace (also plat)? no, Sword (back to adamantine) no, the infamous Axe? nope.

So none of the dwarven weapons won time for more exotic. Time for the Pike (also adamant). Finally a victory!

Now guess who was up to beat the pike? Thats right good old mister Axe. Sword beat pike as well. Spear... well it wasn't a pretty match for the spearman, he lost. Time to start testing all weapons against each other and form a proper victory/loss grid. Then onto MultiMelee based on same weapon squads.
Title: Re: Weapon research
Post by: Rawl on April 13, 2010, 10:20:16 pm
For those doing armoured vs unarmoured tests and finding the unencumbered fighter the victor:  Do the results change when GM armour-user is given to the tankier partner?  Wearing heavy armour with no skill imposes a very large speed penalty.  I believe, although would have to check, that the same is the case for holding a shield with no shield-user.

If skill levels are to be taken out of the equation, we may wish to remove the ability to gain XP from dwarves so that consistent testing can be done - current training rates asre such that an unskilled dwarf can hit legendary before his opponent dies, and that's certainly colouring results.  Can you still take off the [CAN_LEARN] tag and get otherwise-normal dwarves?

I would like to note after each fight i do use new dwarves reset to my default settings. I found about four seperate areas of the arena to place the dwarves where only those pairs can fight each other than i scrub the arena by leaving and restarting.

Also modified to Grandmaster for weapon armor and shield. At higher levels of armor ability the one with armor always wins. Generally parrying then counter striking the newd fellows first blow and then dominating the rest of the fight.

Further edit: even making the newdist GM dodger doesn't help at this level without any armor.
Title: Re: Weapon research
Post by: Rask on April 14, 2010, 03:51:59 am
I ran some tests of my own, all iron equipment.

Summary of the first series of tests, all combat skills at skilled:

Double-wield axe > Single axe > axe + shield

The dual-wielded axe consistently defeated all other combinations of non-exotic weapons, with or without shields.


However, much changed with higher skills.

Second series of tests was done with all combat skills at grandmaster.

Axe+shield > Axe > dual-wield axe

The real surprise was who beat the axe+shield combo in 2 of 2 experiments, 10 vs 10 dwarves each:  dual-wield axe+spear.
Title: Re: Weapon research
Post by: Pkassad on April 14, 2010, 04:20:04 am
From what I have done in adventure mode and arena.  Axes>Swords=Heavy Corpses>Spears=Crossbows>Hammers>Maces or something around that.  I have noticed in arena that clownite whips do hit hurt less then iron whips and iron hammers hurt more then clownite hammers, weight defiantly matters when it comes to bludgeoning.  However, when it comes to hacking things apart, clownite is best.
Title: Re: Weapon research
Post by: EagleV on April 14, 2010, 09:18:27 am
I did some parallel research with ranged weaponry, and found a few oddities:

[SHOOT_FORCE] changes nothing, or almost nothing. I had two dwarves battle against a cow, one had a crossbow (force 1000), another had an ubercrossbow (force 10000), both did approximately the same damage. (Note that SHOOT_MAXVEL was adjusted to account for the new force). One theory is that the force is the maximum of the shootforce and the dwarves' force, but even when the Ubercrossbow had a shootforce of 10 (100 times smaller) the bolt did the same damage. In my opinion, this tag is broken.

[SHOOT_MAXVEL] is quite interesting, as changing this does not change the ingame velocity of the bolt - in other words, the bolt still needs exactly the same time from the crossbow to the target. However, it does change the velocity in the damage calculations. On maxvel 1, I had only one tear skin, using 200 bolts and two grand-master marksdwarves without armor.
Title: Re: Weapon research
Post by: Chronas on April 15, 2010, 08:49:06 am
i think toady said something about those tags having to do with how fast the bolts move, not damage calcs. logical when you consider f=ma
Title: Re: Weapon research
Post by: Yelloq on April 15, 2010, 10:03:27 am
Through testing, I personally have deducted that Adamantine Arrows and bolts aren't as good as Iron Arrows or Bolts.
Title: Re: Weapon research
Post by: Todestool on April 15, 2010, 10:22:21 am
I've determined that if you want blunt weapons to make more sense than they currently do, replace the placeholder raw values (in inorganic_metal file) of impact_yield and impact_fracture (all metals use extremely high values from stainless steel) with the values in shear_yield and shear_fracture.

Theoretically, the former should be compressive strength values and the latter tensile strength, but I read that for metals they are essentially the same (ref: here (http://www.grantadesign.com/resources/materials/glossary.htm#cs), here, scroll down to compression (http://www.ami.ac.uk/courses/topics/0123_mpm/index.html#2), and referring specifically to steel (http://www.steelforge.com/metaltidbits/tensilestrength.htm#Tensile%20Strength%20Of%20Steel)).

Of course real life is secondary to gameplay, but my testing found that these alterations make lead, gold, and silver less than ideal weaponry and armor, with steel-wielders consistently dominating.
Title: Re: Weapon research
Post by: Shadowlord on April 15, 2010, 01:32:45 pm
Perhaps someone should summarize the findings for Toady, particulary the PSI/kPa stuff, the compressive strength / tensile strength stuff, the testing results with spears both with and without shields and how spear-users were more effective without shields, and the stuff about the broken crossbows (although it sounds like testing crossbows isn't finished).

P.S. Shield+Spear users were only good historically when in a phalanx formation or the like, no? You could flank them or cause them to turn in random directions, ruining the formation, if they didn't have excellent unit cohesion and ability to follow orders. A single soldier by himself would be useless against more than one enemy or an enemy with a ball-and-chain.
Title: Re: Weapon research
Post by: zagibu on April 15, 2010, 02:26:42 pm
Well, there are many kinds of spears, and I imagine those in df to not be very long, maybe 1.5 times a user's height, if at all. Such spears can be used in duels, too, where the long range can be an advantage. They are also light enough to allow quick maneuvers. They ARE both-handed weapons, though, so you shouldn't be able to use a shield with them, or at least get a major negative combat modifier.
Title: Re: Weapon research
Post by: Proteus on April 15, 2010, 02:36:39 pm
Well, I wonder how widely used normal spears as a melee weapon really were,
in contrast to other polearms like poleaxes (for examples Glaives, Halberds)
or polehammers (Bec de corbin, Lucern hammer etc.)

At least during the time when they didn´t see use in Phalanx formations,
Title: Re: Weapon research
Post by: userpay on April 15, 2010, 05:55:18 pm
Well looks like glass seraded blades are useless now, just about everysingle damn strike got deflected even while they were passed out on top of it. Any suggestions for what to stick in weapon traps besides the HFS metal?
Title: Re: Weapon research
Post by: Diomedes on April 15, 2010, 06:26:35 pm
Shield and spear are by far the best weapons on the battlefield. A sword isn't a good weapon. No range and cutting is by far inferior to stabbing. A mace is slow and only used because of heavy plate armor. A pole-arm is basically a modified spear where a hook is attacked to pull horsemen off their horses.

But things depend on tactics and it's kind of rock paper scissors. If your spears are significantly shorter then those of the enemy and both sides use proper tactics and discipline then how are you going to do anything? You can't. and if people don't think they can win they won't fight. But if spears get too long then short range weapons like underhand stabbing swords become stronger again. If you have extremely long spears you become less and less mobile and once the enemy gets closer then your spear head is you can only drop your spear and draw a dagger.

Title: Re: Weapon research
Post by: forsaken1111 on April 15, 2010, 06:42:59 pm
Well, I wonder how widely used normal spears as a melee weapon really were,
in contrast to other polearms like poleaxes (for examples Glaives, Halberds)
or polehammers (Bec de corbin, Lucern hammer etc.)

At least during the time when they didn´t see use in Phalanx formations,
If we're talking real-life use, AFAIK spears were the peasant weapon. Easy and cheap to make, they used very little metal and a blacksmith could bank out spearheads by the dozen. Wood was generally much easier to come by. Give 100 unskilled drooling idiots sharp pointy spears and even they may get lucky and stab a knight on horseback in the right place, for far less than it cost to arm and armor said knight.
Title: Re: Weapon research
Post by: zagibu on April 15, 2010, 06:51:22 pm
Yeah, the spear is either good in formations or when you face few opponents, it obviously sucks in the heat of the melee. You also need agility to wield it effectively, so it's not well suited for plate armor. I wouldn't say a sword sucks, though, because it's very versatile. You can hack lightly armored targets to pieces and try to stab armored targets where they are not covered. In combination with a large shield, and plate armor, you can turn into a tank. Catch the spear with your shield and lop the speardude's head off. Axes break shields and hammers damage through armor. Their shafts are usually made of wood, to counter the heavy head, so they break faster than swords.

BTW, I'm still running the tests...they take forever. 10 rounds of hammer vs wooden sword in full armor takes almost two hours. Good thing the stuff is automatic, now.

I removed the [INTELLIGENT] tag from the test race...does that remove their ability to level up in skills? I can't check, because without it, no skills are listed in the general tab. Are the skills just not listed, or do they also have no effect, when [INTELLIGENT] is missing?
Title: Re: Weapon research
Post by: Diomedes on April 15, 2010, 07:05:18 pm
Plate armor is something very very unusual. Not to mention extremely expensive.

Most battles were fought by infantry. Most of the times there were normal people and not professional soldiers. Usually soldiers wouldn't have much more than a metal helmet and metal cuirass. That's the stuff you need to protect most. And more often then not either one or both were of leather.
Title: Re: Weapon research
Post by: Dwarf on April 15, 2010, 07:13:53 pm
Metal cuirass?

The standard pressed peasant, depending on the age, would've had not more than his clothes, a shield, a spear or axe, and IF he is lucky, a helmet and thick quilted jacket.
Title: Re: Weapon research
Post by: zagibu on April 15, 2010, 07:21:48 pm
Yeah, but DF doesn't model real-world economics. Also, it's a game, so it can surely balance things in spite of reality and in favor of gameplay.
Title: Re: Weapon research
Post by: SIGVARDR on April 15, 2010, 07:36:05 pm
Yes,plate armor wasn't nearly as common as a lot of people think back in the day.
 it was,however,a lot more effective than people think.One man in full plate and chain,backed by his men,could cut a path straight through the opposing army.
With the introduction of surface hardened steel,swords and even the heavier blows of axes would deflect off of the plate.
 A charging horseman with a lance may very well pierce through the plate,to be stopped by the chain and leather underneath.
 
A hammer or axe,with a small edge designed to pierce through the armor,or transmit the force through it,was effective,but modern tests show that multiple blows in the same area with considerable force were required to significantly hurt someone underneath.By that time,the man inside the armor has surely killed you.

 Arrows from bows show little impression upon the steel,and crossbow's,while able to pierce most plate of the day,were often slowed enough by piercing through the plate that they would do little to the man underneath it.
 
Not all is created equally.some plate is thin and to be worn with chain mail and leather,some is thick and tempered,meant to be worn alone,so on so forth.
 A breastplate and helm were often the only piece worn,and even then expensive,meant for military commanders.A full suit was often commissioned only by the very wealthy,worn by their sons and some very well-to-do knights.

Realize also you are not targeting a dummy with armor.This is a man,who moves and dodges around(plate armor is not as heavy as you think)and if you miss your first strike,you very well may not get another one.

 To sum up what I'm trying to say,a combat experienced man with a full suit of plate armor,mostly against conscripted militia and archers,is an absolute juggernaut.They were not brought down easily,more often the tactics of throwing people to the slaughter in the hopes one would strike a vital area.
That said,it was a rare sight to see,and by the time many blacksmiths were to the stage were they could produce the armor for more than the wealthy,the implementation of gunpowder brought it to a halt.

Just something for you to think about the next time you send your fully iron plate wearing dwarfs out to slaughter goblin siege number 243.
Title: Re: Weapon research
Post by: PencilinHand on April 15, 2010, 07:48:16 pm
I've determined that if you want blunt weapons to make more sense than they currently do, replace the placeholder raw values (in inorganic_metal file) of impact_yield and impact_fracture (all metals use extremely high values from stainless steel) with the values in shear_yield and shear_fracture.

Theoretically, the former should be compressive strength values and the latter tensile strength, but I read that for metals they are essentially the same (ref: here (http://www.grantadesign.com/resources/materials/glossary.htm#cs), here, scroll down to compression (http://www.ami.ac.uk/courses/topics/0123_mpm/index.html#2), and referring specifically to steel (http://www.steelforge.com/metaltidbits/tensilestrength.htm#Tensile%20Strength%20Of%20Steel)).

Of course real life is secondary to gameplay, but my testing found that these alterations make lead, gold, and silver less than ideal weaponry and armor, with steel-wielders consistently dominating.

This is true, but as you say gameplay is the priority.  Surely Toady knows this already....
Title: Re: Weapon research
Post by: Zengrath on April 15, 2010, 07:55:32 pm
The last page of comments is too off-topic... However this thread rocks with all awesome weapon research done so far. I don't care how DF compares to RL, please keep on discussion about how each weapon/armor compares in DF, not real life ...
Title: Re: Weapon research
Post by: Rask on April 16, 2010, 05:14:23 am
I return with new research results:

The most important result so far: axes are so deadly because the typical breastplate/gauntlets combination doesn't protect the upper arms. After fixing this oversight by giving all dwarves breast plate AND mail shirt, the  axe dwarves didn't do nearly so well.

When equipped with all iron equipment, warhammers (silver, heaviest that can be made in fortress mode) won more often against axes than they lost. So did regular iron warhammers. Spear users did better, too. As a side effect, battles lasted a lot longer. This happened both at skilled and at grandmaster ability for all dwarves.

HFS equipment (armour and weapons) changed the situation again. HFS axes beat silver warhammers (but take a lot of bruises and broken bones in the process) and lose to platinum warhammers. HFS axes vs HFS spears was inconclusive, as the fight lasted so long that dwarves started to die from infection. They also went up from skilled to legendary over the course of the battle. HFS short swords vs HFS axes seems to be mostly luck-based.
Title: Re: Weapon research
Post by: G-Flex on April 16, 2010, 05:53:55 pm
Platinum (and gold, and to a lesser degree silver) all make such good blunt weapons mostly because of their weight. People have asked "what's the problem?" about this, but the problem is thus: You try swinging a giant hammer made out of platinum.

Real-world medieval weaponry was actually fairly light, and certainly much lighter than most people think. There's a reason they didn't use lead.

The game just doesn't penalize dwarves enough for using excessively heavy weapons. A platinum warhammer should be difficult to lift and swing well at all, and a dwarf shouldn't even be able to push most objects made out of slade, much less lift them off the ground and hit someone with them effectively.

I've done some pretty extensive tests (http://www.bay12games.com/forum/index.php?topic=52120) regarding weapons and armor in arena mode, and there are definitely some problems.

A short, inexhaustive list, off the top of my head:

Anyway, that's the short version, and I'm sure I'm forgetting a lot of things, and that's just the stuff about armor/weapons specifically. I have (way too many) more details in the thread I linked.
Title: Re: Weapon research
Post by: Zengrath on April 16, 2010, 06:20:43 pm
wow, i never thought that you would need chain to cover parts that plate mail misses... i'll definitely keep that in mind when equipping my army.
Title: Re: Weapon research
Post by: Diomedes on April 17, 2010, 08:06:54 am
A weapon being heavy or light doesn't really change how much kinetic energy a wielder can put into it. If it's lighter you will swing it faster. If it heavier you need a larger force to get the same swing. Of course if a weapon is too heavy to wield or so light you can't get it to move so fast to get the same kinetic energy, things get different.

So right now Dwarves get stronger when they wield heavier blunt weapons.

Best would be if really really strong dwarves perform better with the heavier material blunt weapons. And really really weak dwarves perform less bad with the really light ones. That would make sense and would give decent gameplay.
Title: Re: Weapon research
Post by: Geti on April 17, 2010, 08:47:40 am
As an insert, heavier weapons would be more effective for downwards strikes than their lighter counterparts due to the whole gravity thing.
Title: Re: Weapon research
Post by: zagibu on April 18, 2010, 10:59:13 am
I've updated the original post with the current statistics. It's not much yet, mainly because the tests take so long now. I can't really do much about it, though, because doing less than 10 rounds produces inacceptable result fluctuation.

I fear the system will already be overhauled as soon as I'm finished analyzing...
Title: Re: Weapon research
Post by: Rask on April 18, 2010, 01:01:38 pm
Interesting. Is that with the dummy dwarf wearing both breastplate and mail shirt?
Title: Re: Weapon research
Post by: zagibu on April 18, 2010, 03:30:09 pm
Yeah, modded dwarf (all attributes set to average, so no strength gain etc. during combat, removed intelligence to prevent skill gain, added noexert) with mail shirt and full plate mail (2 gauntlets/boots) and no shield or buckler. You can also get the full combat logs here: http://node23.net/df_hammer.zip
Title: Re: Weapon research
Post by: Wh1tefang12 on April 18, 2010, 03:57:38 pm
so what this research states is use silver hammers?
Title: Re: Weapon research
Post by: Paul on April 18, 2010, 04:13:39 pm
One thing that I wonder is: For the folks modding dwarves to be all average, are you using every attribute or only the attributes that are present in the dwarf creature file? Dwarves are only different from the norm in strength agility and toughness, so those are the only ones listed in the file - the others follow whatever default attribute distribution that the game uses (AFAIK it isnt in the raws, I assume its 1000 since - is 900 and + is 1250). The other physical attributes are disease resistance, endurance, and recuperation. There are also 7 mental attributes that aren't in the dwarf raws.

To get dwarves who were truly all the same you would have to have an entry for all 19 attributes.
Title: Re: Weapon research
Post by: Rask on April 18, 2010, 04:16:42 pm
I'm not sure how you are running and evaluating the tests, but would it be possible to speed up the process by having ten  1v1 matches fought in parallel instead of doing them sequentially?

With create water/lava, one can easily make segregated arenas for the duos to fight in.
Title: Re: Weapon research
Post by: zagibu on April 18, 2010, 08:44:28 pm
I'm not sure how you are running and evaluating the tests, but would it be possible to speed up the process by having ten  1v1 matches fought in parallel instead of doing them sequentially?

With create water/lava, one can easily make segregated arenas for the duos to fight in.

I guess it would be possible, but I'm not sure how much could be gained, because the results can only be processed when all fights are over.

I think the sharp and pointy weapons will not take as long as the blunt ones do.
Title: Re: Weapon research
Post by: zagibu on April 20, 2010, 04:36:09 pm
Test results for maces are out (see original post). No surprise there, they are as bad as hammers. Next is spears, of which the first test results paint quite a different picture (silver spears suck even more than hammers and maces). I expect the higher metal class spears to be able to pierce lower metal class armor quite effectively.
Title: Re: Weapon research
Post by: jokermatt999 on April 20, 2010, 05:22:21 pm
I just wanted to say thanks for running these tests. It's nice to see an accurate, well tested breakdown of all the weaponry/armor in the new version. Personally, I think this is the most interesting topic on the forum at the moment.
Title: Re: Weapon research
Post by: Vastin on April 21, 2010, 01:05:42 pm
One other odd note about DF weapons currently is that in the real world if someone had an ultra-strong material like Adamantine that didn't have enough actual weight to carry a strike (apparently a problem in DF3.x), they would simply weight the core of the weapon with an inexpensive, dense material such as lead to overcome this deficiency.

As for the other discussion, the way that DF3.x apparently defines the impact of a strike based mainly on the weight of the weapon seems quite unrealistic. In most cases the overall kinetic impetus of a strike is going to be based on the strength or skill of the wielder more than the weight of the weapon in question. (and lets ignore jointed weapons such as flails and nunchaku for now)

One could treat these factors as being additive, with strength and skill being the dominant factors, and weapon weight being a secondary one - but treating weapon weight as a multiplier or otherwise dominant factor doesn't seem to jive with real results.

Skill does feed into impact velocity pretty substantially btw, as there are swing techniques that will allow even a fairly weak fighter to get their weapon up to brutal speed and put them in a good leverage position for follow through.

I suppose if you have someone so massively strong that they can throw a heavy maul around at the limit of their twitch muscle speed then they'd be best off with a very heavy weapon, but in reality it is hard for strong fighters to reach that speed even with the lighter weapons.

Anyway, my experience with impact factors in live combat are that (Skill and/or Strength) > Weapon mass. High weapon masses always result in much slower swings (thus little improvement in impact) and of course a greatly reduced ability to connect with the intended target.

The one place where strength is the absolutely dominant factor in impact results is in Archery. A skilled swordsman can use various techniques to impart momentum on their weapon, but for a bow the primary factor is the weight of your draw - raw muscle power (and the technique to draw it efficiently). The missile will travel faster or slower based on its mass, and there are some optimal weights vs. air resistance that you want to find, but fundamentally its all defined by the drawstring pull, not weight or dexterity or any of that.
Title: Re: Weapon research
Post by: zagibu on April 21, 2010, 01:58:04 pm
Hehe, yeah, those DEX 18 STR 8 longbowmen in certain RPGs always hit me as kinda unrealistic.

Soooo...as I've mentioned before, I'm currently simulating the spear fights, and it seems I have to come up with a new formula that displays weapon efficiency, because the current one applied to iron spear vs. silver armor results in 12624%, which is hard to compare to the <30% of hammers and maces. Too bad I suck at math. Well, I guess something additive might work, like successful blows - (deflected + glances) or something.

I'm also currently writing a bash script that will do some more interesting analysis of the produced combat logs, like exact statistics of deflected blows, glanced away blows and blows that hit through armor per bodypart. And I'd also like to extract the effect of a successful blow (bruising skin, fat, muscle, bone, tearing, severing, etc.).
Title: Re: Weapon research
Post by: Proteus on April 21, 2010, 02:43:22 pm
I agree with Vestin vonverning archery.
Another thing whcih can be impacted by draw strength of the  bow is the accuracy at long distances.

The stronger your bow, the less high you have to aim to hit targets at long distances (like 90m for example),
therefore the less curved is the trajectory of your arrow.
This and the fact that with higher draw strenght more kintetic energy is  transferred to the arrow
make the arrow also more susceptible to deviations due  to crosswinds.

(same goes btw. for crossbows, heavy crossbows [which have to be drawn by winches] should profit from similar factors vs. lighter crossbows [which on the other hand should get reloaded faster, as you can pull the string by hand])
Title: Re: Weapon research
Post by: zagibu on April 21, 2010, 03:34:58 pm
I am so dumb. My formula for calculating the hit ratio was wrong. You want to know successful over total blows, not successful over blocked...fixed it, which dropped percentages for hammers and maces even more. I've also included test data for spears as far as I have it, so you can see the binary situation of armour in this version of DF, and why I've decided to work on another script that calculates some more detailed statistics...
Title: Re: Weapon research
Post by: puke on April 21, 2010, 04:20:40 pm
is there any way to gather data on how much damage from each weapon gets through on a successfull hit, or penetrates tissues? 

I would guess that hammers are less likely to be deflected, but that spears should deliver more of their dammage when they do connect.
Title: Re: Weapon research
Post by: o_O[WTFace] on April 21, 2010, 04:47:46 pm
I think this combat system is designed for armor damage, even though that isn't in yet.  A steel armor is so good at eating damage from a steel weapon because its in perfect condition.  After taking a few swings from a mace or whatever in battle, that steel plate is going to have problems and stuff is going to be more likely go get through.  Its like a pinata, the first few people just dent the thing up and punch a little hole or two, but the thing starts loosing structural integrity and pretty soon someone just destroys it and gets at the juicy insides.  That should increase the difference between materials too, your wooden shield will work once, your iron shield might work a few times and a steel shield is going take a beating before it looses all effectiveness. 

As for the weight = damage thing, I think it might be that all weapons are assumed to be traveling at the same speed, modified by the weapon speed modifier in the raws. 
Title: Re: Weapon research
Post by: Dwarfoloid on April 21, 2010, 04:52:56 pm
One potentially interesting solution to the Adamantine weapons (and some other issues) would be adding the weight of the swinging bodypart(s) to the weight of the swung object.

This doesn't seem to currently happen, for example try to pit an ogre with a dwarf sized toothpick-mace against an unarmed one. In my observation, the unarmed one does better, presumably because he is using his own high weight bodyparts to attack. Heck, the unarmed one was doing way too well even when I made a size 20000 two handed club for ogre size creatures. He was causing heavy damage by scraching the armed one.

Rather unrelated, but does anyone else think that some of weapons have rather inane stats? Most especially, why does the axe have more contact area than swords? Shouldn't axe have lowish contact area and good penetration, and sword have big contact area and low penetration. I modded my axe to be 2000:2000 and short sword to be 4000:500, based on my arbitary assumption that ever 100 is 1 cm of real life.

As for blunt weapons, one big problem at the moment is that protection of armor is too absolute. The game mechanics should deal more damage with non-penetrating hits, even with the edge type attacks. Even if every hit is glanced off, two mail clad dwarfs armed with axes should end up at least heavily bruised after half a dozen pages of combat. Additionally, the head should be very vulnerable to various kinds of currently unrepresented damage; unconciouness via blunt trauma, internal bleeding and death by the same, and possibly fatal damage to the upper spine from pretty much any kind of hit on the head.

Excuses if I went past the topic too much.
Title: Re: Weapon research
Post by: Vastin on April 21, 2010, 08:39:00 pm
Well, Toady set himself up for a tough slog in trying to make combat resolution so physics defined. A little abstraction can go a looong way.

The big problem right now sounds like swing speed is fixed, which makes mass the dominant factor for impact calculation. Also pretty unrealistic. Swing speed is, at its simplest, a function of (strength / mass), which if you just translate back to (velocity*mass = impact) means you basically end up at (strength = impact), and lighter weapons are swinging a lot faster, meaning they should be harder to avoid, and thus better overall. Obviously not very realistic, but it is more realistic than (mass = impact)!

Now, real life calculations against armor quickly get absurdly complex. Rigidity, absorption, depth, ablation. yada yada yada. Now a lot of these values are fairly fixed in any contest between Weapon A and Armor X - but the variables that change most on a swing to swing basis are usually Thickness and Deflection Angle.

First off, no suit of armor is uniformly thick. Design and Weight considerations demand that there be gaps, overlaps, and different thicknesses of armor in various sections. Helms tended to be the thickest and are often well rounded or angled for deflection (but require gaps for sight and breathing), Breastplates tend to be fairly thick, but are often flatter and difficult to design for deflection without adding a lot of weight. Legs and arms tend to be thinner in general, but a skilled wearer may be able to quickly angle them for excellent deflection. Etc.

Assuming a warrior could repeatedly deliver a series of blows of similar strength, the results against a given suit of armor would be primarily decided by the exact location and deflection angle of a given stroke. Many strikes would bounce off harmlessly against good plate mail, causing no injury or ablation whatsoever, a few might cause minor cuts or bruising with the bulk of the blow stopped or deflected, whereas a single lucky or well placed strike might still immediately kill or dismember the wearer.

Ablation was not generally a major component of ancient armors. They could be damaged and their efficiency reduced certainly, but more often than not an injurious stroke was simply delivered through an existing gap or via a well delivered crushing/piercing blow, rather than a rain of consecutive attacks intended to gradually degrade the armor. Piercing weapons would tend to deliver slightly injurious hits every time, killing through cumulative wounds rather than meaningfully degrading the armor. Only blunt weapons would be likely to have a useful ablative effect on rigid armor. Conversely, blunt weapons would repeatedly injure when used against non-rigid armor, such as chain w/padding, but would cause very little damage to the armor itself.

My real point is that all of this would be REMARKABLY difficult to model via physics, even for so ambitious a game as DF. Abstracting the combat system to a moderate set of strike locations, angles and piercing/cutting/crushing values would produce a set of remarkably detailed and realistic looking results without the overwhelmingly difficult to resolve set of mathematics that it looks like it is setting out to solve.

But it will be interesting to see how it goes. It is technically solvable, but it could take a very long time.

On the flip side, the interface is now a good 60% more obtuse than it was before, which I didn't really think was possible. Burrows are still giving me fits. Especially that one keystroke deletion terror... ;P
Title: Re: Weapon research
Post by: zagibu on April 21, 2010, 08:54:09 pm
is there any way to gather data on how much damage from each weapon gets through on a successfull hit, or penetrates tissues? 

I would guess that hammers are less likely to be deflected, but that spears should deliver more of their dammage when they do connect.

Yeah, I'm trying to classify the wounds into light, medium and serious classes based on what the combat log says (bruising = light, tearing = medium, severing/shattering/jamming = serious), then count them and display them along the hit ratios. I'm probably going to remove the blows to the face and fingers/toes, as those are currently unprotected, so expect the hit ratios to go down a bit more.

First off, no suit of armor is uniformly thick. Design and Weight considerations demand that there be gaps, overlaps, and different thicknesses of armor in various sections. Helms tended to be the thickest and are often well rounded or angled for deflection (but require gaps for sight and breathing), Breastplates tend to be fairly thick, but are often flatter and difficult to design for deflection without adding a lot of weight. Legs and arms tend to be thinner in general, but a skilled wearer may be able to quickly angle them for excellent deflection. Etc.

Don't forget we're talking about the armor of a race of craft-gods. I think dwarven armor would be much thicker and with a lot fewer gaps than human armor. The problem is that ingame, humans seem to use the same armor, so...
Title: Re: Weapon research
Post by: Geti on April 21, 2010, 10:59:51 pm
The whole strength = impact thing is silly. Think of it in terms of tools. get a wooden hammer and one with a steel head, and see how they compare. you tire faster with a heavier hammer, but you can get more force into it. The length of the handle is also important, but I'm assuming that's uniform in DF anyway. Yes, you can make smaller hammers go faster, but you end up with less momentum at the end of the day (especially on downward swings). There is a reason we use dense metals for the heads of sledge hammers and the like, guys. I might talk about the physics of it later, but I've just got back home and don't want to think numbers for a while.

I just think fatigue needs to be taken into account more, along with making heavier weapons increase strength and toughness faster. variation of swing direction and speed would also be nice. Better armour effects would be nice too (the whole rigidity thing vastin has gone into in more eloquence than I could muster), but mostly I want cumulative wounding fixed.
Title: Re: Weapon research
Post by: Vastin on April 22, 2010, 01:27:24 am
There's a lot of physics behind the weight, length and balance of a melee weapon, and a number of different methods to swing them, all with situational trade offs.

At the end of the day my experience is that heavier weapons are capable of higher MAXIMUM impacts, but only when the wielder has the luxury of a massive wind up. This is a rarity, and thus the standard impact level of a weapon is much more reliant on strength and skill than weight.

Most fighting styles are build around short, fast strikes that rely much more on the strength and speed of the fighter than on the weight of their weapon. Most weapons are constructed out of the lightest, strongest materials available to support this approach.

Oddly, because I am a very light weight fighter, my personal combat style does in fact involve using heavier blades with complex wind up maneuvers that allow me to strike with force - but it does make it it very dicey dealing with stronger fighters who prefer lighter weapons and very short, sharp striking styles.

I could write a long treatise on this stuff, as I do it a lot and enjoy the applied physics aspect of it all. :)

Anyway, for standard striking techniques, strength + skill are going to affect the impact force a lot more than weight. If you goal is to strike an immobile, massively armored target with the most force dwarvishly possible, THEN you may want that 15 pound maul, though a good rockfall trap or bottomless chasm is a much better method in my book.
Title: Re: Weapon research
Post by: Geti on April 22, 2010, 03:17:12 am
What style of fighting do you do? I'm currently a student of aikido, but we only do so much weaponry training.
Title: Re: Weapon research
Post by: zagibu on April 22, 2010, 07:40:45 am
Again, it would be misleading to compare real fighting techniques with those in DF. A) they are Dwarves, a fantasy race which is almost as wide as tall and drinks alcohol like water B) in Aikido, Kendo, whatever, you don't fight to kill, which obviously has a lot of influence on your striking technique. Also, in real combat training, you never fight opponents behind thick layers of steel plate and mail, maybe even with a shield in front. I don't think you can apply what you learn in Kendo to this sort of fighting.

On a side note...do goblins wear steel? I don't think so, and if I'm right, steel armor and weapons are no longer that necessary, since bronze pierces iron easily, and withstands it well. Course, if you CAN produce steel without hassle, it's still a good idea to use it at least for armor.
Title: Re: Weapon research
Post by: Rask on April 22, 2010, 08:37:45 am
Those are very interesting results for fortress mode. Looks as if bronze or better spears would be the best choice for fighting goblins.
Title: Re: Weapon research
Post by: zagibu on April 22, 2010, 08:51:50 am
I'm not so sure. I think axes/swords will breach armor equally well, but will cause more serious wounding than spears. In fortress mode, I had one woodcutter with a bronze axe, and he hacked apart some 12 goblins effortlessly.
Title: Re: Weapon research
Post by: Dwarfoloid on April 22, 2010, 08:59:55 am
Though depending on the biome, Cassiterite may be much rarer or nonexistant when compared to flux. Also, while I haven't tested it, I wouldn't be suprised if a masterwork quality iron weapon was capable of cutting through regular quality bronze with good regularity (or rather, I hope it's like that). On the other hand, I also wouldn't be suprised if quality, atm, only modified the dwarfbuck value of the weapons.

One major problem with equating impact with the strength stat is that all creatures use the same range for it, topped at 5000. It just means how strong a given creature is compared to other creatures of it's size. I'd also add that strength stat increases the weight of a creature and it's bodyparts.

Granted, increasingly large size gets more and more ineffective due to gravity (which is why you find larger creatures in supportive environment of oceans, and why very small creatures like ants are capable of comparatively huge feats of strength) but not as much as to make an ogre, a humanoid monster with the bodyweight of a tyrannosaurus, incapable of putting force into it's punches (which would be the case if the maths suggested by Vastin were implemented).

IMO, tying the force of impact to the creatures' physique via using a factor of it's weight would be the cleanest solution with the current state of the game. If it was tied to strength stat, it would still need to be tied to the creature's size. Possibly by multiplying the strength stat with the creatures weight minus excess weight from fat (or even height, width and musculature).

I'm not so sure. I think axes/swords will breach armor equally well, but will cause more serious wounding than spears. In fortress mode, I had one woodcutter with a bronze axe, and he hacked apart some 12 goblins effortlessly.

Yes, in my experience edge type weapons which are of stronger material will pierce weaker material armor with around 100% certanity. Even when I modded sword to have penetration of just 10 it was still causing penetrating hits on weaker armor most of the time. Those that failed to get through probably did so because the weapon simply did not have the physical dimensions to get through with those particular blows, not because of failure to penetrate per se.
Title: Re: Weapon research
Post by: Paul on April 22, 2010, 12:57:00 pm
Dwarves armed with steel axes are goblin blenders. They make a real mess - bits and pieces flying everywhere.

Looking at the results of my last ambush, I see: 3 lower bodies, 4 legs, 3 ears, 5 heads, 3 hands, 5 arms, 2 toes, 3 fingers, 2 teeth, and a single nose. It was 5 axe dwarves armed with masterwork steel vs two ambush groups of mostly iron wearing goblins and a thief or two who wandered into the fight. The only wound on the dwarven side was a cut open finger from a goblin arrow fired at the beginning of the fight, which was cleaned and sutured and healed before the dwarf finished his ale (the one he grabbed coming out of the hospital).
Title: Re: Weapon research
Post by: puke on April 22, 2010, 03:42:41 pm
its actually no supprise that Bronze should be superior to Iron.  according to (the always factual and completely infallable) wikipedia, the Iron Age only began because there was a shortage of Tin and people couldnt make Bronze anymore.  Iron was in most ways inferior, except that it was more plentifull.  Steel was subsequently developed to overcome Iron's shortcomings, though there were frequent raids and acts of piracy to obtain bronze items to smelt down and re-forge into weapons and armor.

I've seen a few people doing these kinds of tests, and being supprised at how well Bronze is performing, and assuming its just a bug in the current version.  It might not be a bug as much as its a fairly accurate representation of reality.

The only way to know for sure, is to recruit some dwarfs and a blacksmith and then compare the results to what the game produces.  if there arent enough little people available, maybe we can do something with children and steroids.
Title: Re: Weapon research
Post by: Lightning4 on April 22, 2010, 03:55:04 pm
Should be noted that platinum is an AMAZING mace and hammer weapon. I almost hope it becomes an official weapon metal because of that. It has better impact elasticity than even steel, and is the most dense metal of all.
Its shear values are about on par with copper, but its density probably would more than make up for it. It probably wouldn't be a terrible edge weapon, but it doesn't seem like it shines as much here as it does with blunt.
Title: Re: Weapon research
Post by: zagibu on April 22, 2010, 06:49:10 pm
I've seen a few people doing these kinds of tests, and being supprised at how well Bronze is performing, and assuming its just a bug in the current version.  It might not be a bug as much as its a fairly accurate representation of reality.

Well, it wasn't like this in previous versions, so that's where the surprise comes from.

And considering platinum as weaponable material...I'm all for it. Just don't equip your hammerer noble with one of those things...
Title: Re: Weapon research
Post by: o_O[WTFace] on April 22, 2010, 07:52:42 pm
Looking at the raws, bronze has numbers somewhere between steel and iron for most of its stats, and the rest seem to be placeholders that are the same for all metals.  It is heavier then steel though, so possibly better for some items.   
Title: Re: Weapon research
Post by: endimiao on April 23, 2010, 04:24:24 am
So... in sum... bludgeoning weapons work almost equally well, with a marginal advantage going for the more primal materials, such as silver and copper, with adamantine making lousy hammers but outstanding armor even against bashing stuff.

Slashing and piercing weapons can be divided betwen adamantine pierces steel, steel pierces bronze and bronze pierces iron. Everything else sucks as it is too brittle to pierce even copper armor. And the factor of suckyness is about the same (10%), wich i wonder if it doesnt extend to rock swords, wooden and glass weapons being similar to iron in regards to spears and "lucky" axe hits...

Similarly i wonder if stonefall traps follow the statistics of all bludgeoning weapons. It would certainly explain the loss of efectiveness of those "cheap" traps.

p.s. was watching this monty python video and thinking about the present state of dwarf fortress combat...
http://www.youtube.com/watch?v=mjEcj8KpuJw (http://www.youtube.com/watch?v=mjEcj8KpuJw)
Title: Re: Weapon research
Post by: Dwarfoloid on April 23, 2010, 09:13:10 am
I think the comparison to the Black Knight scene has been made before. Ofc, when you see a dwarf who has lost both of his legs just getting enraged, I can certainly see where it's coming from. :D

On related note, that scene has relatively good bit of swordplay, if you count out the crudeness of the scene and the ludicirous dismemberments. Notice how they usually parry with the flat of the sword, for one.
Title: Re: Weapon research
Post by: zagibu on April 23, 2010, 09:42:08 am
Hehe, yeah, I was also reminded of this scene, when I first read the combat logs.

I have observed something strange. At first I thought blows that glanced away were also somehow influenced by armor, because adamantine armor deflects everything and leads to almost no glances. But now I have seen that it's possible to have glancing blows in the face, which is unprotected by armor (no deflections ever). So...should I remove the glances from the hit ratio calculations?

And I also need some help classifying the wounds. I do string pattern matching to extract all this information, so I need to know which patterns to use for which class. So far, I suggest the following three classes of severity:
- heavy wounds (severed, jamming, tearing the muscle and) ... these are almost always fatal even in current df version
- medium wounds (shattering the bone, tearing apart the muscle) ... these might represent serious combat handicaps in later df versions
- light wounds (everything else) ... brusising the bone, tearing apart the fat, etc., mostly causing pain only

I'd be grateful if you could do some arena rounds, read the combat logs and let me know how you would classify those wounds.
Title: Re: Weapon research
Post by: Scribble on April 23, 2010, 09:54:50 am
As others have said, I can see where Toady was going with the weapon mass thing, but ultimately I think it's very silly. If we where playing a tank game and simulating long rod penetrators, it might make sence, but we (well he) isn't. If nothing else bludgeoning weapons also attempted to deliver their force in a very concentrated area something very hard to do with soft materials such as silver or lead. I honestly think that  however abstracted the system of wood<copper<bronze/iron<steel<magic was, it was better and more realistic than the one that's replaced it.
 
Title: Re: Weapon research
Post by: zagibu on April 23, 2010, 03:04:08 pm
Ok, the sword results are out, and it seems endimiao was right, edged weapons go through armor like butter, at least those made from better metals. It's kind of interesting that even copper armor withstands iron weapons very well...might have to test this in fortress mode later.

Another thing to note is that although blunt weapons suck overall, in the lower quality metal classes, they work noticeably better against armor than edged weapons.
Title: Re: Weapon research
Post by: Reese on April 23, 2010, 03:33:57 pm
Looking at those results, there's something immediately clear to me, is that the effectiveness drop of is way too sudden.  There's almost no middle tier weapons that have anything between 90% and 30% hits against any given armor.  This system needs some serious tweaking, either in material or weapon and armor stats, or in engine, so that you can have middle ground weapons vs. armor effectiveness(an armor material upgrade should go from blocking 10-20% through to blocking 90%, right not it goes from blocking 0% to blocking 95%, usually in a single step).  Right now it looks like weapons either go through like a hot knife through butter, or are almost entirely ineffective vs. a given type or armor.  I don't think realism is worth having a system that is so binary. 

Actually, the blunt weapons effectiveness is a lot better in terms of game play design than edged, it just needs to be increased a little across the board so instead of going 20% to 5% it goes from %60 to 5%

That aside, any thought of testing vs. leather, bone and shell armor? or are those armors just too worthless to contemplate now?
Title: Re: Weapon research
Post by: TheMirth on April 23, 2010, 03:59:33 pm
Between the weaknes of low grade armor vs weapons and how plentiful ore has become, shell, bone and leather armor are probably not worth the effort to make. But feel free to challenge the assumptions we're all making on their effectiveness.
Title: Re: Weapon research
Post by: Dwarfoloid on April 23, 2010, 04:57:27 pm
Looking at those results, there's something immediately clear to me, is that the effectiveness drop of is way too sudden.  There's almost no middle tier weapons that have anything between 90% and 30% hits against any given armor.  This system needs some serious tweaking, either in material or weapon and armor stats, or in engine, so that you can have middle ground weapons vs. armor effectiveness(an armor material upgrade should go from blocking 10-20% through to blocking 90%, right not it goes from blocking 0% to blocking 95%, usually in a single step).  Right now it looks like weapons either go through like a hot knife through butter, or are almost entirely ineffective vs. a given type or armor.  I don't think realism is worth having a system that is so binary. 

Actually, the blunt weapons effectiveness is a lot better in terms of game play design than edged, it just needs to be increased a little across the board so instead of going 20% to 5% it goes from %60 to 5%

That aside, any thought of testing vs. leather, bone and shell armor? or are those armors just too worthless to contemplate now?

I did quite some testing and modding with the weapons in the first weeks and came to the same conclusion. Armor is essentially on or off. I can also pretty safely say that modding the weapon stats won't do much. As I said above, I modded sword to have near nonexistant penetration yeat it was still penetrating (in this case unskilled weapons user vs. unskilled armor user, steel vs. iron). What I didn't add is that the weapon actually had trouble penetrating the skin, even against naked dwarf.

So the stats contact area and penetration really mean at the moment; what bodyparts the weapon can sever (creature size is a factor, ofc) and how deep the weapon can penetrate to reach organs etc., if it can't sever on that blow. Oh, contact area is also important in determing how likely the weapon is to cut tendons, arteries or hit organs with torso strikes.

The velocity modifier might have some function in this, I gave artificially high value on this for blunt weapons, and at least I think I'm seeing them more effective epsecially for skilled users. Managed to get naked hammerdwarves to win 1-on-1s vs. naked swordsdwarves. But I didn't do any statistical research, so it might be just my wishful thinking.

Armor has some lines which describe what parts the armor protects etc. but it seems to lack thickness modifiers, which are pretty important for balancing them I feel. Especially leather which really is quite useless atm being paper thin and all (well, wooden blowdarts and Hoary Marmot bites are there, but...).

So in essence, materials can be modded for short term fixes, I guess. But the underlying mechanics are what really need tweaking.

On the other and, I don't feel that the curren't mechanics are ruining the game or anything, the bronze colossus and his relatives are the only serious gripe for me. The mechanics are very unfinished/work-in-progress like, but that was kinda expected for such a revolutionary change.
Title: Re: Weapon research
Post by: Reese on April 23, 2010, 06:32:11 pm
But feel free to challenge the assumptions we're all making on their effectiveness.

I rather think I will...

looking at the different material raw values, leather and shell are pretty much worthless, but...

The attributes that mirror the levels of effectiveness of the different armors are the four yield and four fracture statistics(excluding compressive, which is the same across all metals). Out of all the alternate armor materials, generic bone has yield values between silver and iron, and fracture values below them, but not nearly so far below as the other non-metal materials.  I think that bone could be as effective as copper and silver armor.

Pretty much all metals have the same max edge value. (except fun metal... which has all it's stats an order of magnitude better than steel, and no elasticity at all) so it comes down to the yield, fracture, and elasticity stats (and molar mass for hammers and maces- fun metal has the same density as iron, but a molar mass much much lower)

elasticity is all across the board, its hard to tell if it plays a role in effectiveness.

based on the tissue_template_default and inorganic_metal raw files in the 31_01 .zip file, including leather, wood, bone, scale, shell, chitin, copper, silver, iron, bronze, steel, and fun metal.
Title: Re: Weapon research
Post by: zagibu on April 23, 2010, 07:17:37 pm
But feel free to challenge the assumptions we're all making on their effectiveness.
The attributes that mirror the levels of effectiveness of the different armors are the four yield and four fracture statistics(excluding compressive, which is the same across all metals). Out of all the alternate armor materials, generic bone has yield values between silver and iron, and fracture values below them, but not nearly so far below as the other non-metal materials.  I think that bone could be as effective as copper and silver armor.
Wait, so you could make goblin bone armor and it would even protect you from their iron whips?
Title: Re: Weapon research
Post by: Geti on April 23, 2010, 09:06:05 pm
As a sidenote and to back up what someone said before, it'd be awesome to be able to make weapons in layers, like a steel mace with a lead core, or a bronze axe with an copper core etc, so you could save on metal if you cored edged weapons with something cheap like copper, but also have heavy blunt weapons that last a lot longer than they would as just the soft, heavy metal (assuming we get weapon damage at some point)
Title: Re: Weapon research
Post by: Reese on April 23, 2010, 09:40:25 pm
But feel free to challenge the assumptions we're all making on their effectiveness.
The attributes that mirror the levels of effectiveness of the different armors are the four yield and four fracture statistics(excluding compressive, which is the same across all metals). Out of all the alternate armor materials, generic bone has yield values between silver and iron, and fracture values below them, but not nearly so far below as the other non-metal materials.  I think that bone could be as effective as copper and silver armor.
Wait, so you could make goblin bone armor and it would even protect you from their iron whips?

Looks that way.  Of course, there's the matter of just what sort of coverage you get from bone armor... you can only go to the craftsdwarf workshop in vanilla and have the option for bone leggings, greaves, gauntlets, and helms, which means your torso, feet and upper arms will remain unprotected.
Title: Re: Weapon research
Post by: o_O[WTFace] on April 23, 2010, 10:10:40 pm
Looking at those results, there's something immediately clear to me, is that the effectiveness drop of is way too sudden.

This.  There needs to be a pretty wide range of "partial" armor protection.  So say an iron sword should penetrate a bronze plate enough to cause minor injury and bleeding fairly often, as if you managed to cut like an inch into it.  On the other hand an iron armor should be enough to make it difficult to chop off limbs, because it provides some protection even if you cut through it.  I don't know how realistic that is, but lesser metal = bounces off, better metal = lightsaber just isn't good for balance.  There really are only a few situations where whipping out a bone helmet would be better then just looking for iron or tossing down a few traps (aquifier, or fighting animals very early?), especially considering you can buy bronze and steel and mine goblinite...  Of course some of the raw numbers seem to be placeholders, so its all in progress I guess.

I believe you could mod in "layered metals".  You could say, make a reaction that takes a bar of steel and two bars of lead and makes "steel plated lead" thats almost as heavy as lead and somewhat less strong then steel, an then only allow its use in weapons.  It would be slightly odd to see a steel plated lead sword or dagger, but I guess you could make a steel plated iron or copper cored bronze for that. 
Title: Re: Weapon research
Post by: endimiao on April 24, 2010, 02:46:11 am
Theory: the law of opposite inferiors - if a weapon material bests the armor quality in absolute terms then the weapons most likely to damage are slashers > piercers > bashers. If the weapon is worse or equal than the armor bashers > piercers > slashers in regards to hitting stuff. Exception being made of adamantine bashers wich are always inferior.


Anyways we should start to try to apply these discoveries to practical terms in regards to dwarf mode, threaths considered, and in this ORGANIC weapons/armors are really important, specially if we consider traps and all.

A) Animals and Undead - Is leather usefull? Is iron enough against bone? How effective is wood/glass/stone/etc versus shell/bone/leathery armors?

B) Elves and primitive civs - Ive pitted several iron elves versus wooden ones (wielding spears) and the last ones actually didnt do as badly as one would expect. Plus some primitive civs may have some tough hides. And the wooden spear is the standart "poor civ" melee weapon.

C) Goblins and Kobolds - Whats the best material they have? Iron? I noticed
Spoiler (click to show/hide)
. In light of these discoveries is it safe to assume that are bronze weapons the best minimum metal good enough to deal effectively with goblins, while any metallic armor other than adamantine is close enough that even if we wore copper or steel w'ed be similarly protected against their iron swords anyways?

D)Megabeasts and Demons - Well, what gives? Fireballs: silk > metal? The same? And so on...
Title: Re: Weapon research
Post by: CognitiveDissonance on April 24, 2010, 01:44:25 pm
From reading this topic, I draw several conclusions, and really want to run regression analysis on this.
Posting this now, so I can come back to it later and contribute to SCIENCE!

EDIT: I haven't had a look at the .zip files. How many details are there?
For testers, could you post more specific numbers about successes, failures and partial successes in the testings? ie. out of 10 tests, 3 won, 5 lost, and 2 won while badly injured

Need them for weapons vs armor, shields vs. no shield, naked vs. armoured, weapon vs other weapon
Title: Re: Weapon research
Post by: SIGVARDR on April 24, 2010, 01:47:48 pm
Something i was thinking about:How deadly are picks now? they represent real war hammers far better than the ones that seem to be called hammers in this game.The piercing attributes of a spear with the ergonomics of a hammer would make me think them deadly.are they?
Title: Re: Weapon research
Post by: Orkel on April 24, 2010, 02:12:31 pm
The combat system needs more randomness in it's weapon and armor penetrations, adding that would easily fix the "penetrates each time or deflects everything" mentality that different material armors and weapons currently have.
Title: Re: Weapon research
Post by: zagibu on April 24, 2010, 02:16:45 pm
No surprises in the axe data. I've almost finished the script extracting the wound details...it already works, but there are some small errors still, as it does not extract all the data yet (only about 90%). The new data generated this rate is pretty detailed (deflected blows, glances, blows that went through armor, other blows, how many blows were deflected until first went through, wounds light, wounds medium and wounds heavy per bodypart per round), so I will updload the data in raw format and try to break it down in a sensible way to display in the original post.
Title: Re: Weapon research
Post by: SirHoneyBadger on April 24, 2010, 03:11:53 pm
I've had pretty extensive martial arts training with a spear, and a spear can be absolutely devastating in melee combat. The idea is to not to use it like a phalanx would use a pike, but like one would use a staff, that happens to have a pointy end on it.

Not terribly dissimilar to a 2-handed sword with a mostly unsharpened blade.

There's a lot more to it, ofcourse, but if the spear isn't much longer than your body, there's a surprising number of angles from which you can strike with both the point, and the butt, at very close range. 

Think of a pool-cue, and how close a player might get to the ball before striking.


I think it would be fantastic if we could add metal spikes and studs to weaponry, with appropriate effect.
Swords, probably not, but it would be a great way to improve/balance maces.
The downside, ofcourse, would be additional effort, and maybe something to do with the quality level of the spikes, themselves. If quality levels mattered a lot with the spiking, that would make metalcrafters-as opposed to weaponsmiths-of increased importance. Not a bad thing.

Coring is another possibility for hammers, particularly HFS ones. Lead would be the obvious choice here, because of the much higher melting-point of platinum. Trying to melt, and then pour, liquid platinum, should be prohibitively dangerous, even for dwarfs.

Platinum is probably realistically too heavy to use in combat, at about 4 times the weight of iron, but I haven't seen anything mentioned on the size of the hammers in the game. Are we talking mallets, or something like a ball-peen hammer? The ball-peen hammer is the more realistic of the two. With a long handle, a 2 kilo hammer with a very small head (equivalent to a 1 lb ball pean head) could be doable.

A lot could be done to make weaponry more complex. Everything from spikes and studs, to "layered" blades. A small amount of HFS might go a long way, if all you were doing was welding a fine layer to the blades of your swords.

You're right about picks, SIGVARDR, they should be ideal against armour--although some kind of "war pick" would be appreciated. Maybe a bec de corbin or Lucerne hammer?
Mining picks are just too unwieldy to use in sustained combat--trust me, I've dug a few ditches.
 
High quality steel plate should be hard to dent or pierce. Not only because of the metal itself, but also the angles, and "scalloping" of the plates.

From the above example, think of how difficult it can be to strike that pool ball directly on center when you're coming at it from a bad angle, to make a difficult shot. Now imagine that ball was swinging an axe at your head...

The steel itself was rather thin, historically. The plates were designed to sit easily across the entire body-instead of hanging off the shoulders, like a chainmaille shirt, and it's been proven that people could easily move, and even swim in full suits of plate.

It had a lot more to do with how the armour itself was configured, than the weight of the steel. Blows which might impale an unarmoured opponent, or cut of a limb or head, should often fail to even successfully land on someone wearing field plate. Even when a strike was "true", the plates were still pretty effective at distributing the force of the blow across themselves. More than, say, chainmaille.
 
Skill and training made a huge difference here-a highly skilled opponent should be able to find and penetrate gaps, as well as land solid, directed blows, onto individual plates, to shatter or pierce them, instead of sliding/glancing off. The German school of fencing, for instance, contains a whole section on dealing with armour, that was entirely different from the unarmoured section, because very different techniques were effective, in each case.

For that matter, a "miss" on a heavily plate-armoured opponent realistically should carry the risk of weapons rebounding on their wielder, or atleast the wielder overbalancing. Again, not something you'd see happen nearly as often with maille.

"Knights in shining armour" were absolutely deadly on the battlefield, and very difficult to take down in melee. That really should be reflected in the game, especially for dwarfs--which I agree should probably be better and more heavily armoured than their human equivalents. Not only due to their high level of armouring skill, but also considering their low center of gravity, "squat and broad" body configuration, and possibly increased bone and muscle densities.
Title: Re: Weapon research
Post by: SIGVARDR on April 24, 2010, 03:26:32 pm
Good points in all that you said above.Of course,In the end it is up to toady and to that end,to the limitations of the programming software on what is modeled and done to the combat system.

I would like to see Un-skilled dwarfs simply stab with a spear,while expert spear users take full advantage of what the weapon has to offer,and execute complex maneuvers and such.Replace spear with any of the weapons and you get my meaning.

Very true in that a mining pick is unwieldy.a war version of the pick would be dorfy and suitable in a world where most people wear plate armor.

Plate armor is actually very thin,for the most part.It can be made thick,but i haven't myself seen one like that,and you would have to lose the chain mail,probably.

I have no doubt that this combat system we have now will give way to a better one before the end of alpha.Then we must make another thread about how it's not realistic enough :P
Title: Re: Weapon research
Post by: SirHoneyBadger on April 24, 2010, 04:25:49 pm
Well, ToadyOne has mentioned martial arts, from time to time. So we can hope he's got some inclination towards making the use of weapons a more complex operation, as skill levels increase.

By the way, axes should tend to do more damage than swords, and be harder to stop with armour or deflect, but in turn, difficult or impossible to parry with. Axes are pretty easy to maintain, but the blades do chip and dull, and the handles are vulnerable. Axes can also get stuck in wounds, more easily than a sword. A highly skilled axewielder can make extremely quick frontal strikes, by "twirling" the blade over and under, a bit like a baton (Vikings did this, historically). Double-bladed axes (to clarify: one head, with two blades on either side) are more useful than single-bladed axes, but also more dangerous for the wielder.

Hammers are basically axes without a blade. They're extremely simple to use, and won't get stuck in wounds, but there's only so much you can use them for. They also don't do as much damage as an axe, although they're the most durable of weapons--The don't requre a lot of maintenace, and no sharpening. A rusty hammer works just as well as a new one. To give an example: I actually own a hand forged ball-peen hammer that I dug out of a riverbed after it had lain there for atleast a century, and it still works just fine. Better than a lot of modern ones, actually. I've had a lot of handles break, but I don't think I've ever had any hammer head so much as crack or chip (although "claws" do occasionally break off on a clawhammer). They can parry a little better than an axe, but nowhere near a mace, spear, or sword.

Swords get their strength from versatility. You can design a sword to do practically anything, and get more and more out of it, the higher your skill. Without quality or skill, however, it's basically just a metal club. Swords need a great deal of maintaining, even if they're dull, and blades can chip, and sometimes break. Swords can be used to either slash or thrust, but they can get stuck in wounds. A properly designed sword will puncture plate armour, effectively. Unlike other melee weapons, swords can be used to disarm an opponent. Of all the weapons here, a shortsword requires the least amount of room, and is the easiest to use, in formation, but are very difficult to throw, effectively.

Maces, on the other hand, are pretty flexible, second only to swords, with the additional advantages of simplicity, and durability. They can be used to parry, and can be used to "catch", and even break a sword blade. They require more skill to use effectively than a hammer. The biggest disadvantage of a mace is it's unwieldiness--swords and axes are lighter and much faster, while hammers are easier to use, and slightly better against armour. Another disadvantage is that maces are fairly easy to disarm. They also don't make great throwing weapons. You can think of a mace as being, very basically speaking, a "poor-man's" sword, with a handful of advantages. 

Finally, spears are fairly simple to use, but harder than a hammer, and they do require more room than a sword, to use optimally. Particularly when used in formation. It's also harder to thrust effectively, than it is to slash or bash, especially when using a spear, in combination with a shield.
A spear can be used for all three, ofcourse, but it should be obvious that they're primarily a thrusting weapon. A speardwarf with the same skill as a sworddwarf should have the advantage (of reach), out in the open, but be at a slight disadvantage in a tunnel, etc. Spears are probably the most "delicate" of these weapons, and require just as much maintaining as a sword, with added handle vulnerability, which is greater than an axehandle.

It would be nice to see our dwarfs getting daggers, "morningstar" type flails, halberds (if they can wield spears, they can wield halberds), and maybe have the "shortsword" broken into a couple of different types (makhaira, baselard, kopis, cutlass, arming sword, cinquedea, gladius). Dwarfs should also atleast get some kind of 2 handed axe (hafted axe/lochaber axe), in my opinion, and maybe mauls, as well. Allowing our dwarfs access to halberds, hafted axes, and mauls, would give us the tactical choice of "shield/no shield". A nice choice, when your dwarfs might be facing off against hordes of goblins, or a single hydra--especially when you've got access to high quality plate.

The lucern hammer could function as a "two-handed pick" weapon, for that matter.

Longer swords, especially the zweihand variety, and pikes, could remain the domain of humans, while elves get longbows, and goblins get scourges.
Title: Re: Weapon research
Post by: zagibu on April 24, 2010, 05:39:10 pm
I doubt that a "properly designed" sword can puncture plate mail. Maybe it could, with enough impact, like if you shot it from a cannon, but not if a fighter uses it in a thrust. It would mostly be deflected, because combat plate armor has as few flat/concave parts as possible, and when it would indeed strike ideally, the impact would not even dent the plate but twist the sword from the hands of its wielder instead.

Against plate armor, you can either try to hit the gaps with a thrust of a sword or a spear, or you can use a heavy hammer or mace to disable (and eventually kill) its wearer. Plate armor also withstood arrows and bolts and even the first firearms.
Title: Re: Weapon research
Post by: Rolan7 on April 24, 2010, 06:58:07 pm
I doubt that a "properly designed" sword can puncture plate mail. Maybe it could, with enough impact, like if you shot it from a cannon, but not if a fighter uses it in a thrust. It would mostly be deflected, because combat plate armor has as few flat/concave parts as possible, and when it would indeed strike ideally, the impact would not even dent the plate but twist the sword from the hands of its wielder instead.

Against plate armor, you can either try to hit the gaps with a thrust of a sword or a spear, or you can use a heavy hammer or mace to disable (and eventually kill) its wearer. Plate armor also withstood arrows and bolts and even the first firearms.

The Wikipedia article for plate armour has a rather weak section which claims plate armour is "virtually sword-proof", except against "long tapered swords" like estocs.  Sounds like slashing through plate armour is impractical then.

I guess currently the combat system represents swords as always slashing.  Ideally combatants would instead try to stab plate-wearing opponents.  It'd also be nice if concussive force was a factor, even for slashing and piercing weapons.  Getting hit in the helm with an iron sword should cause some trauma, though not as much as lead hammer would. 

This reminds me of how realistic the wearing of multiple layers was, in d40: in reality you wouldn't wear plate armour over bare skin (:  You put padding underneath it to absorb impacts, and probably mail too.
Title: Re: Weapon research
Post by: SirHoneyBadger on April 24, 2010, 07:17:33 pm
Hmmm...I thought the swords our dwarfs can produce are of the piercing variety? I could be wrong about that.

And yes, swords absolutely can pierce through plate. Some, like the estoc, were designed for that. For that matter, a kitchen knife can puncture a steel can.

I don't have a clue what you mean about the sword "twisting from the hands of the wielder", but a lot of sword designs-and gauntlet designs-were made specifically to prevent dropping the weapon.

Slashing through plate (as opposed to piercing) was mostly impractical, but even so, this was thin steel, the quality of which is questionable, and part of the point of "slashing" at someone in plate, was to cause impact damage, and wear them out.

In any case, it was preferrable to locate a gap in the armour, and then drive a sharp object through that gap.
Title: Re: Weapon research
Post by: Reese on April 24, 2010, 07:36:55 pm
I doubt that a "properly designed" sword can puncture plate mail. Maybe it could, with enough impact, like if you shot it from a cannon, but not if a fighter uses it in a thrust. It would mostly be deflected, because combat plate armor has as few flat/concave parts as possible, and when it would indeed strike ideally, the impact would not even dent the plate but twist the sword from the hands of its wielder instead.

Against plate armor, you can either try to hit the gaps with a thrust of a sword or a spear, or you can use a heavy hammer or mace to disable (and eventually kill) its wearer. Plate armor also withstood arrows and bolts and even the first firearms.

The Wikipedia article for plate armour has a rather weak section which claims plate armour is "virtually sword-proof", except against "long tapered swords" like estocs.  Sounds like slashing through plate armour is impractical then.

I guess currently the combat system represents swords as always slashing.  Ideally combatants would instead try to stab plate-wearing opponents.  It'd also be nice if concussive force was a factor, even for slashing and piercing weapons.  Getting hit in the helm with an iron sword should cause some trauma, though not as much as lead hammer would. 

This reminds me of how realistic the wearing of multiple layers was, in d40: in reality you wouldn't wear plate armour over bare skin (:  You put padding underneath it to absorb impacts, and probably mail too.

The entire reason that the military pick was invented was as a way to readily pierce plate armor.  And, generally, a real war hammer (http://en.wikipedia.org/wiki/War_hammer) tends to have a striking face on one side of the head and a pick/beak on the other side for piercing armor or catching on the enemy and pulling them off balance or down from their mount.
Title: Re: Weapon research
Post by: SirHoneyBadger on April 24, 2010, 07:46:01 pm

The entire reason that the military pick was invented was as a way to readily pierce plate armor.  And, generally, a real war hammer (http://en.wikipedia.org/wiki/War_hammer) tends to have a striking face on one side of the head and a pick/beak on the other side for piercing armor or catching on the enemy and pulling them off balance or down from their mount.

That's exactly right. Infact, notice in the pic how long that spike is. You had to be careful not to get it stuck in the guy you were swinging at, after it went through the armour--and sometimes into the bone beneath.

Good for destroying the brain, which has become an issue in the latest version, with some of the bugs that have been seen.
Title: Re: Weapon research
Post by: Dwarf on April 24, 2010, 08:14:15 pm
As far as I know, the estoc is much less designed for head-on plate piercing (due to the angled surfaces, you would slide off most of the time) but for exploiting small weaknesses in armour, that is, the small gaps where plates connect.
Stabbing with an estoc through a 14th century 1.5 mm hardened steel breastplate is no easy task at all, especially since the Catalan Forge actually produces steel of good quality.
Title: Re: Weapon research
Post by: Urist Imiknorris on April 24, 2010, 11:06:12 pm
Hit data for projectiles?
Title: Re: Weapon research
Post by: zagibu on April 25, 2010, 05:12:45 am
Hmmm...I thought the swords our dwarfs can produce are of the piercing variety? I could be wrong about that.

And yes, swords absolutely can pierce through plate. Some, like the estoc, were designed for that. For that matter, a kitchen knife can puncture a steel can.

I don't have a clue what you mean about the sword "twisting from the hands of the wielder", but a lot of sword designs-and gauntlet designs-were made specifically to prevent dropping the weapon.

Slashing through plate (as opposed to piercing) was mostly impractical, but even so, this was thin steel, the quality of which is questionable, and part of the point of "slashing" at someone in plate, was to cause impact damage, and wear them out.

In any case, it was preferrable to locate a gap in the armour, and then drive a sharp object through that gap.
I still don't think you can pierce through steel plate. It might be possible with extreme luck, if you used a long sword like a spear and put your whole weight behind it, but even then most such attacks would be deflected, as you'd have to hit the plate at perfectly the right angle. This article also states that in armoured combat with swords, you either use the pommel/guard of the sword as hammer, or you try to find gaps in the armor: http://en.wikipedia.org/wiki/German_school_of_swordsmanship#Armoured_combat

Dwarven swords are also used for stabbing (about 30% of the attacks). They can be used for slashing, stabbing and slapping with the flat of the blade or the pommel.

Hit data for projectiles?
If I can find good testing parameters...
Title: Re: Weapon research
Post by: Reese on April 25, 2010, 05:57:12 am
Hit data for projectiles?
If I can find good testing parameters...

The issue is keeping them(attacker and defender) from closing to melee and just whacking each other with their assigned weapons, yes?
Are there issues with getting an attacker to shoot at an enemy they have no path to?
If so, maybe setting up the combat with the attacker to test the different ammo, a defender to get hit with the shots, and a blocker to occupy the defender's attention (and who is on the same team as the attacker)  Then the only issue is the attacker running out of ammo- judging by the size of those combat logs, 100 rounds might just not cut it.  Maybe several dwarfs with ranged attacks vs. the single defender- ten dwarfs with 100 bolts is 1000/accuracy data points...

How many hits do you typically get per round in the melee experiments?
Title: Re: Weapon research
Post by: zagibu on April 25, 2010, 08:37:51 am
Depends on how well armor protects. The rounds in which a weapon penetrates armor are over pretty fast, with 10-50 strikes, whereas the rounds in which a weapon is mostly blocked by armor tend to accumulate data of 200-2000 strikes. It also differs with weapon types. Spears need around 50 hits to kill a target, axes are usually done in under 10 strikes (Urist McAxedwarf hacks Urist McVictim in the lower body with his steel axe and the severed part sails off in an arc).
Title: Re: Weapon research
Post by: Randomone on April 25, 2010, 01:04:57 pm
Hit data for projectiles?
If I can find good testing parameters...

The issue is keeping them(attacker and defender) from closing to melee and just whacking each other with their assigned weapons, yes?
Are there issues with getting an attacker to shoot at an enemy they have no path to?
If so, maybe setting up the combat with the attacker to test the different ammo, a defender to get hit with the shots, and a blocker to occupy the defender's attention (and who is on the same team as the attacker)  Then the only issue is the attacker running out of ammo- judging by the size of those combat logs, 100 rounds might just not cut it.  Maybe several dwarfs with ranged attacks vs. the single defender- ten dwarfs with 100 bolts is 1000/accuracy data points...

How many hits do you typically get per round in the melee experiments?
Try to seperate the crossbow dwarfs from the targets by trapping one group in the castle with obsidian walls, and then creating a cage using the same method to keep the other group close to the fortifcations of the castle.
Title: Re: Weapon research
Post by: zagibu on April 25, 2010, 01:37:16 pm
Well, I'm not doing it manually...this would be hell to set up using a script. But I think it's possible to modify the arena map before the game loads, so that might help.
Title: Re: Weapon research
Post by: jokermatt999 on April 25, 2010, 02:16:36 pm
Yeah, check arena.txt in /data/init.
Title: Re: Weapon research
Post by: Dwarfoloid on April 25, 2010, 02:45:37 pm
If you give the being-shot-at party a bow with wooden arrows and encase the shooter in any kind of metal armor, you should be able to run 100 shot tests.

I'd also request testing with all silk clothing. It has the second highest shear values after adamantine, so it will propably give some protection against edged weapons and lousy one against blunt.

(Edit) In case someone doesn't read the suggestion forum, or does and can't be arsed to read the walls of text I posted there, I'd like to mention here as well that I found values of iron to be rather lacking. They seem to be based on cast iron atm, which is wrong. Hopefully this will be corrected down the road, and iron will be stronger in future.
Title: Re: Weapon research
Post by: Shinziril on April 25, 2010, 04:44:42 pm
Given that the "iron" is made without flux, it would then be old-style wrought iron (http://en.wikipedia.org/wiki/Wrought_iron), which is a slag-riddled mess on the inside.  It still works acceptably well, but adding a little flux to get rid of the silicate slag and a tiny bit of carbon to make good, sturdy steel is a lot more effective, at least for weapons purposes.  If you're just making furniture and stuff out of it it works pretty well (it's particularly good in compression, since that reduces the effects of the slag fibers on the strength of the bulk material). 

I admit that cast iron might not be quite right, as that's a lot higher carbon and much more brittle than even highly slaggy wrought iron. 
Title: Re: Weapon research
Post by: Ken Jiang on April 26, 2010, 12:15:09 am
This:

Spoiler (click to show/hide)

Cracks goblin-iron breastplates like eggshells. Try it out for yourself.

BIG thanks to you nikov, this really works ... I love you man ......... cool
Title: Re: Weapon research
Post by: Dwarfoloid on April 26, 2010, 07:29:10 am
There are now easily understood hard values posted in my iron suggestion thread.

If you are knowledgable on the subject and have comments, the thread can be found in the following link:

http://www.bay12forums.com/smf/index.php?topic=55348.0
Title: Re: Weapon research
Post by: SirHoneyBadger on April 26, 2010, 05:09:10 pm
I can post videos of Japanese katanas cleaving through steel plate, and steel pipe. They're a little on the cheesy side, but they get the point across--pun intended.

These are cutting, but it's also been proven and demonstrated that arrows could pierce plate.
Even fired from a powerful longbow (note: not a crossbow), it should be fairly obvious from a scientific perspective, that an arrow, at range, won't strike with more power than the arm of the archer themself could produce. 
Title: Re: Weapon research
Post by: Proteus on April 26, 2010, 07:12:23 pm
Well, Longbow with Arrowswith  Bodkin heads surely could penetrate plate at short range and if hitting at the right angles
Title: Re: Weapon research
Post by: zagibu on April 26, 2010, 07:31:28 pm
Yeah, maybe there is a small chance that a steel plate is broken, but this probably only happens when the impact vector of the blow is quite parallel to the armor's surface normal, otherwise it would just be deflected. And don't forget we're talking about dwarven armor here, which is much thicker than human armor (at least in my imagination) and of higher quality (even less gaps and cracks).

Back on topic: I've done some preliminary manual testing for marksdwarves, and it doesn't seem to be worth a full analysis, as the results were quite the same as with cc weapons (iron doesn't pierce iron ever, steel pierces iron always, steel never pierces steel, etc.). Also, giant cave spider silk clothing doesn't protect from iron bolts at all.
Title: Re: Weapon research
Post by: Narmio on April 26, 2010, 08:34:26 pm
Yeah, maybe there is a small chance that a steel plate is broken, but this probably only happens when the impact vector of the blow is quite parallel to the armor's surface normal, otherwise it would just be deflected. And don't forget we're talking about dwarven armor here, which is much thicker than human armor (at least in my imagination) and of higher quality (even less gaps and cracks).

Back on topic: I've done some preliminary manual testing for marksdwarves, and it doesn't seem to be worth a full analysis, as the results were quite the same as with cc weapons (iron doesn't pierce iron ever, steel pierces iron always, steel never pierces steel, etc.). Also, giant cave spider silk clothing doesn't protect from iron bolts at all.

First, I'm not sure I like the rationale "dwarven armour is thicker", because in the game, all armour is the same, regardless of who makes it.  I have no problem with dwarf-made armour *being* thicker, but that would need to be represented somehow.

Also, metals forged by medieval techniques are not uniformly strong.  It takes incredibly precise temperature control, not to mention precision forging, to produce a sheet of metal with no weak spots.  I think this should be represented in-game as the difference between plain quality and masterworked items - the latter should use the RAW material values all the time.  Low quality stuff should use a random number between, to pull numbers out of nowhere, 75% and the full value, each time.  The higher the quality, the closer that range gets to 100%. 

Or, for a more involved system, Toady could write some kind of weak-point checker to strikes.  Where, dependent on attacker weapon skill and defender armour quality, a weak point of the armour can be struck - hitting a joint or under a lame or something.  Then you add armour quality to that on the rationale that better-forged armour has less weak-points by design and more uniform metal quality.  The system could be expanded to allow small-contact-area weapons to do this more often, or to take advantage of weak points more successfully.  But that would require some rather complicated modifications to the layers and parts code, I think.  Let's see what can be done over the next few months by just adjusting materials and weapon values.
Title: Re: Weapon research
Post by: zagibu on April 27, 2010, 05:36:16 am
I know that the game does not differentiate between dwarven and any other race's armor, but wouldn't it make sense to do so in the future? I don't really see how a breastplate designed for a dwarf (average height 115 cm or something) would fit a human of height 175 cm.

I agree with your proposals for weak spot checking and armor quality having an influence upon that. I also think Toady has already planned something like it.
Title: Re: Weapon research
Post by: Dwarf on April 27, 2010, 05:44:26 am
I can post videos of Japanese katanas cleaving through steel plate, and steel pipe. They're a little on the cheesy side, but they get the point across--pun intended.

These are cutting, but it's also been proven and demonstrated that arrows could pierce plate.
Even fired from a powerful longbow (note: not a crossbow), it should be fairly obvious from a scientific perspective, that an arrow, at range, won't strike with more power than the arm of the archer themself could produce.

Define plate. A katana is not going to slice through it.

Also, head-on arrows may penetrate. You must consider, however, that they are usually shot at a steep angle and thus lose much of their kinetic energy, making them much less damaging to armour.
Title: Re: Weapon research
Post by: Earthquake Damage on April 27, 2010, 06:49:14 am
RE katanas

I should think Western weapons and fighting styles were more effective against Western armor than Eastern weapons/styles would have been.  The reason:  They were developed (in tandem with those armors) specifically to defeat them.

This assumes equivalent construction quality and training, of course.

Point:  Katanas have little place in a discussion about Western armor (which we assume DF armor, especially dwarven, is).
Title: Re: Weapon research
Post by: EagleV on April 27, 2010, 06:54:29 am
I should think Western weapons and fighting styles were more effective against Western armor than Eastern weapons/styles would have been.  The reason:  They were developed (in tandem with those armors) specifically to defeat them.
True, but you forgot that Western armor was also specifically designed to withstand those weapons... Oh no! It's a vicious circle!
Title: Re: Weapon research
Post by: Earthquake Damage on April 27, 2010, 06:55:57 am
True, but you forgot that Western armor was also specifically designed to withstand those weapons... Oh no! It's a vicious circle!

Hence "in tandem with those armors."  :P
Title: Re: Weapon research
Post by: jokermatt999 on April 27, 2010, 07:17:32 am
Please folks, let's not get into yet another discussion about what a katana could slice through. This topic was about what weapons in Dwarf Fortress do.
Title: Re: Weapon research
Post by: ZeroGravitas on April 27, 2010, 07:31:23 am
Even fired from a powerful longbow (note: not a crossbow), it should be fairly obvious from a scientific perspective, that an arrow, at range, won't strike with more power than the arm of the archer themself could produce.

Yeah, but that's a pretty useless piece of information. Obviously the archer couldn't punch his arm through metal plate, but for one thing the arrow's energy is concentrated into a smaller point of impact; the arrow head is probably significantly harder than the archer's hand, and deforms less; the aerodynamics of arrow flight probably ensure that the arrow is traveling along a more stable vector than if the archer thrust the arrow like a dagger, etc.
Title: Re: Weapon research
Post by: Rolan7 on April 27, 2010, 12:28:51 pm
Obviously the archer couldn't punch his arm through metal plate,

Unless the archer was Ironblood, or Morul, or Cacame, or a carp.

Don't take me seriously, this is a good thread (:
Title: Re: Weapon research
Post by: Qwernt on April 27, 2010, 12:37:52 pm
I wonder, has anyone done similar research using the trap weapons?  IE, best metal for a spiked ball?
Title: Re: Weapon research
Post by: Reese on April 27, 2010, 01:39:24 pm
I wonder, has anyone done similar research using the trap weapons?  IE, best metal for a spiked ball?

Unless the trap mechanics have been changed, traps function by making an attack with each of the weapons that is installed in it, so determining the best weapon material should apply equally to trap weapons.  The same principles should apply. (ie: harder metals penetrate better with slashing/piercing, heavier metals penetrate better with bludgeoning)
Title: Re: Weapon research
Post by: zagibu on April 27, 2010, 02:06:36 pm
I wonder, has anyone done similar research using the trap weapons?  IE, best metal for a spiked ball?

Unless the trap mechanics have been changed, traps function by making an attack with each of the weapons that is installed in it, so determining the best weapon material should apply equally to trap weapons.  The same principles should apply. (ie: harder metals penetrate better with slashing/piercing, heavier metals penetrate better with bludgeoning)

Yeah, it would also have to be manually tested, as you can't set up traps in arena mode, as far as I know.
Title: Re: Weapon research
Post by: Paul on April 27, 2010, 02:37:49 pm
I haven't did major testing, but steel works great for traps. It's probably the best (other than adamantine), since all the traps are piercing or slashing - no blunt trap weapons.

Steel serrated disks are brutal.
Title: Re: Weapon research
Post by: Urist McDepravity on April 27, 2010, 02:40:31 pm
We need to compare it to glass discs. Steel is too precious to waste on traps.
Title: Re: Weapon research
Post by: Paul on April 27, 2010, 02:54:54 pm
Steel? Precious?

...

What kinda fort are you running?

I currently have 173 steel bars, and my military is equipped entirely in masterwork steel gear. I already traded away probably 100 pieces (if not more) of lower quality steel gear that I didn't want. I have about 50 bins made of steel and many of my doors are made of steel. My trade depot is steel. All my magma pumps are made out of steel (steel block, steel pipe, steel screw). My entire dining room is made of steel chairs/tables.

I haven't even dented the amount of hematite, limonite, and magnetite that's available. All I've really mined out was two big magnetite clusters and a couple veins each of limonite/hematite. I also have 117 free dolomite sitting around waiting for more ore, with plenty more in the ground.

Steel is so abundant I don't know what to do with it all.

The only metal I see as precious is aluminum, you don't find that much of it. I trade for it in the caravans and currently have a crazy scheme of eventually replacing all the fortresses wooden barrels with aluminum barrels.
Title: Re: Weapon research
Post by: Proteus on April 27, 2010, 03:41:41 pm
We need to compare it to glass discs. Steel is too precious to waste on traps.

AFAIK glass trap components already have been tested and found to be ineffective
Title: Re: Weapon research
Post by: Adamantine Fist on April 27, 2010, 11:30:29 pm
Steel? Precious?

...

What kinda fort are you running?

I currently have 173 steel bars, and my military is equipped entirely in masterwork steel gear. I already traded away probably 100 pieces (if not more) of lower quality steel gear that I didn't want. I have about 50 bins made of steel and many of my doors are made of steel. My trade depot is steel. All my magma pumps are made out of steel (steel block, steel pipe, steel screw). My entire dining room is made of steel chairs/tables.

I haven't even dented the amount of hematite, limonite, and magnetite that's available. All I've really mined out was two big magnetite clusters and a couple veins each of limonite/hematite. I also have 117 free dolomite sitting around waiting for more ore, with plenty more in the ground.

Steel is so abundant I don't know what to do with it all.

The only metal I see as precious is aluminum, you don't find that much of it. I trade for it in the caravans and currently have a crazy scheme of eventually replacing all the fortresses wooden barrels with aluminum barrels.

I find that steel is generally too much of a hassle to make to waste on things like tables and barrels and doors. Lead, zinc/brass, and (especially) nickel are all great materials for things like barrels and bins. Not really useful for much else, as they're not very valuable, and thus aren't good for trading, and you can't make weapons or armour out of them. Bronze would be my favourite material for weapons and armour until I get my steel industry running, and even then is still something I like to use. It's simple, easy to make, the raw materials are two of the most abundant minerals on the map, and if you're not using magma, it's incredibly fuel efficient if you make it from ore.
Title: Re: Weapon research
Post by: zagibu on April 28, 2010, 04:08:53 am
Lead barrels? Your dwarves must be some heavy metal fans indeed...
Title: Re: Weapon research
Post by: Dwarf on April 28, 2010, 04:41:56 am
*ba-dum tish*
Title: Re: Weapon research
Post by: Shoku on April 28, 2010, 07:37:51 am
If glass still works on flesh and you're stingy from conditioning back in 40d you could still make a quick row of traps to beat up the sneaky types running away because "gasp" they weren't able to walk all the way through your entryway without someone running near them.
Title: Re: Weapon research
Post by: Urist McTravis on April 30, 2010, 11:00:35 am
does anyone know where picks rate as weapons in 2010? i usually run a miners militia early game. wondering how efficient it is in this version.
Title: Re: Weapon research
Post by: VerdantSF on April 30, 2010, 12:13:53 pm
does anyone know where picks rate as weapons in 2010? i usually run a miners militia early game. wondering how efficient it is in this version.
Miners are great.  I've seen estimates that picks are about 70% as effective as a battleaxe of the same material.  However, even with the reduction in damage, miners generally have great skill in the use of their picks, since mining *and* combat with picks give mining xp.  Their usually higher weapon skill tends to lessen the damage gap until axedwarves max-out.  It's not uncommon for a miner to be my top goblin killer in the early game.
Title: Re: Weapon research
Post by: Rolan7 on April 30, 2010, 02:53:45 pm
does anyone know where picks rate as weapons in 2010? i usually run a miners militia early game. wondering how efficient it is in this version.
Miners are great.  I've seen estimates that picks are about 70% as effective as a battleaxe of the same material.  However, even with the reduction in damage, miners generally have great skill in the use of their picks, since mining *and* combat with picks give mining xp.  Their usually higher weapon skill tends to lessen the damage gap until axedwarves max-out.  It's not uncommon for a miner to be my top goblin killer in the early game.

You have struck goblinite!
Title: Re: Weapon research
Post by: Daenyth on May 01, 2010, 12:20:38 pm
Dwarven SCIENCE like this is what makes me love df.
Title: Re: Weapon research
Post by: zagibu on May 01, 2010, 03:28:25 pm
I've updated the tables with wound information. Noone has provided any wound classification, so I've used this:
Code: [Select]
@pattern_wounds = ("bruising the \(fat\|skin\|muscle\|bone\)\|tearing apart the \(fat\|skin\)\|shattering the nail",
"shattering the bone\|jamming\|tearing the muscle\|tearing apart the muscle\|tendon has been torn",
"severed\|artery has been opened");
First line is light wounds, second medium and third heavy. If this is not good enough for you, feel free to use your own patterns and reprocess the information (you need the combat logs and calculate_details.pl, which you can get in the original post).

I'll eventually upload a spreadsheet with all the data for further analysis, but this is manual labor and might take a while...
Title: Re: Weapon research
Post by: zagibu on May 01, 2010, 07:32:55 pm
Despite my earlier comments dismissing the necessity of crossbow tests, they do seem to behave differently than cc weapons. I've tested e.g. adamantine bolts, and they were pretty useless. Anyone has some insight already or should I begin to run some tests on my own?
Title: Re: Weapon research
Post by: Narmio on May 01, 2010, 08:27:42 pm
Despite my earlier comments dismissing the necessity of crossbow tests, they do seem to behave differently than cc weapons. I've tested e.g. adamantine bolts, and they were pretty useless. Anyone has some insight already or should I begin to run some tests on my own?

Ranged weapons have a hard speed cap for the projectiles.  I'm not certain, but I think it might be quite low, which means most bolts are reaching this speed limit and thus force is being mostly determined by projectile weight.  That's my theory at least.
Title: Re: Weapon research
Post by: Urist McDepravity on May 02, 2010, 12:06:59 am
AFAIK glass trap components already have been tested and found to be ineffective
Yeah, seems they are both too light to blunt or chop, and not enough sharp to cut.
Spoiler (click to show/hide)
Title: Re: Weapon research
Post by: Shinziril on May 02, 2010, 01:44:06 am
Looks like they'd make effective torture devices, though (rather like the theoretical silver whip traps from 40d, only even more painful and less lethal).

Experiment idea: make a 1x1 pit with a trap containing 10 no-quality spiked green glass balls at the bottom.  Drop an enemy into it and see if they ever actually die, or just end up permanently unconscious and crippled from various broken bones.
Title: Re: Weapon research
Post by: Andeerz on May 02, 2010, 05:55:18 am
Question:  Is there ANY armor that protects the throat unmodded?  In my tests, I don't see any that do.  I could just be stupid though, but this might impact the results of the tests if overlooked.

Also, awesome thread.  However, a lot of the people here making claims about IRL performances of weapons are sometimes really really wrong and/or would benefit highly by citing sources... then again, I am also guilty of not citing sources sometimes.  Whatever.  That's not what this thread is about.

Oh!  And another thing which probably belongs in the "suggestions" forum or something: melee combat as a unit is different from dueling between individuals, and weapon designs had that in mind.  I imagine this might be planned, but reach and crowding and stuff should all be factored into combat in order to address this.  As it is, melee combat is more like a series of duels.  That's not to say the current system is pretty awesome, even with its flaws.
Title: Re: Weapon research
Post by: Narmio on May 03, 2010, 12:12:49 am
Question:  Is there ANY armor that protects the throat unmodded?  In my tests, I don't see any that do.  I could just be stupid though, but this might impact the results of the tests if overlooked.


I don't believe so, although it's possible that the UBSTEP of a mailshirt includes the neck, I don't know.

However, I've never seen a throat actually fatally cut or torn out, only ever "cut open" and "bruised".  Which you'd think would be awfully serious injuries, arteries and windpipes and all, but they don't seem to be.
Title: Re: Weapon research
Post by: Andeerz on May 03, 2010, 12:43:03 am
UBSTEP of a mailshirt doesn't include the neck, but if you increase it by one it does.  But then it also protects the face, ears, eyes, mouth, etc.  It's sorta weird.  The body model should be changed a bit.  Throat is primo target area IRL and a lot was done by armor smiths to protect it (maille standards, gorgets, bevors, ridges on the top of the breastplate, etc.).  Also, if a piece of armor is going to protect the face like a visor or mask or something in the future, there should be penalties to visibility perhaps.  In addition, plate neck protection like a bevor should hinder visibility as well, but not as much as a visor.
Title: Re: Weapon research
Post by: Dwarf on May 03, 2010, 01:16:42 am
Consider that historic maille was often of the round-built, integrated-coif style. Face etc. protection becomes quite possible then.
Title: Re: Weapon research
Post by: zagibu on May 03, 2010, 04:43:09 am
Question:  Is there ANY armor that protects the throat unmodded?  In my tests, I don't see any that do.  I could just be stupid though, but this might impact the results of the tests if overlooked.


I don't believe so, although it's possible that the UBSTEP of a mailshirt includes the neck, I don't know.

However, I've never seen a throat actually fatally cut or torn out, only ever "cut open" and "bruised".  Which you'd think would be awfully serious injuries, arteries and windpipes and all, but they don't seem to be.

Actually, throats get "torn apart" quite often, but you are right that it doesn't seem to affect the victims much. And no, there is nothing currently that protects the throat or face. Masks are in the game, but even steel masks don't protect anything at all. I believe they are more of the fashionable kind.
Title: Re: Weapon research
Post by: Andeerz on May 03, 2010, 04:51:28 am
Consider that historic maille was often of the round-built, integrated-coif style. Face etc. protection becomes quite possible then.

Good point!  Thanks for pointing that out.  I think I'll start putting UBSTEP:2 on my maille shirts now...
Title: Re: Weapon research
Post by: Dwarf on May 03, 2010, 10:22:34 am
Spoiler: Pic (click to show/hide)

So you know what I mean.

As far as my limited knowledge goes, shirts were made in a t-shirt-like method whilst longer (knee-length) hauberks were made in this round fashion, which includes the coif.
Title: Re: Weapon research
Post by: Andeerz on May 03, 2010, 09:17:56 pm
Nice pic, dood.

Also!  The coif was sometimes separate.  And during later periods in Europe (14th century onward), the coif was abandoned and instead an integral maille drape was sewn or riveted onto the helm.  This was called an aventail (spelling can differ).  There are earlier than 14th century examples as well depending on region and stuff.  Whee!  Tech history = the win!

Also, some of them big ol' hauberks had integral mittens with leather gripping areas!
Title: Re: Weapon research
Post by: Osmosis Jones on May 03, 2010, 09:30:42 pm
Hey Zagibu, would you be willing to expand the testing range to include a few non-standard materials for the weapons/armour? I'm thinking maybe just those with more extreme densities (e.g platinum, aluminium, maybe slade)?
Title: Re: Weapon research
Post by: Sean0931 on May 03, 2010, 10:15:47 pm
If we're going to get into realistic weapon balance, then swords (Except Cyan ones) would become more or less useless against higher level armour. There's a reason they were all but extinct in battlefield usage at the pinnacle of melee combat, the 16th century. Records of battles like Agincourt show that swords were at a tiny majority in actual combat, with the only notable sword user being King Henry himself, who apparently thought the sword was a regal weapon. Swords, especially those of the slicing variety (Falchions, scimitars and Katana belong to this category) were next to useless due to plate armours resistance to cutting.

The ultimate melee weapons were the Halberd (http://en.wikipedia.org/wiki/Halberd) and Pollaxe (http://en.wikipedia.org/wiki/Pollaxe_%28polearm%29). Shields fell almost entirely out of use. Hammers and the aforementioned war picks (Which were very similar weapons) were common, but flanged maces were the far more commonly used one handed weapon, due to their greater flexibility and more or less equal penetration in comparison. Traditional axes were more or less replaced due to the greater versatility of other pole arms.

Morningstars and other flails were rarer than maces due to their unpredictability (Do  you want to be the one with the unreliable weapon?), but had possibly the greatest penetration ability of all, as well as being extremely scary and difficult to defend against.

However, against unarmoured opponents, like creatures, slicing weapons are by far the best. A knight dwarf might not perform as well in the role of a samurai dwarf, simply because, despite his superior armour, size and all round better weapons, his weapons aren't designed for killing unarmoured opponents. A Katana can pass through flesh and bone like it isn't there, making it ideal for quickly dispatching large numbers of enemies. A halberd can't, and isn't.
Title: Re: Weapon research
Post by: zagibu on May 04, 2010, 06:57:12 am
Hey Zagibu, would you be willing to expand the testing range to include a few non-standard materials for the weapons/armour? I'm thinking maybe just those with more extreme densities (e.g platinum, aluminium, maybe slade)?
Yeah, I think that would be interesting. I'm probably going to do ranged weapons first, though. I also kind of lost my momentum, so it might take a while until those are all done.
Title: Re: Weapon research
Post by: BurnedToast on May 04, 2010, 03:22:43 pm
Question:  Is there ANY armor that protects the throat unmodded?  In my tests, I don't see any that do.  I could just be stupid though, but this might impact the results of the tests if overlooked.

Cloaks are the only thing I know of offhand. leather cloaks are not terribly protective though. Adamantine cloaks might fair better but you can't test them in the testing arena and I've never managed to test them in fortress mode yet.
Title: Re: Weapon research
Post by: SirHoneyBadger on May 04, 2010, 06:18:43 pm
If we're going to get into realistic weapon balance, then swords (Except Cyan ones) would become more or less useless against higher level armour. There's a reason they were all but extinct in battlefield usage at the pinnacle of melee combat, the 16th century. Records of battles like Agincourt show that swords were at a tiny majority in actual combat, with the only notable sword user being King Henry himself, who apparently thought the sword was a regal weapon. Swords, especially those of the slicing variety (Falchions, scimitars and Katana belong to this category) were next to useless due to plate armours resistance to cutting.

The ultimate melee weapons were the Halberd (http://en.wikipedia.org/wiki/Halberd) and Pollaxe (http://en.wikipedia.org/wiki/Pollaxe_%28polearm%29). Shields fell almost entirely out of use. Hammers and the aforementioned war picks (Which were very similar weapons) were common, but flanged maces were the far more commonly used one handed weapon, due to their greater flexibility and more or less equal penetration in comparison. Traditional axes were more or less replaced due to the greater versatility of other pole arms.

Morningstars and other flails were rarer than maces due to their unpredictability (Do  you want to be the one with the unreliable weapon?), but had possibly the greatest penetration ability of all, as well as being extremely scary and difficult to defend against.

However, against unarmoured opponents, like creatures, slicing weapons are by far the best. A knight dwarf might not perform as well in the role of a samurai dwarf, simply because, despite his superior armour, size and all round better weapons, his weapons aren't designed for killing unarmoured opponents. A Katana can pass through flesh and bone like it isn't there, making it ideal for quickly dispatching large numbers of enemies. A halberd can't, and isn't.

Sorry, but this isn't accurate. By this point in time, the missle weapon--bows, crossbows, gunpowder weapons--were becoming more and more dominant, and pole weapons were more and more in use because of missle calvalry, the increasing obsolescence of knights, and advances in tactics, not because of the armour.

Once again from the top: Swords could, and did, penetrate even high quality plate. Even if you want to pretend that they didn't, such plate had gaps and weak points, which someone with enough skill could certainly pierce with a sword.

People fought duels in plate, after all. Duels were typically fought to atleast the point of first blood. Someone eventually won the duel. This even happened in tournaments, where tournament armour was worn--and tournament armour was even heavier and more resistant than battlefield armour. 

Polearms had reach, and required less skill to use, which is why swords were less common. Not because of the armour, but because it was a lot cheaper and easier to hand a bunch of peasants and half-trained levies polearms, than to spend years to decades, training knights--knights at that point becoming obsolete because of improvements in gunpowder and crossbow technologies.

If you really want to insist that swords can't penetrate steel, then please explain why there were any armour improvements after maille? Once you had steel maille, the theory should go, it should be impossible to cut through it with a sword, making the full chain suit impenetrable.

It wasn't, and neither was plate. Plate was better for a lot of reasons, but it certainly wasn't a "cloak of invulnerability".
Title: Re: Weapon research
Post by: zagibu on May 04, 2010, 08:09:13 pm
Plate armor protects much better than maille, because it a) can distribute the force of impact over a large area and b) deflects many blows because they are not coming in perfectly parallel to the armor's surface normal. I'd like to see you take a heavy thrust from a spear in maille and still claim it's not worse than plate afterwards.
Title: Re: Weapon research
Post by: jokermatt999 on May 04, 2010, 11:25:18 pm
Can we please keep this on topic? If not, as mentioned before, at least can we please cite some sources?
Title: Re: Weapon research
Post by: SirHoneyBadger on May 05, 2010, 02:23:48 am
Can we please keep this on topic? If not, as mentioned before, at least can we please cite some sources?

I've been studying medieval arms and armour for the past 30+ years. My dad was a professional antique sword appraiser for auction houses, and one of my ancestors was a master armourer for German royalty. My family owns quite a few antique swords, many of which saw real service. I've been raised on this stuff my whole life. I've handled swords, studied their manufacture and design, as well as fencing/swordfighting/medieval military tactics, and studied real world plate armour, in detail, over a period of decades.

I do know of what I speak, but I'll be happy to provide specific sources for any of the information in question.

Although, I'll point out that my "side" of things has already cited sources--the estoc, the bodkin arrow, video footage of real katanas cutting through actual steel plate, etc. I've yet to see anyone offer anything beyond shear speculation about the nature of plate's supposed invulnerability.

If someone wants to put on some medieval plate and let me chop them in half or otherwise exsanguinate them thoroughly enough to prove the point in a final way, I'm not unwilling, but the morality, as well as legality of the experiment, may fairly be called into question. 
Title: Re: Weapon research
Post by: ungulateman on May 05, 2010, 03:06:28 am
I'm having trouble resisting the urge to quote that meme about "Katanas / Lightsabers / Underpowered threads are underpowered", with all this "I ordered a legit katana from Japan, cost me 30 grand"-style commentary going around.

Anyway, plate's invulnerability is pretty easily disproven - see the tournament example above.
Title: Re: Weapon research
Post by: Some Internet Guy on May 05, 2010, 05:42:03 am
Couldn't you have left it at 'because making common weapons useless against armor nearly everyone wears would suck and break the game'

Why did you have to bring katanas into it

What's the deal with hammers not sending stuff flying anymore, is there still room for that in the current system and the physics is just nerfed or is it gone for good? This is an important queston.
Title: Re: Weapon research
Post by: zagibu on May 05, 2010, 06:42:10 am
Noone claims plate armor should be unbreachable. Also, historical references are nice, but you have to remember that DF is a GAME set in a FANTASY UNIVERSE. Realism only applies as far as it enriches gameplay. Although Toady calls DF a fantasy world simulation, this description is actually quite misleading. I don't think he would want to tip the balance towards simulation in spite of gameplay (or if he would, I would stop "using" his simulation). And even if he would do it, what system is he abstracting? A simulation is an abstraction of a more detailed system.

As I've said before, and to what those claiming swords should slice plate have not yet responded: even if your claims are true, you have to hit the armor at the right angle, which is difficult in combat. The same is true for projectiles. Armor is not a plane, it is rounded, and thus the chance of a deflected blow is high. You don't need to have a background in history, come from a family of ancient swordsmiths or consult any sources to understand this, it's basic math and physics. If anyone wants to seriously dispute this, do it in a new thread. This is my thread, and it is about DF, not about the real world.

What's the deal with hammers not sending stuff flying anymore, is there still room for that in the current system and the physics is just nerfed or is it gone for good? This is an important queston.

It's possible, try platinum hammers. The problem is that the raws contain lots of default values, and that the force of impact doesn't seem to be correctly calculated yet.
Title: Re: Weapon research
Post by: Shoku on May 05, 2010, 07:23:13 am
Noone claims plate armor should be unbreachable. Also, historical references are nice, but you have to remember that DF is a GAME set in a FANTASY UNIVERSE. Realism only applies as far as it enriches gameplay. Although Toady calls DF a fantasy world simulation, this description is actually quite misleading. I don't think he would want to tip the balance towards simulation in spite of gameplay (or if he would, I would stop "using" his simulation). And even if he would do it, what system is he abstracting? A simulation is an abstraction of a more detailed system.

As I've said before, and to what those claiming swords should slice plate have not yet responded: even if your claims are true, you have to hit the armor at the right angle, which is difficult in combat. The same is true for projectiles. Armor is not a plane, it is rounded, and thus the chance of a deflected blow is high. You don't need to have a background in history, come from a family of ancient swordsmiths or consult any sources to understand this, it's basic math and physics. If anyone wants to seriously dispute this, do it in a new thread. This is my thread, and it is about DF, not about the real world.

What's the deal with hammers not sending stuff flying anymore, is there still room for that in the current system and the physics is just nerfed or is it gone for good? This is an important queston.

It's possible, try platinum hammers. The problem is that the raws contain lots of default values, and that the force of impact doesn't seem to be correctly calculated yet.
So then what is a good frequency for those types of blows and about how much higher should that be when a legendary weapon user it trying vs someone dabbling in all of the skills that make you maneuverable in combat while wearing plate? Right now it looks like it is 0% with a 0% boost, right?
Title: Re: Weapon research
Post by: jokermatt999 on May 05, 2010, 09:32:57 am
Yeah, I don't mean to say I disbelieve either side here, because I know nothing about weaponry or armor whatsoever, I just think that arguments like these are pointless without examples or sources. You may be correct, and damn sure that you are too, but I doubt you'll convince the other side of that without some evidence. Also, I've noticed that unsourced arguments have a tendency to get nastier than sourced ones, because it turns into personal attacks rather than examination of the claims and sources.

Well, that was waaay offtopic, so I oughta say something remotely pertaining to it. What does everyone think of the current balance? What is most in need of fixing? Would you rather have the system go for realism even it winds up biased towards one weapon or those in armor, or would you prefer a more balanced, but unrealistic system.
Title: Re: Weapon research
Post by: zagibu on May 05, 2010, 11:19:07 am
Honestly, I would ditch the "realistic" material properties. It's too complicated for proper balancing.

But Toady will most certainly not do this, so if you keep the material system, you might want to do something like this (i'm going to use physical terms very sloppily):

Combat skills should determine on what bodypart a hit falls, strike quality (full overhead swing or desperate backhand slash), and hit quality (glance or bull's eye). Obviously, dodging, blocking and parrying are not interesting here, since we are concerned with armor. Then the "energy" of the blow should be calculated using the strength of the attacker, type of attack (swings are accelerated on a longer path than stabs and thus have more "energy"), strike quality and weapon data (material mass and volume). Now, this "energy" should be fed to the final formula that calculates "effect", and it should take hit quality, area of effect of the weapon, armor type, quality and material as parameters. Area of effect should be used twice, first along with hit quality and armor type to diminish the "energy" (a spear point is more easily deflected than a hammer head), then again to scale the remaining "energy" (calculate pressure). Then use armor quality and material to check whether it breaks, bends or completely absorbs the blow. Finally, use the "effect" to do the wound calculations.
Title: Re: Weapon research
Post by: Proteus on May 05, 2010, 01:15:32 pm
... Would you rather have the system go for realism even it winds up biased towards one weapon or those in armor...

Yes.
Fortunately it doesn´t seem to be totally one sided.
Different RL weapons are differently good against armored and unarmored targets...
and DF has enough of both types of enemies

;)
Title: Re: Weapon research
Post by: VerdantSF on May 05, 2010, 01:38:34 pm
Spoiler (click to show/hide)
Title: Re: Weapon research
Post by: SirHoneyBadger on May 05, 2010, 08:22:53 pm
The point is that a system based on (and that's based, not dictated by) reality is always going to be preferred to an ass-pull system.

From what I've seen, ToadyOne is atleast heavily leaning towards more and more realism, not away from it. And that's good for everyone, because the fact is, there were no perfect weapons, armour, tactics, etc. in the middle ages.

This whole "plate is uber" issue doesn't take into account that DF uses a materials-based system. If you make plate arbitrarily and objectively that wonderful, then why not just forge a bunch of copper plate? Why develope steel at all? Or hunt for HFS metal?

Everything had it's strengths and weaknesses, and there were always a great many variables to consider, no matter who you were, or even how much money you had. That's why they are called "medieval", as opposed to "modern"--because weapon systems of the 1400's continued to be developed and improved, and will continue to be many years from now.

They weren't perfect, and we don't use them anymore. That's easy enough for anyone to understand, with or without a background in structural engineering.

Plate, itself, evolved over time. The design changed. Many times. Is that hard for anyone to understand?

Masterwork steel plate should be extremely good protection, should make the dwarf wearing it hard to stop on the battlefield. I'm all for that. Masterwork steel plate isn't easy to manufacture, and it should give appropriate benefits. But not unrealistic benefits, even against piercing weapons. Otherwise, you'd only ever need to forge a single suit of armour.

There's no good reason to make a bunch of ridiculous, non-fact-based guesses on what was what. If something works better for game balancing, and has a real benefit to gameplay, then go for it, but making an uber fantasy version of plate, just because, just makes the game simplistic, and a lot less interesting. Plate was better protection than maille, which was better than leather, which was better than nothing.

That's just not the whole entire argument. This isn't D&D, afterall, and I think DF should strive to be a little deeper than that. 
Title: Re: Weapon research
Post by: Vester on May 05, 2010, 08:29:01 pm
I'm just gonna pop back in and say that a knight in full armor was basically the medieval version of a tank, especially before they developed weapons to properly counter heavy armor (read - hundreds upon hundreds of longbowmen will seriously ruin your day). There's a reason those cavalry charges were so devastating back in the day (the other reason was that a horse is a huge animal roughly three to four times the weight of your average peasant conscript.)
Title: Re: Weapon research
Post by: ZeroGravitas on May 06, 2010, 01:38:35 am
So uh to put the thread back on topic...

any insight into how protective the artifact lead greaves my armorsmith just made are?
Title: Re: Weapon research
Post by: ungulateman on May 06, 2010, 02:25:53 am
Reasonably so. Lead is hard to break or breach, and artifact = massive bonus. Your military's legs should be fine.
Title: Re: Weapon research
Post by: Shoku on May 06, 2010, 07:01:23 am
This thread looks like people arguing against imaginary people now. Is anyone still saying the things people are arguing against?
Title: Re: Weapon research
Post by: ZeroGravitas on May 06, 2010, 12:39:48 pm
Reasonably so. Lead is hard to break or breach, and artifact = massive bonus. Your military's legs should be fine.

You mean my adventurer's legs. I put those lead greaves in a lead bin and abandoned.
Title: Re: Weapon research
Post by: zagibu on May 06, 2010, 09:29:26 pm
This whole "plate is uber" issue doesn't take into account that DF uses a materials-based system. If you make plate arbitrarily and objectively that wonderful, then why not just forge a bunch of copper plate? Why develope steel at all? Or hunt for HFS metal?
Good points. But who wants to make plate arbitrarily and objectively wonderful? I certainly don't. Copper plate could deflect badly aimed strikes almost as good as steel plate, but it would be easily penetrated by well aimed blows. Also, it would deform much more quickly and become useless or even harmful for the wearer.
Title: Re: Weapon research
Post by: Sean0931 on May 07, 2010, 01:28:45 pm
Debate time.

Sorry, but this isn't accurate. By this point in time, the missle weapon--bows, crossbows, gunpowder weapons--were becoming more and more dominant, and pole weapons were more and more in use because of missle calvalry, the increasing obsolescence of knights, and advances in tactics, not because of the armour.

Ah, I meant the 15th century, before handheld gunpowder weapons were worth a damn, sorry. In which case what I said still stands, because swords were more or less unused, and missile cavalry were almost unheard of, at least in European combat.

Quote
Once again from the top: Swords could, and did, penetrate even high quality plate. Even if you want to pretend that they didn't, such plate had gaps and weak points, which someone with enough skill could certainly pierce with a sword.

Surely you can see the problem with this? A sword wielder was at a huge disadvantage to a mace wielder, because while a sword could injure a knight through a weak area in his armour, albeit with a extremely difficult thrust, a mace wielder could kill or cripple his enemy with a hit to almost any part of the body, and could still kill in the same manner as a sword due to the spike most would have at the tip. A mace is roughly the same weight as a sword, if not lighter, and easy to handle without exquisite balancing, as the majority of weight is concentrated at the end. The comment someone mad earlier about the sword being the only weapon you could disarm someone with is pure nonsense, i would like to hear the logic behind it.

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People fought duels in plate, after all. Duels were typically fought to at least the point of first blood. Someone eventually won the duel. This even happened in tournaments, where tournament armour was worn--and tournament armour was even heavier and more resistant than battlefield armour.
.

I would like to hear a source stating most medieval duels were fought with swords. More importantly, you seem to be under the impression that I think swords cannot hurt a man in plate armour. They can, but it is much, much harder than using a polearm or flanged mace.

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Polearms had reach, and required less skill to use, which is why swords were less common. Not because of the armour, but because it was a lot cheaper and easier to hand a bunch of peasants and half-trained levies polearms, than to spend years to decades, training knights--knights at that point becoming obsolete because of improvements in gunpowder and crossbow technologies.

You do know that the main meelee combatants in that period were men-at-arms? Plate armoured, highly dedicated and trained soldiers. Wielding polearms, with rare exception. Levies only became common again once gunpowder weapons were refined enough to change the face of battlefield combat, rather than just siege warfare. So these soldiers were being trained from early or pre-teens with polearms. Even archers, who generally carried some form of melee weapon, most commonly pollaxes, would be training for a year or more using them. After all, war is long periods of boredom interspersed with short periods of excitement.

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If you really want to insist that swords can't penetrate steel, then please explain why there were any armour improvements after maille? Once you had steel maille, the theory should go, it should be impossible to cut through it with a sword, making the full chain suit impenetrable.
This is both a strawman and a logical fallacy. Again, you seem to be under the mistaken impression that anyone is saying that swords cannot hurt people in plate armour. And the latter part is just silly, even ignoring why improving armour is a good thing even when the chance of penetration is small, and that maille doesn't cover as much of the body as plate does, armour wasn't designed to protect against only swords y'know.

Quote
It wasn't, and neither was plate. Plate was better for a lot of reasons, but it certainly wasn't a "cloak of invulnerability".

No-one said it was. But it did render swords more or less obsolete for a good hundred years, because there were much more suitable weapons available.

As for sources? Well, any books on medieval warfare of the period should tell you, and for me this has brought back the old history itch, so I think I'll dig out some of mine later for a re-read. But for all you who don't enjoy textbooks. the best easy to read information is probably of the fictional kind, and the best I've ever read has to be "Azincourt" by Bernard Cornwell, the author of Sharpe. As well as being well researched, it's fantastic.
Title: Re: Weapon research
Post by: Some Internet Guy on May 07, 2010, 02:31:20 pm
What's the deal with hammers not sending stuff flying anymore, is there still room for that in the current system and the physics is just nerfed or is it gone for good? This is an important queston.

It's possible, try platinum hammers. The problem is that the raws contain lots of default values, and that the force of impact doesn't seem to be correctly calculated yet.

Doesn't work for me :(
Come think I haven't seen body-flinging behavior at all in the new versions so far, even dropping goblins onto traps from great height seems to pretty much leave everything neatly stacked in a square, maybe when things get really crazy a little spread into the adjacent ones.

Keep up the good work figuring this shit out though you rock. Hope some semblance of the old-style dramatic physics get restored sooner or later.
Title: Re: Weapon research
Post by: Hyperturtle on May 07, 2010, 03:11:28 pm
The data here is great, but I have a question... How about Pikes?

Dwarfs can't make them, but I get enough migrants that are pikedwarfs, so I have purchased pikes for their use.  I expect the best metal to ever see in the game (fortress at least) without modding is the bronze for pikes, of varying quality.

They seem to be effective but it would be nice to know how they "officially" stand currently.

Title: Re: Weapon research
Post by: zagibu on May 07, 2010, 03:21:23 pm
What's the deal with hammers not sending stuff flying anymore, is there still room for that in the current system and the physics is just nerfed or is it gone for good? This is an important queston.

It's possible, try platinum hammers. The problem is that the raws contain lots of default values, and that the force of impact doesn't seem to be correctly calculated yet.

Doesn't work for me :(
Come think I haven't seen body-flinging behavior at all in the new versions so far, even dropping goblins onto traps from great height seems to pretty much leave everything neatly stacked in a square, maybe when things get really crazy a little spread into the adjacent ones.

Keep up the good work figuring this shit out though you rock. Hope some semblance of the old-style dramatic physics get restored sooner or later.

Oh, you meant it literally.Yeah, those days seem to be over.
Title: Re: Weapon research
Post by: Proteus on May 07, 2010, 04:19:35 pm
The data here is great, but I have a question... How about Pikes?

Dwarfs can't make them, but I get enough migrants that are pikedwarfs, so I have purchased pikes for their use.  I expect the best metal to ever see in the game (fortress at least) without modding is the bronze for pikes, of varying quality.

They seem to be effective but it would be nice to know how they "officially" stand currently.

Considering the fact that pikes count as edged weapons I´d assume that Adamantine and Steel are a better material for pikes than bronze
Title: Re: Weapon research
Post by: Hyperturtle on May 07, 2010, 04:41:40 pm
Yes, but dwarfs can't make pikes, and you can pretty much only get bronze pikes in trade from the humans, so that's why I stated I think bronze is the best we'd ever see.

They have the same attack size as a battle axe (800), and are edged, so I would hope the weapons are among the best.

Assuming this is up to date on the values:

http://df.magmawiki.com/index.php/DF2010:Pike_%28weapon%29
Title: Re: Weapon research
Post by: Proteus on May 07, 2010, 05:01:21 pm
Yes, but dwarfs can't make pikes, and you can pretty much only get bronze pikes in trade from the humans, so that's why I stated I think bronze is the best we'd ever see.

They have the same attack size as a battle axe (800), and are edged, so I would hope the weapons are among the best.

Assuming this is up to date on the values:

http://df.magmawiki.com/index.php/DF2010:Pike_%28weapon%29

Oh yes, I forgot...
well, considering the materials, probably available for import, I think bronze might de facto be the best material.

I assume from their attacks Pikes can be best compared to a spear in arena fights (just with more damage):
http://www.bay12forums.com/smf/index.php?topic=53571.0

For which bronze seems to be the best material against iron/bronze armor
Title: Re: Weapon research
Post by: jokermatt999 on May 07, 2010, 08:24:08 pm
Can dwarves make them in moods? I know we used to be able to get blowguns (which was odd, considering they were used for bludgeoning...), so it's not unlikely.
Title: Re: Weapon research
Post by: Narmio on May 07, 2010, 11:00:46 pm
Yes, but dwarfs can't make pikes, and you can pretty much only get bronze pikes in trade from the humans, so that's why I stated I think bronze is the best we'd ever see.

They have the same attack size as a battle axe (800), and are edged, so I would hope the weapons are among the best.

Assuming this is up to date on the values:

http://df.magmawiki.com/index.php/DF2010:Pike_%28weapon%29

Do we have any details on whether the weapon size has any impact at all on the combat ability?  I'm in no way certain about this, but I thought the important parameters were in the ATTACK tag(s) of the weapon, not the SIZE, which I don't know the purpose of (as who can wield it comes from the TWO_HANDED and MINIMUM_SIZE tags, and how much material it uses seems come from MATERIAL_SIZE.

The predominant axe attack, the "hack", is an edged attack of area 40,000 with a penetration depth of 6000 and a velocity modifier of 1250.  The sword slash is contact area 20000, depth 4000 and velocity 1250.  The spear is area 20, depth 10000, velocity 1000.  The pike is area 20, depth 12000, velocity 1000.

So, assuming (as initial tests in this thread and others seem to have shown) that higher is better for all numbers, axes are just plain better.  What is missing is that for an attack of a given power, the actual impact force is applied over the entire contact area.  So for two attacks that are identical but for one hitting with a 40,000 area (axe head) and the other hitting with a 20 area (spear point), the latter should penetrate a hell of a lot deeper.  This shouldn't be something that needs to be compensated for with higher possible penetration depths or higher velocity modifiers - a smaller impact area should mean a larger impact force, period.
Title: Re: Weapon research
Post by: SirHoneyBadger on May 09, 2010, 08:26:41 pm
Sean0931: You're rendering your own arguments moot by implying that all swords were "created equal". Sure, a flanged mace, or a warhammer, or what have you, might do a great job on armour, but then so did some sword designs. I never claimed that any sword could beat any plate.

For that matter, a decent two-handed sword could give a fine beatdown to a man in plate, without even being sharpened.

Swords were good because swords were versatile.

As far as duelling: Nobles, and even some merchants, carried swords around, in every day life. There were quite a few training schools devoted to swordsmanship. The sword was a hugely popular weapon. Sure, there probably were quite a few duels fought with clubs or sticks or halberds or fishing poles, but the tendancy was to use swords, where available. 

Considering that a variety of swords were made exclusively for duelling and unarmed combat (Rapier, epee, foil), that those sword types were immensely popular--to the point that they are still used for duels today--and that the sword was, and remains, the utmost symbolic weapon of the middle ages--what exactly do you think people were using to fight duels?

And quoting fantasy sources is...yeah. Pretty much the problem. Regardless of how "well researched" you think it might be.

Read up on the German school of fencing. Deutsche Fechtschule, Johannes Liechtenauer. It's actually contemporary (1540's, anyway). It was used and was meant for the real world. That's the most clear and easy to understand source I can think of, for this purpose. There are sections on unarmoured combat, and sections on armoured combat. Both involve swords, and both are dissimilar.

The same goes for the Italian school: Fiore dei Liberi (approx 1350's-1410's)'s "Flower of Battle" is most likely the best source.

Read up on the Estoc. Read up on plate armour.
And please read contemporary historical sources.

Swords never became obsolete until gunpowder rendered them obsolete. And they weren't completely obsolete, as functional military weapons, until the early 20th century. They were finally phased out by the British between the years 1908-1938. And swords were used against polearms. That's much of what those big, 2-handed swords were designed to counter.

And why would a sword wielder be at a disadvantage to a mace wielder? Swords could thrust, stab, and impale. Not to mention, there are a much larger number of fencing techniques for the sword than the mace.
Title: Re: Weapon research
Post by: zagibu on May 10, 2010, 02:32:18 pm
Read up on the German school of fencing. Deutsche Fechtschule, Johannes Liechtenauer. It's actually contemporary (1540's, anyway). It was used and was meant for the real world. That's the most clear and easy to understand source I can think of, for this purpose. There are sections on unarmoured combat, and sections on armoured combat. Both involve swords, and both are dissimilar.
And why are they dissimilar? Because the section on armored combat focuses on thrusts that try to penetrate weak spots in armor. I've found not a single page indicating a slash or thrust that aims right at a plated section of the armor.
Title: Re: Weapon research
Post by: SirHoneyBadger on May 10, 2010, 03:00:47 pm
Why would you intentionally aim for the strong spots?
Title: Re: Weapon research
Post by: zagibu on May 10, 2010, 03:39:03 pm
Why would you intentionally aim for the weak spots if your weapon had no problem penetrating armor anyway?
Title: Re: Weapon research
Post by: ZeroGravitas on May 10, 2010, 04:28:21 pm
Why would you intentionally aim for the weak spots if your weapon had no problem penetrating armor anyway?

Because it'd be easier to penetrate and you'd exert less energy than hacking through the strong spots?

It's like you people have never even been in a fight in your life.
Title: Re: Weapon research
Post by: EagleV on May 10, 2010, 04:34:27 pm
Why would you intentionally aim for the weak spots if your weapon had no problem penetrating armor anyway?

Because it'd be easier to penetrate and you'd exert less energy than hacking through the strong spots?

It's like you people have never even been in a fight in your life.

Plus, the weaker spots on armor are at the joints - where the body is weaker as well. It makes no sense to try to cut through a steel plate, a ribcage and a bunch of muscle mass to get at the lungs when your opponent has a badly protected throat.
Title: Re: Weapon research
Post by: zagibu on May 10, 2010, 04:54:41 pm
Why would you intentionally aim for the weak spots if your weapon had no problem penetrating armor anyway?

Because it'd be easier to penetrate and you'd exert less energy than hacking through the strong spots?

It's like you people have never even been in a fight in your life.
But those weak spots are much more difficult to hit. If you REALLY had a weapon that could easily penetrate plate, why would you aim for those hard to hit spots and not just hack away? I'm trying to hint at my opinion that swords could not actually penetrate steel plate armor. And no, I have never been in a swordfight against an opponent in steel plate armor.

Quote from: EagleV
Plus, the weaker spots on armor are at the joints - where the body is weaker as well. It makes no sense to try to cut through a steel plate, a ribcage and a bunch of muscle mass to get at the lungs when your opponent has a badly protected throat.
Why get at the lungs? Just lop his arms or legs off, which should be no problem with a weapon that easily penetrates steel plate. Heck, you could even to a full overhead strike and cut his head in half, since his steel helm won't be a problem for your lightsaber, will it?
Title: Re: Weapon research
Post by: Kazang on May 10, 2010, 06:17:14 pm
Why would you intentionally aim for the weak spots if your weapon had no problem penetrating armor anyway?

That's like saying; "Why walk through the door when you have no problem breaking in through the window?"

It just makes sense to aim for the weak spots.


Edit: In real history maces were the best heavy weapon to use against plate, and the most common weapon other than the pike/polearm used during the middle ages.  90% of armoured soldiers, particularly cavalry (as it's next to impossible to stab accurately with a sword while mounted) used maces due there constant and simple effectiveness against all types of armour.  They took less skill wield than a sword and were cheaper to make as well.

Only knights and nobles would have had swords, they were a status symbol not a footsoldiers weapon.   
Title: Re: Weapon research
Post by: zagibu on May 10, 2010, 07:08:39 pm
Why would you intentionally aim for the weak spots if your weapon had no problem penetrating armor anyway?

That's like saying; "Why walk through the door when you have no problem breaking in through the window?"

It just makes sense to aim for the weak spots.
Yeah, it does, which contradicts the argument that swords could penetrate plate armor easily. Also, your analogy is wrong, because it is easier to just strike at whatever bodypart is available than to try to hit the weak spots. You kind of picked my line out of context anyway, but whatever. Some people in this thread seem to love swords so much that they imbue them with mystical properties in their fantasy. I had a hard time arguing that plate armor was quite effective protection against swords. When SirHoneyBadger mentioned Lichtenauer, I just couldn't contain myself any longer, I apologize for having fed the fire again.
I am generally sick of this thread, though, people here don't seem to realize that a) history != fantasy and b) realism != gameplay. The real world performance of swords and armor is actually quite irrelevant, because this is a game, and swords and armor are gameplay elements, which have to be balanced properly to provide fun. Why should you be able to produce specialized weapons for armor penetration/damage when all-round weapons like swords were equally good at it? Why should you be able to produce plate armor when mail armor offered just as much protection? Redundant elements have no value. Maybe in a history simulation (if those were actual historic facts, and not fanboy delusions), but not in a GAME.
Title: Re: Weapon research
Post by: Kazang on May 10, 2010, 07:38:35 pm
Quite right about the balance and fun.
However I think that some semblance towards realism is good, as it's both intuitive and adds a layer of depth than mere fantasy cannot get.

For example, plate should be the best protection no matter what, but be vulnerable to blunt damage similar to lighter armour, which is realistic. But as a downside take vastly more material to make than chain mail and be heavy and cumbersome, lowering movement and attack speed of the wearer.
Likewise spears should be 10x better than short swords against large creatures, due to the difficulty getting close to target with the latter.  This is logical and makes combat more intuitive, tactical and fun.
So you are right really, having swords or axes as the defacto best weapon is bad gameplay and is not accurate realism.  Some element of rock,paper, scissors should apply.

No weapon should the be all and end all, even admantine has a drawback in that it is very hard to get hold of safely. 
Title: Re: Weapon research
Post by: Leesin on May 10, 2010, 07:54:08 pm
While you have a point zagibu, it would make it alot more fun and interesting if you had to train a mixed force to have a strong military. As it stands it seems the only thing worth training in DF are axe and crossbow dwarfs, which is quite dissapointing, well it is for me personally as I find axes and xbows/bows the most uninteresting weapons ever :). I think it definately would be extremely fun and a worthy addition if different styles of weapons were better against certain armours. It doesn't have to be a 'realism' factor, it's just fun and interesting, adds further depth to the combat.

 Unreal World ( an iron age survival roguelike ) uses a system similiar, which is very fun, after you put all your different kinds of armour and clothings on you can look at a chart/model of yourself, which has things like your eyes, face, neck, shoulders etc all sectioned apart, with colours in each section which indicates how well protected that area is against say "Edge" attacks, then you click through tabs like "bludgeon attacks", "point attacks", "bite attacks" and so on, the colours change on the model of yourself and show you how protected you are. Of course this doesn't have much to do with DF, but the similiar idea of this thread, which I find adds an interesting depth to combat and it would do so too in DF ( of course on a less personal scale, you wouldnt be seeing all the protection areas on some kind of chart, but different weapons v different armours mechanics would be awesome ).

Of course, at the end of the day it's personal preference, there is not a chance in hell everyone who plays DF is going to agree.
Title: Re: Weapon research
Post by: Zangi on May 10, 2010, 08:27:20 pm
Why would you intentionally aim for the strong spots?
"Hurr hurr, I'm Super Dwarvenly Strong!  My sword will cut through that plate armor at the chest! Easy to hit! No problem!"

Thats the vibe I'm getting...
Albeit, I probably know jack about swords and plate armor...   

Are some plate armor (or plate armor in general) designed to deflect head-on attacks from edged weapons?  You know, so a sword hitting the plate's chest area would for example, slide elsewhere, minimizing damage?
Title: Re: Weapon research
Post by: Leesin on May 10, 2010, 08:44:53 pm
Well crafted breastplates were pretty much uber against everything a man wielded on the battlefield, the only way you would really cause damage by hitting the breasplate would be with something like a warhammer + a big swing or something similiar. Even then you would probably be aiming for the head, shoulders or knees with such a weapon. The most a sword would do is dent it a little.
Title: Re: Weapon research
Post by: SirHoneyBadger on May 11, 2010, 03:38:16 pm

But those weak spots are much more difficult to hit. If you REALLY had a weapon that could easily penetrate plate, why would you aim for those hard to hit spots and not just hack away? I'm trying to hint at my opinion that swords could not actually penetrate steel plate armor. And no, I have never been in a swordfight against an opponent in steel plate armor.

I haven't either, but I've been in a lot of fights (and I've got the scars to prove it--including one from an actual sword.). In a fight, especially a longer one against multiple opponents, it's pretty important to conserve energy.

You're confusing the word "actually" with the word "easily". Nobody ever suggested that cutting through steel plate was easier than cutting through naked flesh.

And accusing someone of being a "sword fanboy" (if that even makes any sense) seems a fairly childish way to continue a debate.
Title: Re: Weapon research
Post by: Greep on May 11, 2010, 07:10:14 pm
so, just wanting to make sure I'm reading this right, the best for maces and hammers is silver or bronze, and everything else is adamantine.  The best armor (assuming no adamantine weapons) is either steel for consistent less damaging wounds, or adamantine armor for extremely rare but life threatening wounds?
Title: Re: Weapon research
Post by: SirHoneyBadger on May 11, 2010, 07:49:08 pm
Seems like, from the chart. Copper seems to perform decently, as well.

It's suspected that the best available metal for hammers would be platinum, though.
Title: Re: Weapon research
Post by: SirHoneyBadger on May 12, 2010, 04:19:09 am
I was thinking of a possible solution to the "armour vs swords" debate that everyone more than half of the people here might hopefully agree on: What if the resistance of armour plate was directly determined by quality levels?

For example: To pierce superior quality armour plate, you'd need to use a masterwork sword (2 quality levels above the armour), or an exceptional spear (1 level above), while to cut through it, you'd need an axe of equal or greater quality.

Maces would work at one quality level below the armour, and above, so superior quality maces would work fine against exceptional plate. Picks would work at 2 quality levels below, or finely-crafted, while hammers could work at 3 levels below = well-crafted.

Other weapons would have their own armour-penetrating qualities.
Halberds for instance might work at 5 levels below, making only artifact armour effective against them, while whips would probably never work against even no-quality plate.

Any lesser weapons impacting on greater armour might simply cause bruising/scratches and "fatigue damage". Ofcourse, if the weapon is being wielded by a titan, the crushing bruising could still be quite fatal, but this would be determined more by the attacker's strength than anything.

Considering the new way that weapons are handled under .31, this might be one of the better ways to differentiate between weapon quality levels, in terms of game mechanics.

The attack could still slide or glance off, ofcourse, but this would be determined more by the weapon skill of the attacker vs the armour-use skill of the defender, than the quality of the armour.

Materials would come into play by allowing the armour to become "damaged". Better weapon materials could cause more damage to the armour--even if the attack didn't damage the dwarf inside--which would reduce the armour's effectiveness over time, allowing even a dwarf in artifact HFS plate to be swarmed and eventually slaughtered, if you don't manage to defeat the attackers first. This "damage" could be very temporary, only requiring the dwarf wearing it to either hang it on an armour stand, or visit a metalsmith (to reduce micromanagement), while still representing the rigors of drawn-out battles.

Other qualities of weapons would remain the same, and other types of armour could have their own set of "steps" per weapon type.

Critical hits might simply ignore any armour worn--you "found a gap".
Title: Re: Weapon research
Post by: Narmio on May 12, 2010, 06:00:55 am
I was thinking of a possible solution to the "armour vs swords" debate that everyone more than half of the people here might hopefully agree on: What if the resistance of armour plate was directly determined by quality levels?

For example: To pierce superior quality armour plate, you'd need to use a masterwork sword (2 quality levels above the armour), or an exceptional spear (1 level above), while to cut through it, you'd need an axe of equal or greater quality.

Maces would work at one quality level below the armour, and above, so superior quality maces would work fine against exceptional plate. Picks would work at 2 quality levels below, or finely-crafted, while hammers could work at 3 levels below = well-crafted.

Other weapons would have their own armour-penetrating qualities.
Halberds for instance might work at 5 levels below, making only artifact armour effective against them, while whips would probably never work against even no-quality plate.

Any lesser weapons impacting on greater armour might simply cause bruising/scratches and "fatigue damage". Ofcourse, if the weapon is being wielded by a titan, the crushing bruising could still be quite fatal, but this would be determined more by the attacker's strength than anything.

Considering the new way that weapons are handled under .31, this might be one of the better ways to differentiate between weapon quality levels, in terms of game mechanics.

The attack could still slide or glance off, ofcourse, but this would be determined more by the weapon skill of the attacker vs the armour-use skill of the defender, than the quality of the armour.

Materials would come into play by allowing the armour to become "damaged". Better weapon materials could cause more damage to the armour--even if the attack didn't damage the dwarf inside--which would reduce the armour's effectiveness over time, allowing even a dwarf in artifact HFS plate to be swarmed and eventually slaughtered, if you don't manage to defeat the attackers first. This "damage" could be very temporary, only requiring the dwarf wearing it to either hang it on an armour stand, or visit a metalsmith (to reduce micromanagement), while still representing the rigors of drawn-out battles.

Other qualities of weapons would remain the same, and other types of armour could have their own set of "steps" per weapon type.

Critical hits might simply ignore any armour worn--you "found a gap".

Those things should certainly be factors, but I don't believe a simple, binary "you fit the criteria to bypass this armour/you bounce off" system is good, from neither a realism nor gameplay standpoint.  So I agree with you, those effects should be modelled to a greater degree than they are currently.  But nothing should exclusively determine penetrative success.
Title: Re: Weapon research
Post by: SirHoneyBadger on May 12, 2010, 04:26:59 pm
You're right, Narmio. It's not really meant to be an end-all-be-all solution. But I feel it has strong potential, and I think it could atleast form a basis for moving forward, in a way that won't cause as many "facepalms" as the current debate has caused.

It's also nicely vague. We don't need to know exactly *why* superior armour is superior, or why it would be impenetrable to a finely-crafted sword.

It would also allow leather and maille (and other types of) armour to have their own expressed benefits/detriments, vs the various types of weaponry--rendering plate as something desireable, but not always the most practical solution to every problem.

Furthermore, if we were to break armour down into, say, solid plates, brigandine (including scale), lamellar, maille, boiled leather, layered silk, and quilt, each with it's own immunities/resistances, we could then eventually set up a system of realistic armour sets, based on the area of body covered, and the amount and type of armour worn on each bodypart. Which would allow for "gaps" in protection to "aim for", since the body would still need to move.

You could even do layering, in this manner, with the computer calculating the effects of a weapon penetrating one layer, and then having to penetrate the next.

You're also right that "immunity" might be too strong a word. Weapon materials and attacker strength/skill might come into play here, too, where there could be a tiny percentage chance of, say, a superdwarfenly strong sworddwarf with even a poorly crafted steel sword piercing a masterwork plate, as a rare "fluke". A copper sword would have even less of a chance, while a steel sword might have a small but decent potential to cleave copper plate of even the highest quality.

I think the percentages should be kept quite low, though, since one of the ideas here is that, over time, the armour breaks down, anyway, allowing more attacks to strike true.
Title: Re: Weapon research
Post by: Leesin on May 12, 2010, 10:29:52 pm
I disagree with any armour being impenetrable, low quality weapon vs high quality armour should still have a chance, albeit a low one. Also if armours are going to degrade in battle, I don't think we should have to micromanage that entire repair scenario either, much rather it happened automatically and wasn't tedious.

Otherwise, it definately would be good to mix all these things up and add a new depth to combat, but overcomplicating things will only lead to more things to be fixed. As it stands, the first thing I personally would like to see done, is a balancing of weapons/armour, other weapons need to be as lethal as axes, well infact, rather it be that axes are toned down and other weapons are tweaked. I also would like to see big body parts being cut off/apart less frequently, it would make it all that better when you see your dwarf cut a goblins arm off, rather than a limb falling off everytime a dwarf hits one with an axe lol.

There needs to be a middleground where no one is tottally undamaged by being hit with big metal weapons ( being wielded by someone decent anyway ) and where main limbs arent being cut off in every swing. Of course, everyones preference is going to differ from my own.
Title: Re: Weapon research
Post by: Nikov on May 12, 2010, 11:11:20 pm
So yeah. Swords.

A knightly arming sword, longsword, greatsword, whathaveyou is a killing instrument designed to eliminate all battlefield threats and defeat all battlefield armor through slashing, piercing, and blunt trauma. In slashing, the weapon is optimized for the draw cut. A draw cut runs along the target surface to slice into it. This is very ineffective against metal armors, but works well against cloth, leather or bare flesh. Slashing is almost entirely ineffective against mail and completely ineffective against plate. This is also the most efficient use of the weapon with the greatest stopping power, as it can remove entire limbs. In piercing, the weapon's straight form allows the user maximum force directly into the point of contact. A sword can pierce mail in capable hands. Given an impact squarely into plate mail in skilled hands, it may well penetrate, however underlying mail, leather and cloth armor layers will likely absorb momentum until the sword tip lacks enough force to continue forcing through the plate. For this reason, yes, a trained combatant would aim for weak points on a plate armored opponent, since not doing so would be a waste of effort. And given the expense of a sword, the combatants would be trained. Finally, when flipped over the pommel and crossguard become blunt instruments capable of concussive blows. A quick punch with a crossguard might throw an opponent off his stride but nto kill him, however a Mortschlag to the skill, helmet or not, would render an opponent dazed.

TLDR: So to be brief, swords suck against plate, are okay against mail when thrusting, and do best against leather and unarmored opponents (or just unarmored parts).
Title: Re: Weapon research
Post by: CognitiveDissonance on May 12, 2010, 11:29:41 pm
TLDR: So to be brief, swords suck against plate, are okay against mail when thrusting, and do best against leather and unarmored opponents (or just unarmored parts).


Yes, but most armor does not cover absolutely everything. In fiction, even dwarves eventually get overwhelmed through thick armor after some weak point is found.
As such, a skilled swordsman is adept at finding those weaknesses.
Title: Re: Weapon research
Post by: SirHoneyBadger on May 13, 2010, 04:44:22 am
Weapons could definitely use some balancing. I'm all for that.

For one thing, we could do with some more variety:

There are six different basic types of sword used in the middle ages: The thrusting shortsword/gladius, the rapier and other thin fencing swords, the chopping cutlass/macheti/broadsword/yataghan (and weapons like the falx, which despite being a "slashing weapon" had limited armour-rending qualities), the slashing saber/tulwar/shamshir/scimitar, the double-edged viking sword/longsword, and the two-handed greatsword/flamberg/zweihander (and hand-and-half bastard sword, which could be used either as a longsword or a greatsword, and which developed into the estoc.). Each performs differently, and is used in a different manner, in combat.

For axes, there is the hatchet/handaxe/francesca, the bearded axe/battleaxe/labrys, the two-handed long axe/lochaber axe/bardiche/sparth, and the two-handed, double-bitted bipennis (basically, a weaponized version of the common woodaxe)/doloire ("wagoner's axe", which consisted of a large, triangular blade backed with a hammer, and attached to a 5 foot shaft). Again, all four perform differently, and are used differently in combat.

Hammers come in the basic bashing variety, the beaked "warhammer" variety (a hammer with some minor features of a pick, mainly for armour-piercing), and the two-handed maul.

Maces really only have three different forms, the smooth bashing warmace/calvalry mace, the spiked or bladed mace/morningstar/holy water sprinkler, and the rare two-handed great mace/plançon a picot.

Spears can be short and one-handed (and occasionally heavy and clublike, like the godendag), two-handed, or of pike length. They can also be partisaned, up to the point of being practical tridents. Tridents themselves can be one-handed or two-handed, and spears can be bladed, as well as pointed.

Flails are another common medieval weapon. They're almost unique in having movable parts, consisting of a chain, or one to several linking sections, connecting a handle to heavy wooden or metal strikers. Flails can range in size and power from the scourge/cat-o-nine-tails (basically a more viciously weaponized version of a whip), to the classic ball-and-chain, up to a two-handed variety, which may have up to three heavy spiked balls.

Knives and daggers are another very common weapon. They range in size from tiny work-knives, that would have been carried ubiquitously, up to "knives" that only differ from shortswords, or cutlasses, in the manner in which they are used. Knives could be used for slashing, chopping, and stabbing, with the latter preferred by the nobility, in the form of daggers/roundels/poignards. Knives were also commonly used along with swords, in somewhat the same way as a buckler--namely, mostly defensively, to catch the opponent's weapon, and to block blows, while still allowing the occasional vicious stab. The long thin poignard could be quite effective against plate, being used to stab through gaps in the armour or visor, once your opponent was rendered prone. Such daggers were often very expensive, because of the demand for quality of the blade, as well as the prestige associated with them.

Picks could be weaponized, and weapons like the bec de corbin/crowbill (one handed) and lucern hammer (two handed) were, basically, this. 

Polearms came in a bewildering variety, but other than the weapons already mentioned, probably the most important were the halberd (not very dissimilar from a lochaber axe, but the addition of a long piercing spike, and a picklike beak, gave the wielder more options), the corseque/ranseur (similar to the trident, but with bladed tines), the sword-staff/rhomphaia/war scythe (a sword, scythe, or falx blade on a long pole), the military fork (basically a "trident" that was as often as not a pitchfork head on a reinforced shaft), and the billhook (a heavy chopping blade that curved back into a pronounced "hook", on a reinforced shaft).

Aside from these melee weapons (and obviously, some of these could be thrown, and there are versions of these weapons I didn't list, like the harpoon, pilum, or bolas, that are intended for throwing), bows, slings, and crossbows also came in a variety of forms.
Title: Re: Weapon research
Post by: zagibu on May 13, 2010, 01:26:15 pm
I've reorganized the original post and added a spreadsheet containing all raw data for further analysis. There are some interesting things to be found there, such as helms leading to mostly glances instead of deflections, hands and feet being more often and more severly wounded than other bodyparts (probably because of fingers and toes being cut off) and the general feeling that all this work is flawed, because some of the values behave very strangely...

Someone should probably check some combat logs and try to correlate them with the extracted numerical data to make sure there are no semantic errors in the perl script, but this stuff is already coming out of my ears...
Title: Re: Weapon research
Post by: se5a on May 13, 2010, 04:05:05 pm
RE hammers and maces sucking, I've noticed that my dwarfs don't do so well againsed hammer goblins, other weapons are fine, but for some reason they tend to come away far worse off when they're fighting a squad of hammer goblins.

Maybe it's just bad luck in my fortress.
Title: Re: Weapon research
Post by: zagibu on May 13, 2010, 05:22:54 pm
No, it's not. If you look at the tables, hammers have higher hit ratios at the "worse" metals, and goblins only have copper or iron, so that explains your situation. Hammers still suck for dwarves, though, because they have better metals available.
Title: Re: Weapon research
Post by: Geti on May 19, 2010, 07:50:39 am
Hammers still suck for dwarves, though, because they have better metals available.
fix: use poorer metals? You dont have to use steel when you've got it.
Title: Re: Weapon research
Post by: zagibu on May 19, 2010, 09:18:13 am
It still doesn't make sense to produce hammers at all, because the best hammers (silver) still suck compared to e.g. bronze swords. If there was only silver in the whole world, hammers would rule, but there are better options atm.

This has direct implications on the hammerer noble, btw. Just give everyone copper plate armor and a mail shirt and they should be quite safe from punishings.
Title: Re: Weapon research
Post by: Hyperturtle on May 23, 2010, 01:12:25 pm
Giving everyone copper plate doesn't seem reasonable in DF2010. 

perhapps modding in a wooden hammer or a glass hammer is a good idea?  I  haven't encountered any balsa wood trees, but that would make for a great hammer... for the Hammerer.
Title: Re: Weapon research
Post by: Rotten on May 23, 2010, 04:03:37 pm
Giving everyone copper plate doesn't seem reasonable in DF2010. 

perhapps modding in a wooden hammer or a glass hammer is a good idea?  I  haven't encountered any balsa wood trees, but that would make for a great hammer... for the Hammerer.
If you have Funmetal, that is even lighter than wood, and can be made into hammers. I don't think it even takes that many wafers (2-3? Not much with the massive and multiple tubes we get these days).
Title: Re: Weapon research
Post by: zagibu on May 24, 2010, 08:07:00 am
Doesn't the hammerer come with his own hammer, though?
Title: Re: Weapon research
Post by: Rolan7 on May 24, 2010, 10:53:43 am
Doesn't the hammerer come with his own hammer, though?

It can be replaced (:

I love the idea of Dwarven Justice being dispensed with a sacred nerf weapon.
Title: Re: Weapon research
Post by: Doppel on May 26, 2010, 04:00:51 am
What about wood? For example training weapons being made out of Feather Tree wood (density of 100) and actual wood weapons being made out of Blood Thorn wood (density of 1250).
Title: Re: Weapon research
Post by: darkflagrance on May 26, 2010, 09:41:09 pm
Doesn't the hammerer come with his own hammer, though?

It can be replaced (:

I love the idea of Dwarven Justice being dispensed with a sacred nerf weapon.

Does the hammerer even come any more? I thought there was no tag that allowed for his weapon.
Title: Re: Weapon research
Post by: Eagle_eye on May 26, 2010, 11:54:00 pm
We need to do this for traps...
Title: Re: Weapon research
Post by: SirHoneyBadger on May 27, 2010, 01:02:31 am
We need to do this for traps...

What if you made a platinum hammer trap?
Title: Re: Weapon research
Post by: Hague on May 27, 2010, 02:50:04 am
Well, some of the issues with blunt weapons could be handled by adding extra attacks to blunt-type weapons:

[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]
[NAME:war hammer:war hammers]
[SIZE:400]
[SKILL:HAMMER]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:50:200:bash:bashes:NO_SUB:2000]
[ATTACK:EDGE:50:50:bash:bashes:NO_SUB:2000]

By adding that, a warhammer with strike with a sharpened edge half the time, but will have a very small penetration, allowing smashing attacks to cause bleeding (and subsequently benefit from a nice edge) Granted, this won't make axes weaker, but that can be changed by adding additional attack types to axes to represent smaller hit areas with greater penetration and wider hit areas with less penetration.

Want to add a wrestling weapon that uses claws with gouging and raking attacks. Imagine adamantine tiger claws.

Also, the biggest issue with adamantine is that it's totally inelastic. It needs at least an elasticity greater than zero, if only to make it effective against high impact weapons. I'm interested to see how effective adamantine thread robes would be against things...
Title: Re: Weapon research
Post by: o_O[WTFace] on May 27, 2010, 03:32:17 am
Seriously all it takes to fix blunt weapons is multiply their contact area by around 10 (I use 10, but I also havent done arena tests.  My guess is a little lower would be more balanced, given they way they can sortof punch through armor).  They penetrate armor better then other stuff, but also kill a little slower and still cause minimal bleeding and severage, so if you don't kill the target it lives.  They become general purpose decent weapons that can be made out of basically any metal you have lying around and still work.  Maces still > hammers but I guess you could make them cost 2 bars or fiddle with the attack speeds or something. 
Title: Re: Weapon research
Post by: RysanMarquise on June 15, 2010, 09:43:45 pm
Has this been retested for later versions?

I have had my computer at this for 3 hours and have only finished one material/weapon material/armor category out of the over 150 different categories. Clearly I am not the best choice to be doing this.
Title: Re: Weapon research
Post by: zagibu on June 17, 2010, 12:07:20 pm
There's nothing in the change log of the bugtracker justifying a re-run. On the other hand, the issues are maybe not seen as bugs...

What combination have you run? I ask because the combinations vary greatly in execution length. Copper hammer against anything takes forever, while steel axe against silver, iron, copper or bronze armor is over fairly quickly.
Title: Re: Weapon research
Post by: Dr. Hieronymous Alloy on September 10, 2010, 03:13:35 pm
There's nothing in the change log of the bugtracker justifying a re-run. On the other hand, the issues are maybe not seen as bugs...

What combination have you run? I ask because the combinations vary greatly in execution length. Copper hammer against anything takes forever, while steel axe against silver, iron, copper or bronze armor is over fairly quickly.

It's been a while now, and Toady has definitely (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1110) changed a few things since these tests were first run, so it might be worthwhile to run them again and see what pops out (I admit, I'm especially interested in the overall effectiveness of bronze armor and weapons, since it's more plentiful than iron in my current fort). Hammers and whips might be especially (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2327) worth testing.
Title: Re: Weapon research
Post by: mrtspence on September 10, 2010, 03:24:36 pm
There's nothing in the change log of the bugtracker justifying a re-run. On the other hand, the issues are maybe not seen as bugs...

What combination have you run? I ask because the combinations vary greatly in execution length. Copper hammer against anything takes forever, while steel axe against silver, iron, copper or bronze armor is over fairly quickly.

It's been a while now, and Toady has definitely (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1110) changed a few things since these tests were first run, so it might be worthwhile to run them again and see what pops out (I admit, I'm especially interested in the overall effectiveness of bronze armor and weapons, since it's more plentiful than iron in my current fort). Hammers and whips might be especially (http://www.bay12games.com/dwarves/mantisbt/view.php?id=2327) worth testing.

Whips completely ignore armour and seem to do incredible damage with every hit. I suspect a bug.

I run dwarves with steel armour and steel warhammers. They kick ass. 2 of em killed 8 goblins and a goblin-brainwashed elf with ease. One lost an ear. Hammers are great as they reliably do damage--they don't seem to lop off limbs for the same sort of visceral damage as other weapons, but they will also reliably bust someone up through their armour, which edged weapons don't tend to do as effectively (seems pretty good and logical to me).
Title: Re: Weapon research
Post by: Dr. Hieronymous Alloy on September 10, 2010, 04:15:01 pm

I run dwarves with steel armour and steel warhammers. They kick ass. 2 of em killed 8 goblins and a goblin-brainwashed elf with ease. One lost an ear. Hammers are great as they reliably do damage--they don't seem to lop off limbs for the same sort of visceral damage as other weapons, but they will also reliably bust someone up through their armour, which edged weapons don't tend to do as effectively (seems pretty good and logical to me).

Yeah, steel everything works great, of course. The question I'm having to deal with is what to do when you've got limited quantities of iron/steel but lots and lots and lots of bronze. Mixed suits of steel helm/mail/gauntlets/high boots, bronze greaves/breastplate/shield, bronze warhammers and steel axes seem to do just fine against humans and goblins, but every once and a while one of my dudes gets a little cut up, so I wonder. Basically I'm just wondering "is steel necessary, or is bronze good enough for all practical purposes," given that you're normally fighting goblins wearing iron.
Title: Re: Weapon research
Post by: Alastar on September 10, 2010, 06:18:40 pm
Whips aren't bugged as such, they are just not modeled well. Their RAW entries are fine, the problem is that weapons are assumed to be rigid. Even leather whips would be excellent vs. armor since whips behave more like tiny supersonic hammers.
Bronze tends to be good enough for anything. Good compromise for blunt and bolts, but copper and silver are strong competitors. Bronze blades defeat copper but not iron, same as steel. It is also overkill or ineffective against the same things as steel when used as armor.
Title: Re: Weapon research
Post by: Urist Imiknorris on September 10, 2010, 06:41:09 pm
Quote
Even leather whips would be excellent vs. armor since whips behave more like tiny supersonic hammers.

Siggeded.

EDIT: I have now mastered the secret technique of the FOURFIVE-QUOTE SIGNATURE!

EDIT2:
I don't think it even takes that many wafers (2-3? Not much with the massive and multiple tubes we get these days).

Bug: Everything only takes one metal bar/wafer to make.
Title: Re: Weapon research
Post by: Jayce on September 10, 2010, 07:55:21 pm
My hammermen seem less to do less damage against most foes,however when i attacked a forgotten beast made of salt they one-shotted it.
Title: Re: Weapon research
Post by: Xenos on September 10, 2010, 08:05:24 pm
Hmmm....Everyone brings up bronze but why does poor little bismuth bronze get left out?  :'(
Title: Re: Weapon research
Post by: Dr. Hieronymous Alloy on September 10, 2010, 08:53:33 pm
Hmmm....Everyone brings up bronze but why does poor little bismuth bronze get left out?  :'(

Because it has the exact same properties as bronze :P

I do love the stuff though. My current fort has something like ~300 bars of bismuth bronze because I brought ~75 bismuthinite ore at embark, just for kicks.
Title: Re: Weapon research
Post by: Xenos on September 10, 2010, 08:56:55 pm
It is exactly the same?  I remember reading that adding the bismuth bumps it up a bit...:/
Title: Re: Weapon research
Post by: Dr. Hieronymous Alloy on September 10, 2010, 09:35:39 pm
It is exactly the same?  I remember reading that adding the bismuth bumps it up a bit...:/

Currently, to the best of my knowledge, it's *exactly* the same as normal bronze in terms of metal properties in the raws. However, it's still worth making, because you essentially get to trade each bar of bismuth for a free bar of tin, and bismuthinite ore is half the cost of cassiterite ore at embark, plus it's a pretty, unique color (a slightly shinier gold).
Title: Re: Weapon research
Post by: Xenos on September 10, 2010, 09:44:42 pm
Hmmmmmm...Bismuth bronze is more resistant to corrosion... (IRL) forgotten beast ichor containment suits anyone? :D

And I would love it if the metallurgy were expanded...Imagine getting a Blast furnace which requires massive amounts of coal (or be submerged in magma.  Think magma forge, but dwarfier) to fire and processes obscene amounts of ore at a time (ie, 100 ore required to fire.  you must have the actual percentage (number at 100) of ores to forge specific alloys...that would be so overly complicated and require so much micromanagement...)
Title: Re: Weapon research
Post by: zagibu on September 11, 2010, 04:38:17 am
I'm currently re-running the tests, and it does indeed seem things have changed quite a bit. It's too early yet to say anything definitive, but hammer rounds are a lot shorter now, and bronze seems to be worse than iron again, at least as armor material.
Title: Re: Weapon research
Post by: Osmosis Jones on September 11, 2010, 04:50:20 am
If you're in the process of redoing it, would you be willing to throw in platinum and aluminium for tthis round of tests? It would be interesting to see how they go.
Title: Re: Weapon research
Post by: zagibu on September 11, 2010, 05:43:59 am
I'm sorry, but this would almost double the test cases. Maybe if I can automate it better, but currently, there is quite a lot of manual labor involved with publishing the results, and 320 test cases with 10 test rounds is simply too much work.

Also, last time I checked, platinum and aluminum were not forgeable into weapons. Sure it might be interesting for artifacts or mods, but I don't feel the amount of work is currently worth the result.

If I can't reduce the manual labor, I will at least publish the standard testreports, so that interested players can put those into their df_test folder and let the script automatically skip the recalculation of the standard cases.
Title: Re: Weapon research
Post by: CinnibarMan on September 11, 2010, 07:34:54 am
So my (now) Legendary Armor-smith made me an artifact gold shield. How good is this thing?
Title: Re: Weapon research
Post by: Dr. Hieronymous Alloy on September 11, 2010, 07:50:51 am
I'm sorry, but this would almost double the test cases. Maybe if I can automate it better, but currently, there is quite a lot of manual labor involved with publishing the results, and 320 test cases with 10 test rounds is simply too much work.

Also, last time I checked, platinum and aluminum were not forgeable into weapons. Sure it might be interesting for artifacts or mods, but I don't feel the amount of work is currently worth the result.

If I can't reduce the manual labor, I will at least publish the standard testreports, so that interested players can put those into their df_test folder and let the script automatically skip the recalculation of the standard cases.

Thanks for running these so I don't have to :P

Another thing I'd really like to know is whether or not the material of a given *shield* makes a damn bit of difference, or if it's immaterial. Seems to be a decent chance given the logs that blocking with a shield is just dependent on skill, not shield material -- I've never seen a "penetrating the sheild" message.
Title: Re: Weapon research
Post by: zagibu on September 11, 2010, 08:01:43 am
So my (now) Legendary Armor-smith made me an artifact gold shield. How good is this thing?

It's a f*cking wall of gold, how bad can it be? No, seriously, artifact weapons/armor tend to be pretty badass, no matter what material they are made of. An artifact gold shield is certainly awesome.

BTW: Adamantine hammers still suck so much that a dwarf fully clad in ada armor and wielding an ada hammer loses quite often against a fellow dwarf clad in silver armor and wielding a wooden sword.
Title: Re: Weapon research
Post by: Dr. Hieronymous Alloy on September 11, 2010, 09:09:31 am
Not to be all "hey, test this too!" and stuff, but are you testing bolt materials as well? My guess is that the different mass values for silver, bronze, etc., could give some very wonky and counterintuitive results there.

Once you're done with this round, it might be worth making a new thread if the values are sufficiently different, and updating the wiki.
Title: Re: Weapon research
Post by: zagibu on September 11, 2010, 09:15:29 am
I really can't promise anything besides the standard metal close combat weapons, as I'm not only quite lazy, but also working on my bachelor thesis at the moment. What I might do at some point is extend the script a bit and write a detailed step by step instruction for people wanting to run their own tests.

It might be quite difficult to define "round over" conditions for ranged tests, because well-armored dwarfs might actually survive 99 bolts.
Title: Re: Weapon research
Post by: zagibu on September 12, 2010, 05:04:06 am
It has indeed changed A LOT. Silver hammers are awesome now, they penetrate all armor up to steel with 100% efficiency, steel armor with 93% efficiency and adamantine with 87%. Similar results for steel hammers (100% up to bronze, steel at 97%, adamantine at 82%). Even adamantine hammers have gotten a bit better, with chances to penetrate silver armor at 48%, copper armor at 21%, then getting worse and worse up to adamantine at 9%.

I still need help classifying the wounds into light, medium and heavy. If you want to help, please simulate some arena rounds with standard weapons (hammers, maces, axes, swords, spears), read the combat log and try to classify the combat messages into the three wound severity classes.
Title: Re: Weapon research
Post by: Laiska on September 12, 2010, 07:58:26 am
1: bruising
2: fracturing
3: chipping
4: shattering
5: tearing
6: tearing apart

(sometimes it says "bruising the muscle and the bone and and and")
1,2,3,4 the skin, the bone
1,5,6 the muscle, the fat, the heart, the guts, the brains(death here yey), etc...
the severed part sails off in an arc!
An artery has been opened by the strike
A tendon in the *** has been torn!
a ligament has been torn
a tendon has been torn
a major artery ***(in the heart, may happen elsewhere.. maybe) has been opened by the strike
in the *** with his/her *** shattering it!
jamming the *** through the ***


any hit in brains kills, critical hits to legs or arms may result to enemy dropping the weapons, tearing guts makes the guy sick and vomitting, tearing lungs makes the lad to have a trouble to breath
Title: Re: Weapon research
Post by: zagibu on September 12, 2010, 08:22:12 am
And what belongs to what wound severity class?

BTW: I have posted the new hammer data in the OP.
Title: Re: Weapon research
Post by: Rask on September 12, 2010, 09:37:41 am
And what belongs to what wound severity class?

BTW: I have posted the new hammer data in the OP.

It looks as if the material of the hammer has become irrelevant, as long as it isn't adamantine: all are deadly.
Title: Re: Weapon research
Post by: csebal on September 12, 2010, 10:18:44 am
Do blunt weapons benefit from quality multipliers? From what i have heard, those multipliers only really benefit the edged / pointy weapons. If so, then even if default hammers might be comparable to default axes now, maybe even better than them, they are no match for quality axes. Also would be interesting to know how armor quality influences defense against weapons of various quality.

My 3 militia dwarves in exceptional steel armor using similarly good quality steel axes have hacked their way through multiple ambushes by now without taking a scratch. They are not even near legendary in skills, so its not the untouchable legendary terminator syndrome. They have lvl6 axe, lvl4 armor user, lvl2 shield user, lvl8 fighter and lvl1 or 2 dodger. I do believe they picked dodging up during the last ambush that consisted of archers. :) none of them managed to fire more than two shots, as whenever a militia dorf reached them, the first thing to go was the hand holding the crossbow :) All the shots were either blocked, or failed to penetrate the armor.
Title: Re: Weapon research
Post by: Dr. Hieronymous Alloy on September 12, 2010, 10:45:53 am
It looks like bronze armor is uniquely good against hammers, too. It might be worth making bronze greaves and breastplates and steel chain underneath.
Title: Re: Weapon research
Post by: zagibu on September 12, 2010, 11:04:36 am
Do blunt weapons benefit from quality multipliers? From what i have heard, those multipliers only really benefit the edged / pointy weapons. If so, then even if default hammers might be comparable to default axes now, maybe even better than them, they are no match for quality axes. Also would be interesting to know how armor quality influences defense against weapons of various quality.

My 3 militia dwarves in exceptional steel armor using similarly good quality steel axes have hacked their way through multiple ambushes by now without taking a scratch. They are not even near legendary in skills, so its not the untouchable legendary terminator syndrome. They have lvl6 axe, lvl4 armor user, lvl2 shield user, lvl8 fighter and lvl1 or 2 dodger. I do believe they picked dodging up during the last ambush that consisted of archers. :) none of them managed to fire more than two shots, as whenever a militia dorf reached them, the first thing to go was the hand holding the crossbow :) All the shots were either blocked, or failed to penetrate the armor.

Problem is: you can't choose weapon quality in arena mode.

It looks like bronze armor is uniquely good against hammers, too. It might be worth making bronze greaves and breastplates and steel chain underneath.

The new data shows that bronze armor is actually the second-worst armor against hammers. Are you reading the old data? The green value is percentage of penetration, not percentage of deflection.
Title: Re: Weapon research
Post by: Dr. Hieronymous Alloy on September 12, 2010, 11:31:28 am

The new data shows that bronze armor is actually the second-worst armor against hammers. Are you reading the old data? The green value is percentage of penetration, not percentage of deflection.

d'oh! yeah, I was reading it backwards (at the "0%"s in the red column)
Title: Re: Weapon research
Post by: Laiska on September 12, 2010, 11:38:29 am
And what belongs to what wound severity class?
Thats needs more figuring out.
but here's my thoughts so far:
Critical:
Severed parts - either a kill or severe disability.
any poke to brains. (jamming the skull thru, or bruising em works)
heart has been tore apart! (should kill, but atm it doesnt kill on the spot.)
Mediocre:
Shattered bone
tear apart lungs, gut,stomach, fat, muscle etc. makes the enemy to faint/unable to react on a high reliability.
many tendons (or whatever) have been torn!
major artery in the heart has been torn!
a hit with more than 2 bruising/fracturing/chipping/tear effects.
Minor:
anything else but the bruising the skin hit, it helps the enemy just to get irritate.

now peeps go and figure out how the list should read, these come from 5 fights from arena, so some off the info is missing im sure.
Title: Re: Weapon research
Post by: zagibu on September 12, 2010, 12:21:48 pm
Seems like a pretty sensible classification so far, thanks.

BTW, adamantine maces take forever to test. I suppose they are much worse than wooden weapons. Actually, in the adamantine hammer tests, the dwarf with the wooden sword usually won. And maces seem to be worse than hammers overall, so...
Title: Re: Weapon research
Post by: zagibu on September 12, 2010, 05:37:31 pm
Yep, maces ARE worse than hammers (see new data in OP). Also, bronze armor really seems to be worse than copper armor, so at least against blunt weapons, the armor hierarchy is adamantine > steel > iron > copper > bronze > silver, with only adamantine providing okay protection against maces, but not against hammers. As for blunt weapon hierarchy: silver = copper = iron = bronze = steel >>> adamantine.
Title: Re: Weapon research
Post by: Urist Imiknorris on September 12, 2010, 07:23:06 pm
You can't make silver armor.
Title: Re: Weapon research
Post by: forsaken1111 on September 12, 2010, 08:35:13 pm
You can't make silver armor.
Not normally no, pretty sure they're doing arena testing where you can make any material into armor/weapons.
Title: Re: Weapon research
Post by: zagibu on September 13, 2010, 01:12:42 am
You can't make silver armor.

Hah, I wasn't even aware of this. Thought you could make armor from any material you could make weapons from. Has this changed or was it always like that (I've never felt like actually producing silver armor in any of my fortresses). The wiki also implies you can make armor from silver on the armor page (but I have checked in-game, and it's true that you can't in v0.31.12).
Title: Re: Weapon research
Post by: Alastar on September 13, 2010, 04:56:08 am
In my less formal tests, there appeared to be differences in the materials for blunt weapons but no clear hierarchy. Density becomes more important as armor increases, toughness against lightly armoured  or naked opponents. So a steel mace would be a general purpose weapon, a silver warhammer would be a dedicated can opener.

With projectiles, it appears to be more or less the other way round - steel is always too light, but bronze and copper seem good against armor, silver against flesh.
Title: Re: Weapon research
Post by: zagibu on September 13, 2010, 05:43:23 am
Spear data is out, and they, too, have been affected by the changes. The situation is a bit less binary now, so that even spears made from "bad" metals have a fair chance of piercing armor made from "good" metal (e.g. copper spear vs. iron armor: 42%, only steel and adamantine armor seem to protect universally well). Steel and adamantine spears still pierce everything except armor made from their own material or better. Iron armor now works against bronze spears, and is overall better than bronze armor in spearfights. Copper armor is sometimes better (against silver spears) and sometimes worse (against iron spears) than bronze armor.

I guess steel armor has become a necessity again.

In my less formal tests, there appeared to be differences in the materials for blunt weapons but no clear hierarchy. Density becomes more important as armor increases, toughness against lightly armoured  or naked opponents. So a steel mace would be a general purpose weapon, a silver warhammer would be a dedicated can opener.

Interesting. Maybe I should also include a round for unarmored victims, although I guess almost all weapons work quite well against those.
Title: Re: Weapon research
Post by: zagibu on September 13, 2010, 08:16:16 am
Sword data is here. They have been nerfed. Copper swords are now pretty much blocked by silver armor, bronze swords by iron armor and iron swords are almost identical to bronze swords, except that they penetrate silver armor even better. Iron armor now blocks at least some of the strikes of a steel sword, but only 15%. Adamantine swords remain awesome.
Title: Re: Weapon research
Post by: Dr. Hieronymous Alloy on September 13, 2010, 11:26:13 am
Zagibu --

I'm still confused by the bronze armor / hammer results. Why are there apparently no Yellow or Red wounds at all from bronze, iron, or even steel hammers vs. bronze armor, but 100% green and 100% orange results? Does this mean that a hammer hitting bronze armor will automatically break a limb but will never kill the dwarf, or . . .?
Title: Re: Weapon research
Post by: zagibu on September 13, 2010, 11:48:15 am
Green is just the hit ratio, it means how many hits got through the armor. So, 80% HR means 4 of 5 hits got through, and one was deflected. The wound severity classes are an attempt to rate the damage of those hits that got through. It's a pretty arbitrary classification at the moment, for I have asked the community during the first tests to come up with a desired classification, but got no answer, so I've tried to classify them myself (if I remember correctly, severed limbs and cut arteries are heavy, broken bones and damaged organs are medium and everything else is light). All wound severity percentages (yellow, orange and red) signify how many of the inflicted wounds below to the respecting category. So, for hammers against bronze armors, the green number means that (except for adamantine hammers), none of the hits were completely deflected by the armor (so all did damage), and almost all blows were of medium severity.

I plan to analyse the wound severity more accurately later. I only pasted the new results into the same spreadsheet to make them directly comparable to the old results. Take all current wound severity classifications with a grain of salt.
Title: Re: Weapon research
Post by: Dr. Hieronymous Alloy on September 13, 2010, 12:00:15 pm
Ok, that makes sense.

Personally, I think I basically divide wounds into the following categories:
1) The dwarf doesn't notice them and keeps fighting (light bruising)
2) The dwarf keeps fighting but will need medical treatment afterwards (broken fingers, maybe?)
3) The dwarf stops fighting / can't move on his own (broken hips, legs, arms)
4) The dwarf finally gets to use that tomb I'd assigned him.
Title: Re: Weapon research
Post by: zagibu on September 13, 2010, 05:20:13 pm
I've posted axe data. They, too, have been nerfed. So much, actually, that only steel and adamantine are worth anything in combat against armored targets. Seems like you should stick with hammers and spears in v.12.
Title: Re: Weapon research
Post by: veok on September 13, 2010, 08:06:33 pm
It's looking like Iron armor beats bronze again... or am I reading the data wrongly?
Title: Re: Weapon research
Post by: jei on September 14, 2010, 05:13:43 am
Is there some way to put demons and FBs on testing arenas?
Title: Re: Weapon research
Post by: zagibu on September 14, 2010, 05:56:53 am
Yeah, that's true. Bronze is sometimes worse than copper and other times better. But it's pretty universally worse than iron.

Clowns are not in the creature list, probably because this could spoil the fun of discovering them yourself. Forgotten beasts and titans are procedurally created, and also don't appear in the list.
Title: Re: Weapon research
Post by: Rask on September 14, 2010, 06:23:45 am
I've posted axe data. They, too, have been nerfed. So much, actually, that only steel and adamantine are worth anything in combat against armored targets. Seems like you should stick with hammers and spears in v.12.

Why spears? Swords seem to inflict more heavy wounds than spears when using the better materials, especially adamantine.

Also, testing picks could be interesting. In my own tests, none of the weapons available in fortress mode took down bronze collossi as fast as picks.
Title: Re: Weapon research
Post by: zagibu on September 14, 2010, 08:05:56 am
I've posted axe data. They, too, have been nerfed. So much, actually, that only steel and adamantine are worth anything in combat against armored targets. Seems like you should stick with hammers and spears in v.12.

Why spears? Swords seem to inflict more heavy wounds than spears when using the better materials, especially adamantine.

Also, testing picks could be interesting. In my own tests, none of the weapons available in fortress mode took down bronze collossi as fast as picks.

Yeah, you're right, if you got access to adamantine, swords and axes are certainly better. But for steel weapons, spears penetrate armor already a little better. And if you go further down in the metal hierarchy, spears become much better at that.

Maybe the wound severity analysis which i'm planning to do later might show that spears don't kill fast enough, so that swords/axes would indeed be the better choice...
Title: Re: Weapon research
Post by: Proteus on September 14, 2010, 08:20:30 am
It might also interesting to analyse, how long it takes till the enemy is rendered harmless
(i.e. not able to put up any effective fight anymore, be it because he lost his arms and cannot wield any weapons,
or maybe because due to critical hits he constantly passes out [and/or tries to flee instead of fighting, due to the wounds sustained]) 
Title: Re: Weapon research
Post by: Khift on September 14, 2010, 10:14:24 am
Very interesting research data; provides some real, factual basis to discussion on combat mechanics and how to gear our dwarves out.

I'm really, really disappointed in bronze. There's a huge gap between iron and steel that bronze should fill, but simply doesn't. Toady should get on that.

Maces definitely seem worse than hammers straight out. I don't see what benefit a mace would have over a hammer in this data.

With regards to hammer materials, they're all pretty equal, but I'd give a slight edge to steel. Steel seems to have a slightly higher rate of red wounds across the board. All materials of hammers are equally ridiculous against all armor, however. It doesn't matter what you're wearing; if you're facing a hammer, you're in deep shit unless you have good shield skill. This really shouldn't be.

Spears are surprising; I didn't see that one coming. It seems that spears only need to be one 'step' higher than the opponent's armor to be effective, whereas swords and axes require two 'steps' (iron -> steel counts as two because bronze should be in the middle). An iron spear happily dominates copper armor, whereas an iron axe will struggle. Steel spears, however, are outclassed by steel axes and steel swords, although not by a ton. Mix this in with the fact that spears are very effective against large forgotten/mega beasts and I think I'll have to use these a bit more often.

I have to wonder if these tests could be replicated with crossbow bolts. There's a lot of confusion as to which material to make bolts out of at the moment. It's probably an order of magnitude more complex than these tests, but it would help a ton if you could figure out a way to test it.

All things said and done, the only big change I'm planning on making is I'll be kitting my soldiers out with iron before steel instead of bronze before steel. Axes and swords are still ridiculously effective when made out of steel (or, god forbid, adamantine) and used against iron and copper clad goblins (or bronze clad humans, which turns out are actually more poorly protected). Really and truly unless you're playing a mod that adds a steel clad sieging race there isn't any need to use any other weapon. All this diversity is pretty much moot because the qualifications to turn axes into god-mode weapons are so easy to achieve (two steps above the opponent's armor material).
Title: Re: Weapon research
Post by: Dr. Hieronymous Alloy on September 14, 2010, 11:05:16 am
Very interesting research data; provides some real, factual basis to discussion on combat mechanics and how to gear our dwarves out.

I'm really, really disappointed in bronze. There's a huge gap between iron and steel that bronze should fill, but simply doesn't. Toady should get on that.


I think Toady set the current values (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1110) based on some extensive research people did re: historical accuracy (see this post (http://www.bay12forums.com/smf/index.php?topic=55348.msg1199260#msg1199260)). For gameplay value it might be nice if bronze were slightly better than iron, but in historical terms, it looks like iron weapons really were better.
It might be possible to look at the values Dwarfoloid researched and choose a more "optimally balanced" set, with a slightly stronger bronze and a slightly weaker iron, but I lack the expertise to do that.

It seems like picking iron/ bronze values is essentially picking the technological era of the game. Since there's plate mail and so forth, a later middle ages setting makes sense, which would mean better iron and worse bronze. But, then again, dwarves are magical, and dwarves being the only steelcrafters shows they've got a higher level of technology than the other races. So, complex problem.


Maces definitely seem worse than hammers straight out. I don't see what benefit a mace would have over a hammer in this data.

With regards to hammer materials, they're all pretty equal, but I'd give a slight edge to steel. Steel seems to have a slightly higher rate of red wounds across the board. All materials of hammers are equally ridiculous against all armor, however. It doesn't matter what you're wearing; if you're facing a hammer, you're in deep shit unless you have good shield skill. This really shouldn't be.


Yeah, hammers clearly need a slight rebalancing downward. They were too weak before, now they're too strong, maybe a middle value?
Title: Re: Weapon research
Post by: jei on September 14, 2010, 11:32:55 am
It might also interesting to analyse, how long it takes till the enemy is rendered harmless
(i.e. not able to put up any effective fight anymore, be it because he lost his arms and cannot wield any weapons,
or maybe because due to critical hits he constantly passes out [and/or tries to flee instead of fighting, due to the wounds sustained])
The length (in lines) of any single battle log might be a good indication.

Would be nice if dwarves were automatically released of their kill orders when the target dies..
Title: Re: Weapon research
Post by: Khift on September 14, 2010, 12:11:07 pm
Very interesting research data; provides some real, factual basis to discussion on combat mechanics and how to gear our dwarves out.

I'm really, really disappointed in bronze. There's a huge gap between iron and steel that bronze should fill, but simply doesn't. Toady should get on that.


I think Toady set the current values (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1110) based on some extensive research people did re: historical accuracy (see this post (http://www.bay12forums.com/smf/index.php?topic=55348.msg1199260#msg1199260)). For gameplay value it might be nice if bronze were slightly better than iron, but in historical terms, it looks like iron weapons really were better.
It might be possible to look at the values Dwarfoloid researched and choose a more "optimally balanced" set, with a slightly stronger bronze and a slightly weaker iron, but I lack the expertise to do that.

It seems like picking iron/ bronze values is essentially picking the technological era of the game. Since there's plate mail and so forth, a later middle ages setting makes sense, which would mean better iron and worse bronze. But, then again, dwarves are magical, and dwarves being the only steelcrafters shows they've got a higher level of technology than the other races. So, complex problem.
I can understand and appreciate the historical accuracy of it, yeah. I'm just miffed at how poor it is for actual gameplay. With how precious iron is on most maps I can't stand to use it for anything other than steel production and in the event that a new player embarks on a map with no iron at all (which is much more likely than you would expect) that player is completely screwed under this system. This could be solved by adding small iron deposits (limonite, perhaps) to select metamorphic and igneous intrusive stone layers; I am against all of them having it, but it needs to be more common than it currently is.  Perhaps give it to some of the more boring stones like phyllite, diorite, slate and quartzite, all of which have no notable unique properties as layers at the moment.

Additionally, bronze should be better when compared to copper than it currently is. It is not historically accurate to have bronze and copper be nearly identical in quality. These tests indicate that in armor bronze has a slight advantage over copper, but in weapons it frequently performs more poorly. You can't sell that as historically accurate; something is amiss here. It could definitely use to be adjusted upwards to give it a more solid position between copper and iron.
Title: Re: Weapon research
Post by: Dr. Hieronymous Alloy on September 14, 2010, 01:04:33 pm

Additionally, bronze should be better when compared to copper than it currently is. It is not historically accurate to have bronze and copper be nearly identical in quality. These tests indicate that in armor bronze has a slight advantage over copper, but in weapons it frequently performs more poorly. You can't sell that as historically accurate; something is amiss here. It could definitely use to be adjusted upwards to give it a more solid position between copper and iron.

This is a really good point. I think what happened is that when Toady re-normed bronze based on the historic values, he didn't correspondingly lower the values for copper, so we've got values for modern copper vs. values for Homeric-era bronze. So copper probably needs to be dropped down a bit so that bronze is generally better than copper across the board.

I notice that often even in the "iron age," that typically meant iron weapons, not iron armor. Would it be possible to give bronze a set of values such that it was better than iron for armor, but less useful for weapons?

If the script for people to do their own testing gets posted, we should be able to run enough tests to come up with some "ideal" values for the various metals, then we can hand those to Toady as finished work and all he'll have to do is change the raws.
Title: Re: Weapon research
Post by: zagibu on September 14, 2010, 03:02:40 pm
I'm working on the script, and I've already got the general purpose simulator set up. What still needs to be done is the evaluation of the logs. I did this with a very specific perl script with lots of hardcoded data, so I'll have to work on that, too.

I think in the end it should be possible to test crossbows with the script.
Title: Re: Weapon research
Post by: kuketski on September 15, 2010, 06:14:52 am
Nice work, gathering all the data!

forgive me if im asking, what already what have been answered, but
does size and material affects attack speed?

an attack with twohanded sword have much more momentun then attack with shortsword and time needed to finish current attack and start next one differs greatly.

and if, using size(centimeters cubed) and density (steel - 7850 kg/(meters cubed)), we calculate weight - axe(size:800)`s is 6,28kg and sword(size:300)`s is 2,355kg it`ll make sence perfectly.

And i`d say its hell of a difference!

and while axedwarf striking once with his steel battle axe(6,28kg), sworddwarf can attack twice or thrice as steel shortsword(2,355kg) is lighter and easier to handle.

EDIT: And how about pick as weapon? some tests shows, that it`s slightly better then axe in some cases.
Title: Re: Weapon research
Post by: Khift on September 15, 2010, 08:06:29 pm
I have to say that with the obsidian sword bug fixed I am definitely interested in seeing how that performs.
Title: Re: Weapon research
Post by: zagibu on September 16, 2010, 04:38:07 pm
I have posted the simulator in the OP. I'm still working on the evaluator, but this way ppl can already start and maybe use their own tools or just get a head start until the evaluator is ready (some tests can take some time).
Title: Re: Weapon research
Post by: Lemunde on September 16, 2010, 05:23:56 pm
Am I reading that right? Do silver hammers actually get 80 percent hits and do mostly moderate damage against adamantine armor?
Title: Re: Weapon research
Post by: Rask on September 16, 2010, 05:27:51 pm
Am I reading that right? Do silver hammers actually get 80 percent hits and do mostly moderate damage against adamantine armor?

Not necessarily.

I did a few short tests in .13  with two adamantium-clad dwarves wielding steel warhammers in the arena. (Adamantium values of 5,000,000 in the raw were all modded down to 4,000,000 because I heard that the five million ones make it unmineable. This makes the tested adamantine weaker than the unmodded one)

The difference between the fighters was that one was a grandmaster armour user, while the other was unskilled in armour use. For the grandmaster, his adamantine armour reliably deflected the steel warhammers, while for the dabbler, every hit bruised something. Thus, armour use is much more important than I thought. Also, all kills on the grandmasters were headshots. I assume they hit the area left unprotected by the helmet. Since I cannot make adamantine hoods in the arena, I cannot test that theory.
Title: Re: Weapon research
Post by: zagibu on September 17, 2010, 02:18:05 am
Am I reading that right? Do silver hammers actually get 80 percent hits and do mostly moderate damage against adamantine armor?

They do for hammerer:proficient and armor user:proficient. I haven't tested with other skills. Skilltesting would be interesting as well, and maybe someone will do it, once the evaluator is ready.
Title: Re: Weapon research
Post by: Funk on September 17, 2010, 08:54:52 am
im testing obsidian sword now,in the arena.
there not sharp(there low weight may not help matters)soplane wood is better right now.

weapon reaction (based/for on Wanderer's Friend)
Spoiler (click to show/hide)
Title: Re: Weapon research
Post by: VerdantSF on September 29, 2010, 08:42:11 pm
Maces and shortswords seem like poor cousins to warhammers and battleaxes, which seem to do a better job in their damage categories.  Do they have other intrinsic qualities that help in other ways?
Title: Re: Weapon research
Post by: Xenos on September 29, 2010, 08:44:17 pm
does speed play into it?  ie, can they attack more frequently than the larger weapons?  If so, then a swarm of steel shortswords in skilled hands would could get more hits in the same amount of time than a steel battle axe.  This would make a larger difference against more heavily armored enemies where shots can be deflected.
Title: Re: Weapon research
Post by: slothen on September 29, 2010, 09:33:53 pm
I assume from these changes we can infer some things about trap components?  Perhaps bronze serrated disks aren't the (cheap) god-trap now against iron clad goblins?
Title: Re: Weapon research
Post by: zagibu on September 30, 2010, 03:59:06 am
does speed play into it?  ie, can they attack more frequently than the larger weapons?  If so, then a swarm of steel shortswords in skilled hands would could get more hits in the same amount of time than a steel battle axe.  This would make a larger difference against more heavily armored enemies where shots can be deflected.
The wiki says yes.

I'm still working on the log-parser from time to time, but to be honest, I don't really see a way to generalize it, yet.
Title: Re: Weapon research
Post by: Fredd on October 07, 2010, 12:00:32 am
You still need to remember the damages different weapons offer. Swords are more of a slashing attack, minor piercing. Hammers have bludgeon, while axes have all three. As for armor, look back at Romes Legions.Ever wonder why they moved from bronze armor to iron? As for maces, weapon speed was faster than a hammers. Still also take into account a weapons ability to hold a edge, or a sharp point, after repeated strikes.
Title: Re: Weapon research
Post by: Osmosis Jones on October 07, 2010, 12:25:24 am
As for armor, look back at Romes Legions.Ever wonder why they moved from bronze armor to iron?

Iron was cheap and plentiful. Tin and copper, not so much, and never in the same locations.
Title: Re: Weapon research
Post by: BigJake on October 07, 2010, 12:32:06 am
Most of the tin in the ancient west was imported from the Tin Isles, aka Britain.  That's a LONG, EXPENSIVE journey.  Couple this with how hard it is to make bronze mail as compared to iron and you've got your iron-prevalence.  Iron was never a more effective weapon (Blunt weapons excluded, of course.  Look at how well the Illyrians did with stone clubs.) or armor material.
Title: Re: Weapon research
Post by: absynthe7 on November 04, 2010, 09:23:02 am
Does anyone have any thoughts as to what materials do better for Crossbow bolts? Also, is there any benefit to using leather armor?
Title: Re: Weapon research
Post by: Alastar on November 04, 2010, 02:06:15 pm
Silver, copper and bronze bolts all performed well for me without a clear winner. Interestingly, the order was reversed compared to blunt weapons: Silver being strongest against flesh, bronze against armour. Iron, steel and admantine performed poorly.
Title: Re: Weapon research
Post by: Pirate on November 15, 2010, 09:06:49 pm
Does the data from the first post apply to the latest version (0.31.17)?
Title: Re: Weapon research
Post by: zagibu on November 16, 2010, 07:21:03 am
The data was gathered at the beginning of September 2010, with Version 0.31.12, IIRC, so if there have not been combat modifications since, it should still be current.
Title: Re: Weapon research
Post by: darkflagrance on November 16, 2010, 07:22:18 am
Well, the adamantium we have now might be stronger than the addy that was tested.

Am I reading that right? Do silver hammers actually get 80 percent hits and do mostly moderate damage against adamantine armor?

Not necessarily.

I did a few short tests in .13  with two adamantium-clad dwarves wielding steel warhammers in the arena. (Adamantium values of 5,000,000 in the raw were all modded down to 4,000,000 because I heard that the five million ones make it unmineable. This makes the tested adamantine weaker than the unmodded one)

The difference between the fighters was that one was a grandmaster armour user, while the other was unskilled in armour use. For the grandmaster, his adamantine armour reliably deflected the steel warhammers, while for the dabbler, every hit bruised something. Thus, armour use is much more important than I thought. Also, all kills on the grandmasters were headshots. I assume they hit the area left unprotected by the helmet. Since I cannot make adamantine hoods in the arena, I cannot test that theory.

Title: Re: Weapon research
Post by: zagibu on November 16, 2010, 10:38:40 am
Well, testing with different skills is certainly going to yield different results. But yeah, things really might have changed.

I've posted the hardcoded evaluator script that produced the results in the original post. The generic evaluator turned out to be much more complex than I imagined, and is currently on hold. I also don't have the time to re-run the tests myself, ATM, but maybe someone else can do it with the provided material.

I've also posted a spreadsheet into which the results from the perl script can be pasted, for easier summation and averaging.
Title: Re: Weapon research
Post by: Pirate on November 16, 2010, 11:53:35 am
Thanks. I'll try to find some time this week and run some tests myself.
Title: Re: Weapon research
Post by: Smackinjuice on December 04, 2010, 07:40:38 pm
I'm bumping this to see if anyone has figured out more changes, or if there are other threads going on that i haven't found.

I been doing a LOT of tests myself, and they seem to change every day! this game is like random to the max :D

seems like everything just influences, but is not the end all.
Title: Re: Weapon research
Post by: zilpin on December 04, 2010, 11:34:42 pm
seems like everything just influences, but is not the end all.

It's worse than that.
You don't even know what all the influencing factors are.
I think that the way body and organs are simulated heavily influences this.  Especially, bleeding.

After modding standard flesh layers to not bleed, but leaving internal organs bleeding, results were a bit more consistent.
But then nobody dies from dismemberment, so next I'm modding bone to bleed.

In DF, realistic results require supremely unrealistic data be fed to the simulator.
Title: Re: Weapon research
Post by: Norseman on December 05, 2010, 06:04:33 am
It seems to be not quite balanced yet. A bronze-clad platinum-hammer wielder wins almost every time against steel armored dwarves, no matter what weapons they have (except slade hammers, which are even better, of course). Every blow seems to break bone, even through the armor.
Why is this bad?

A platinum hammer would have considerably more force behind it than a steel hammer, assuming one was strong enough to swing it. Bronze is arguably a much better metal for armor than iron and is probably as good as steel, or so close as to make little difference. The platinum hammer, being far denser than steel, is going to shatter armor and bones quite easily.

Seems to be alright to me.

There's a few problems. More weight is not always better - there is an ideal strength:weight ratio. There's also differences in metal strengths, and bronze is not a great choice for armor.

We can look at two different kinds of strength to compare the different metals you mentioned.

Shear strength is the kind of strength that is important when deciding if your hammer's handle will break. You have shear stress when you're using your hands to push it one way, but the target's body is resisting, or the end of the hammer is very heavy and needs a lot of force to move. This is measured by the Shear modulus (http://en.wikipedia.org/wiki/Shear_modulus). Low shear strength would mean the handle breaks, or is a bit wobbly, like it's made of rubber.

Compression strength is the kind of strength that is important when your hammer's head strikes your enemy's armor. There will be a lot of force in the impact, and the head of the hammer will be compressed. If it has high compression strength, it will do a lot of damage because it will not yield on impact - it will simply smash through what it hits. If it has low compression strength, it would be like a wet towel - no matter how fast you swing it, it's going to be soft when it hits, so it will transfer all of its impact energy slowly, causing less damage. Compression strength is measured by the Bulk modulus (http://en.wikipedia.org/wiki/Bulk_modulus).

While a rubber stick with a wet towel on the end of it might be loads of fun for smacking people, it's not likely to kill anyone no matter how heavy the towel is, so you want as much shear strength and compression strength as possible.

Let's compare the shear strength, compression strength, and density of platinum, bronze, and steel.

Metal, Shear strength, Compression strength, Density
Platinum61 GPa230 GPa21.5 g·cm−3
Bronze44.8 GPa112 GPa8.96 g·cm−3
Cast steel78 GPa139 GPa7.8 g·cm−3

Reference for shear strength. (http://www.engineeringtoolbox.com/modulus-rigidity-d_946.html)
Reference for compression strength. (http://www.engineeringtoolbox.com/bulk-modulus-metals-d_1351.html)

So, we can see that platinum is awesome for hammer heads - it's both incredibly dense and has enormous compression strength. Steel is clearly better than bronze, but it's a bit light. It happens to have better shear strength than platinum, however, so it might make for a nice handle, since it's both lighter and stronger in that role.

For armor, bronze is a bad choice because its shear strength is only 57% of steel's shear strength. To make matters worse, bronze armor would be denser, so you'd either have to use thinner armor to make it comfortable, or make the armor nearly twice as thick (and very heavy) to provide about the same protection as steel. Bronze is inferior to steel in just about every way.

Now, that's not all that's wrong with those results. I mentioned weight above, so let's look at that now.

Different weights should be ideal for different levels of strength. Clearly, an extremely dense hammer is not going to be helpful to someone who isn't very strong. Even if they could pick it up, they wouldn't be able to get it going fast enough to do any real damage. In a low-speed impact, you simply get pushed back a little bit, and maybe a bit bruised if you're not wearing any armor. In a high-speed impact, your body doesn't get the chance to move much before the damage is done. This is why a 1 lb. hammer will do more damage than a 100 lb. hammer, unless you happen to be really, really, really strong.

A modern steel sledgehammer might weigh 15 pounds. If you make it out of platinum, either you'd need to make it very thin (and weak), or you'd need to make it very heavy, in other words, it would weigh 41 pounds instead of 15 pounds. Now, that's great if you're really strong. However, for a dwarf without any strength enhancements, 41 pounds would probably be too much, and that kind of sledgehammer would be damn slow. You could easily dodge it, and, even if it did hit you, it would do much less damage than if that same dwarf used a 15 pound sledgehammer.

Tl;DR Ideally, a dwarf would be armed with a sledgehammer with a platinum hammer-head, a steel shaft, and steel armor, and, ideally, the hammer would be made larger or smaller to fit the dwarf's strength.
Title: Re: Weapon research
Post by: zagibu on December 05, 2010, 07:36:58 am
So the ideal warhammer would have a steel shaft and a platinum cylinder with the diameter of a nickel encased by steel (to make it lighter compared to full platinum) as a head?
Title: Re: Weapon research
Post by: Norseman on December 05, 2010, 08:50:39 am
So the ideal warhammer would have a steel shaft and a platinum cylinder with the diameter of a nickel encased by steel (to make it lighter compared to full platinum) as a head?

The steel shaft and platinum cylinder are correct, but the diameter of a nickel and the steel casing are not ideal.

The steel on the hammer-head is unnecessary. You want the hammer-head to be heavy - not too heavy, but heavy enough that you can still swing quickly and do some serious damage. The reason is because the hammer head will be moving quickly, so it's the part which will do damage. The shaft will not be moving as fast as the hammer head, so the shaft's weight will not contribute much to the damage that you do. A heavier shaft will just make you tired, while a heavier hammer-head will cause more damage, at least until it gets too heavy and you start swinging very slowly.

What you've described is a bit more like a pick - a fairly light head with a narrow tip designed for piercing. I can see how a war hammer like you've described might easily get stuck in a shield. If you don't want to pierce creatures, then the tip should be broad enough so that it won't go through things. Ideally, the head would have about the same diameter as a tennis ball, but it should be flat, of course.

Edit: Also, keep in mind that different dwarves would be best suited to different war hammers. A very strong dwarf might need a war hammer with a very long shaft and very heavy hammer-head so that he can use his strength to inflict as much damage as possible. Imagine giving a child a 1 lb. hammer, and a 15 lb. sledgehammer. The child will do much more damage with the 1 lb. hammer. Now give those two hammers to an ordinary man. Now the sledgehammer is the better choice. This is simply because you need to get the sledgehammer up to a reasonable speed before it can do any damage, and, if you're strong enough to do that, then a 1 lb. hammer will not make full use of your strength. A child can't get the sledgehammer to move quickly, so it's not very dangerous. An adult can get a 1 lb. hammer to move quickly, but it doesn't have as much leverage or mass, so it doesn't provide the same impact as a sledgehammer.
Title: Re: Weapon research
Post by: zagibu on December 05, 2010, 09:17:02 am
What i meant was something like this:
Code: [Select]
_________
/         \
===========
\_________/
    | |
    | |
    | |
    | |
    | |
    | |
    |_|
    |_|
    |_|
    |_|
    |_|
    \_/
The ===== would be the platinum cylinder (not to scale, just to give the idea where it would be located). My idea was to keep the platinum part as small as possible. The steel around the platinum cylinder would only be for additional weight, if the platinum cylinder alone was not heavy enough.
Title: Re: Weapon research
Post by: Rowanas on December 05, 2010, 09:47:51 am
What i meant was something like this:
Code: [Select]
_________
/         \
===========
\_________/
    | |
    | |
    | |
    | |
    | |
    | |
    |_|
    |_|
    |_|
    |_|
    |_|
    \_/
The ===== would be the platinum cylinder (not to scale, just to give the idea where it would be located). My idea was to keep the platinum part as small as possible. The steel around the platinum cylinder would only be for additional weight, if the platinum cylinder alone was not heavy enough.

Not nearly narrow enough. That's nothing like a warhammer.
Title: Re: Weapon research
Post by: zagibu on December 05, 2010, 10:34:53 am
Yeah, I know, it's more a maul than a real-world warhammer. The head on a real-world warhammer doesn't really allow an additional steel mantle.

But DF warhammers don't have to be like real-world warhammers. Dwarves are certainly strong enough to wield onehanded mauls, and an important part of real-world warhammers (the beak or thorn) is missing anyway, if I am not mistaken.

Maybe it could look like this instead:
Code: [Select]
_
| \____________________
|  \____               \
| P ____|   Steel      |
|  /___________________/
|_/       |   |
          |   |
          |   |
          |   |
          |   |
          |   |
          |   |
          |   |
          |   |
          |   |
          |   |
          |   |
          |   |
          |   |
          |   |
          |   |
          |   |
          |   |
          |___|
          |___|
          |___|
          |___|
          |___|
          |___|
          |___|
          |___|
          |___|
          \___/
Title: Re: Weapon research
Post by: qoonpooka on December 06, 2010, 03:32:49 pm
Metal, Shear strength, Compression strength, Density
Platinum61 GPa230 GPa21.5 g·cm−3
Bronze44.8 GPa112 GPa8.96 g·cm−3
Cast steel78 GPa139 GPa7.8 g·cm−3

Reference for shear strength. (http://www.engineeringtoolbox.com/modulus-rigidity-d_946.html)
Reference for compression strength. (http://www.engineeringtoolbox.com/bulk-modulus-metals-d_1351.html)

I don't have the skills for clever ASCII art, nor do I think it would help in this instance but...

Part of this discussion, which to my current reading seems to be absent, is the use of compound materials. (The exception being the steel-handle/mount, platinum-head notions.)

At issue is the lack of striking mass in the Adamantine and Steel hammers.  Historically a lack of striking mass is solved by simply hollowing out the striking body and adding something cheap and heavy: Lead.  A quick check shows that lead is denser than silver (the current 'best' material for hammers) though not as impressive as gold and platinum.  Lead is, however, otherwise useless and undesirable (unless you're a Lay Pewter fan).  This seems like an opportunity to add the realism that DF seems to crave.

Obviously this is in create-your-own-recipe modding territory at the moment, but lead-filled stuff is clearly within current dwarven technology and adding a reaction class that made weapons (like maces and hammers) heavier seems likely to be useful here?  Thoughts?
Title: Re: Weapon research
Post by: forsaken1111 on December 06, 2010, 03:36:48 pm
I make all of my barrels out of lead...
Title: Re: Weapon research
Post by: Rowanas on December 06, 2010, 03:39:43 pm
Hmm... Qoon, it's been suggested, but it's just not doable right now. Making items out of several metals would partially solve this, but It could be incredibly complex to make even a single item if you have to specify everything about it. Everything can be solved with menus, though :D
Title: Re: Weapon research
Post by: qoonpooka on December 06, 2010, 03:41:54 pm
Also:  Do maces not have stats reflecting pointy-bits?    It is my understanding of Hammer vs. Mace that Maces give up some of the striking mass in order to deliver an array of shallow, piercing wounds due to shaped heads and (in the case of morning stars) spikey bits (which are extra dwarfy).

Seems to me that maces should be faster and stack the damage against armored opponents in the light-to-medium wound area?  While hammers (which were used to defeat armor anyway) should continue to be great at shattering bones, etc (which they clearly are).
Title: Re: Weapon research
Post by: forsaken1111 on December 06, 2010, 03:44:01 pm
You misunderstand the term Dwarfy. Anything which makes good, sound sense cannot be Dwarfy.

Pumping magma up 50 levels in a nice safe pump stack? NOT dwarfy.

Dropping a massive chunk of 50z tall stone so magma splashes up into your channels? DWARFY
Title: Re: Weapon research
Post by: qoonpooka on December 06, 2010, 03:44:47 pm
Hmm... Qoon, it's been suggested, but it's just not doable right now. Making items out of several metals would partially solve this, but It could be incredibly complex to make even a single item if you have to specify everything about it. Everything can be solved with menus, though :D

Yeah, I'm not suggesting that you be required to specify that the thing be /filled/ with the lead?  But since weapons breaking isn't part of combat - just getting the weight of the lead bar to figure into the weight of the final weapon should do the trick.  If lead is the only material you use for this, for example, the recipe isn't THAT hard: Filled Mace = Lead Bar + Coke Bar + Requested Metal?
Title: Re: Weapon research
Post by: qoonpooka on December 06, 2010, 03:45:34 pm
You misunderstand the term Dwarfy. Anything which makes good, sound sense cannot be Dwarfy.

Pumping magma up 50 levels in a nice safe pump stack? NOT dwarfy.

Dropping a massive chunk of 50z tall stone so magma splashes up into your channels? DWARFY

My apologies then, I was under the impression that an exception to this was spikes which were always and in every possible conditions of things, dwarfy.
Title: Re: Weapon research
Post by: forsaken1111 on December 06, 2010, 03:48:02 pm
You misunderstand the term Dwarfy. Anything which makes good, sound sense cannot be Dwarfy.

Pumping magma up 50 levels in a nice safe pump stack? NOT dwarfy.

Dropping a massive chunk of 50z tall stone so magma splashes up into your channels? DWARFY

My apologies then, I was under the impression that an exception to this was spikes which were always and in every possible conditions of things, dwarfy.
Only when spikes are the most obtuse way to perform an action.

Training sessions which last for months in order to raise dwarven armor, shield, and dodge skill? NOT Dwarfy.

Room filled with potentially deadly pet-murdering spikes which are triggered repeatedly to train the dodge skill? DWARFY
Title: Re: Weapon research
Post by: Rowanas on December 06, 2010, 04:29:35 pm
The line between not dwarfy and dwarfy is a thin one. However, the line between not dwarfy and undwarfy is obvious and clear as day.
Title: Re: Weapon research
Post by: Orkel on December 10, 2010, 08:49:54 am
Does anyone have any thoughts as to what materials do better for Crossbow bolts? Also, is there any benefit to using leather armor?

In vanilla 31.18, all bolts penetrate all armor. Overpowered, but it can be partially fixed by going in the raws and editing item_weapon.txt, change [SHOOT_MAXVEL] from 1000 to 30 for both bow and crossbow.
Title: Re: Weapon research
Post by: otherdwarf on December 10, 2010, 12:31:34 pm
Hmm... Qoon, it's been suggested, but it's just not doable right now. Making items out of several metals would partially solve this, but It could be incredibly complex to make even a single item if you have to specify everything about it. Everything can be solved with menus, though :D

Yeah, I'm not suggesting that you be required to specify that the thing be /filled/ with the lead?  But since weapons breaking isn't part of combat - just getting the weight of the lead bar to figure into the weight of the final weapon should do the trick.  If lead is the only material you use for this, for example, the recipe isn't THAT hard: Filled Mace = Lead Bar + Coke Bar + Requested Metal?

Something like this can be done. But it requires a workaround.
Create a custom reaction: 1xLead + 1xAdamantine -> 1xUtopium and give Utopium all the material properties of Adamantine except for the weight which is that of lead. And you have a reasonably good approximation of a lead-filled adamantine shell.
Title: Re: Weapon research
Post by: Miuramir on December 10, 2010, 02:53:18 pm
Hmm... Qoon, it's been suggested, but it's just not doable right now. Making items out of several metals would partially solve this, but It could be incredibly complex to make even a single item if you have to specify everything about it. Everything can be solved with menus, though :D

Yeah, I'm not suggesting that you be required to specify that the thing be /filled/ with the lead?  But since weapons breaking isn't part of combat - just getting the weight of the lead bar to figure into the weight of the final weapon should do the trick.  If lead is the only material you use for this, for example, the recipe isn't THAT hard: Filled Mace = Lead Bar + Coke Bar + Requested Metal?

Something like this can be done. But it requires a workaround.
Create a custom reaction: 1xLead + 1xAdamantine -> 1xUtopium and give Utopium all the material properties of Adamantine except for the weight which is that of lead. And you have a reasonably good approximation of a lead-filled adamantine shell.

I've been considering multi-material weapons and something similar to the above hack as a short-term and/or testing measure. 

My thoughts on what I'd ideally like is that three materials should cover almost all of the common combinations adequately:

1) Face / Edge / Shell: On blunt weapons, the primary striking surface; on piercing weapons, the primary point and immediate reinforcement; on cutting weapons the cutting edge; something like an metal-banded or nail-studded quarterstaff might also use this for the bands / studs.  Depending on design, probably 5% to 20% of the mass of the business end.  Almost the sole contributor of max edge and hardness; provides some toughness and mass; for special creature weapons the part that contacts the creature most directly (either for cases where a creature is unusually weak to a material, or where a creature tends to damage weapons not having some property). 

2) Core: On blunt weapons, the main body or filling of the business end; on piercing weapons, the backing material behind the point; on cutting weapons the core of the blade (and also the tang probably).  Depending on design, the remaining 80% to 95% of the mass of the business end.  For most non-polearm weapons the primary contributor to mass, also provides some toughness. 

3) Haft / handle / shaft / grip: Provides two important functions: a place to hold the weapon so that strength may be transferred to it, and serves as a lever arm to allow speed / strength tradeoffs.  In some weapons, a comparatively trivial fraction of the mass compared to the business end; in others (particularly polearms and whips) the majority of the weapon. 

The below examples also sort of illustrate another idea I've had, which is to add two improvements available to many materials: "hardened" and "spring".  "Hardened" materials have had some combination of micro-alloying, surface coatings, heat treatment, quench treatment, tempering, etc. applied to increase their max edge, hardness, and rigidity... but usually at the cost of reducing their toughness and flexibility.  In other words, they can hold a sharper edge but are more brittle.  "Spring" materials have similar sorts of treatment, but aimed in the other direction; they are tougher and more flexible, but less good at holding an edge.  A possible third option is "Softened", which isn't used much except for training weapons and a few special cases; it increases the flexibility greatly at the cost of just about everything else; at the DF level, this is probably best treated as part of "spring". 

Historically, sometimes the extra treatment(s) were primarily at the material-refinement stage, but I think more often at the weapon-production stage.  There are two obvious options: one which is fairly easy to mod would be to simply create additional types of bars, so for instance instead of just "steel bar" there would be "mild steel bar", "hardened steel bar", and "spring steel bar".  The existing production chain would produce a "mild steel bar", then there would be a new order to produce a "hardened steel bar" or "spring steel bar" from a "mild steel bar" by using time and fuel / magma.  The other option would be to treat this as a finishing option, perhaps similar to "Encrust": "Temper", which would post-hoc improve an already created weapon.  This might be more realistic some of the time, but I think is more hassle in the DF setting and harder to mod in. 

Some possible examples, drawing from history and common fiction:

Steel warhammer: hardened steel face, steel core, hardwood haft
Weighted Maul: steel face, lead core, mild steel haft
Macuahuitl ("obsidian shortsword"): obsidian face, hardwood core, hardwood haft
Katana: hardened steel face, spring steel core, hardwood haft
Iron-banded quarterstaff: iron face, hardwood core, hardwood haft
Bronze Scourge: bronze face, leather core, leather haft
Steel Pick: hardened steel face, steel core, hardwood haft
Superior Steel Pick: hardened steel face, spring steel core, spring steel haft
Neanderthal Spear: hardened hardwood face, hardwood core, hardwood haft
Stone-Age Spear: flint face, flint core, hardwood haft
Pilum: hardened iron face, softened (or spring) iron core, hardwood haft
Stiletto: hardened steel face, steel core, steel haft
Hazmat Hammer: hardened beryllium bronze face, lead core, spring aluminium bronze haft
Ultimate Hammer: adamantine face, platinum core, spring steel haft

The same face / core / haft system could be extended to crafts and armors with only a bit more work, perhaps renamed "surface / core / handle".  A "Quimbaya-style semi-ceremonial breastplate of treated tumbaga" might work out in DF terms to "rose gold surface, black bronze core, leather handle". 

Now, how to test these?  In the short term, modding in a bunch of new bars (and possibly logs) to handle particularly interesting or useful cases seems to be the direct and immediate answer.  For instance, one common combination might be called "good steel", which would take 2 steel and 1 wood input, and produce 3 bars of "good steel" something with the output stats equivalent to hardened steel for cutting, intermediate steel for toughness, and slightly less than steel for weight.  A "superior steel" reaction might then take 3 steel bars input to produce an early super-metal with the edge properties of hardened steel and the toughness properties of spring steel.  A "weighted steel" reaction might be 2 steel and a lead, with most properties dominated by the steel but significantly heavier from the lead, and so on. 
Title: Re: Weapon research
Post by: Xenos on December 10, 2010, 03:16:33 pm
You have to keep in mind that filling something (such as a warhammer) which is made of adamantine and filled with lead should have a little bit more give than a pure adamantine hammer.  When you suddenly increase the mass by 50 times, it will affect how the object will bend etc.  So basically, make the adamantine able to bend slightly more when combined with lead for the hammer.  (This is a very general example, any modded in composites should follow this same principle though.  It is mainly to simulate real physics a little better.  And with these reactions, you could speed up the process for making weapons.  It doesnt make sense that 2 bars which each could make a hammer would yield one hammer, so make the reaction yield two hammers.)

Also, just changing the density to be the same as the most dense material would be really really weird.  averaging them would be better but that still assumes its a 1:1 ratio of metals used in the object.  (a lead+adamantine hammer would have more adamantine than lead.  I would make it about 4/5 adamantine by volume.)  I am being generous and making it a big hammer, so if it were 20% lead, then you would have a hammer that has a density of 2.428 g/cm3.  If it is a platinum hammer, then you get a density of 4.45. 

However, those density values will be misleading as they are the average density of the material. 
Title: Re: Weapon research
Post by: otherdwarf on December 12, 2010, 05:57:40 am
@Xenos

Well, ordinarily yes. But due to the rather special properties of adamantine, namely indestructability, complete inflexibility, negligible weight, and extreme rarity I consider the standard way of construction things out of adamantine to be wrapping it around a frame and then applying "dwarven magic" to harden it. Which would give these properties if instead of a ordinary frame you used a solid lead weight.
Title: Re: Weapon research
Post by: Xenos on December 12, 2010, 12:25:37 pm
@Xenos

Well, ordinarily yes. But due to the rather special properties of adamantine, namely indestructability, complete inflexibility, negligible weight, and extreme rarity I consider the standard way of construction things out of adamantine to be wrapping it around a frame and then applying "dwarven magic" to harden it. Which would give these properties if instead of a ordinary frame you used a solid lead weight.
Adamantine is not indestructable, or entirely inflexible.  It is just VERY resistant to being changed.
Title: Re: Weapon research
Post by: thijser on December 12, 2010, 12:31:24 pm
Could we maybe upload some of these tests to the wiki?
http://df.magmawiki.com/index.php/Military_testing
Title: Re: Weapon research
Post by: Camden1990 on December 12, 2010, 02:45:26 pm
@Xenos
Actually, seeing as Adamantine has a yield strength in any direction of 5,000,000,000Pa, and has zero strain at its yield point, it in fact never deforms, it would simply shatter or crack as soon as more than 5GPa of pressure is applied. So it is entirely inflexible, but not indestructible.
So basically, covering a lead war hammer with adamantine would retain the properties of adamantine on the outside, with the weight of lead. What would be the deciding factor is the thickness of the adamantine. 8)

I don't often get a chance to apply my degree to DF, thanks! (I study Materials Science at university)

The carbon nanotubes that are theoretically possible to make a space elevator out of arent as strong as adamantine... so I think I know what the first thing I am making is as soon as moving machinery comes out.
Title: Re: Weapon research
Post by: Xenos on December 12, 2010, 03:04:50 pm
@Xenos
Actually, seeing as Adamantine has a yield strength in any direction of 5,000,000,000Pa, and has zero strain at its yield point, it in fact never deforms, it would simply shatter or crack as soon as more than 5GPa of pressure is applied. So it is entirely inflexible, but not indestructible.
So basically, covering a lead war hammer with adamantine would retain the properties of adamantine on the outside, with the weight of lead. What would be the deciding factor is the thickness of the adamantine. 8)

I don't often get a chance to apply my degree to DF, thanks! (I study Materials Science at university)

The carbon nanotubes that are theoretically possible to make a space elevator out of arent as strong as adamantine... so I think I know what the first thing I am making is as soon as moving machinery comes out.
Oh i missed the zero strain bit.  ;)  hahaha (I am an engineer at college atm, but not as far along as you :P)
But then how does that explain adamantine thread and the weaving of it into cloth?   ???  It was the fact that it can be woven that implies it can be bent, and if it can be bent then it will always flex slightly when used...(make the shaft an I-beam and then laugh as it is now as effective as solid adamantine.  ;))

Also, did you convert from the raw file correctly?  because it seems like the values found there are much larger than real values (either 100 or 100 times larger.  they just use really small units.)
Title: Re: Weapon research
Post by: Camden1990 on December 12, 2010, 11:11:45 pm
Heh, I didn't mean to imply I was far along in my course, I'm a second year undergraduate, I just do alot of tensile testing!
I have no idea how they form something that cannot deform into thread. I just go along with it. Though... if you were to make some sort of mesh of adamantine you could get an effect of deformation without the material deforming? Think chainmail - the rings themselves do not deform, but the armour is flexible. So I kind of see adamantine clothing as very finely wrought chain, like Frodos vest.
As for it being literal thread, that shouldn't technically be possible, but then it isn't technically possible for any material I know of to have zero strain when it yields, even ceramics are able to move slightly.
I think the thread thing can only really be summed up with dwarven !!MAGIC!!
I think the raws use kPa, because copper has 70,000 Urists for its yield strength, and it has a yield strength of ~ 70MPa, adamantine is 5,000,000, so I guessed it was 5,000MPa or 5GPa.

Unless you can spot anything else.
(Thread hijacked to discuss dwarven materials  8))
Title: Re: Weapon research
Post by: Xenos on December 13, 2010, 12:45:08 am
Well, Im just finishing up my first semester of my engineering degree ;)  so yeah you are a lot farther than I :P
Title: Re: Weapon research
Post by: Osmosis Jones on December 13, 2010, 12:51:45 am
adamantine is 5,000,000, so I guessed it was 5,000MPa or 5GPa.

That really isn't that high, all things considered. Single walled nanotubes have been rated as at least 13 GPa, up to ~60GPa.
Title: Re: Weapon research
Post by: Camden1990 on December 13, 2010, 08:24:17 am
Yeah it isn't extravangantly high, its most unusual property is the inflexibility. And its workability.
The carbon nanotubes that have strengths of over 60GPa have only recorded those strengths on nano-testing levels, because getting a uniform atomic thick tube and making billions of them to weave into a lattice is... time consuming at best.
Although, carbon nanotubes are very much anisotropic, along the tube they are much stronger.
Title: Re: Weapon research
Post by: Shinziril on December 13, 2010, 11:25:21 am
Yeah, the weirdest materials property of adamantine is the fact that its Young's Modulus is apparently infinity, or as close to that as makes no difference.  Its low density is a close second, but that's at least in the reasonable range for some sort of metallic foam or something (definitely not a solid metal).  The thought that solid adamantine is mostly hollow is supported by the fact that its density goes up by a factor of 13 when it melts. 
Title: Re: Weapon research
Post by: Orkel on December 15, 2010, 09:46:51 am
Isn't bronze better than iron IRL? Why did 31.12 change this to be otherwise?

Quote
Though bronze is generally harder than wrought iron, with Vickers hardness of 60–258 vs. 30–80, the Bronze Age gave way to the Iron Age; this happened because iron was easier to find
Title: Re: Weapon research
Post by: zagibu on December 15, 2010, 01:52:17 pm
It depends on what you call "iron". Pure iron is very brittle, yes, but the question is whether pure iron was used in weapon making at all.
Title: Re: Weapon research
Post by: Camden1990 on December 15, 2010, 05:17:51 pm
Wrought iron (which is what is probably closest to what is used) is similar in properties, its a bit more brittle, but it holds its edge better. Because bronze is quite ductile - it dulls quickly.
Though really, you're right, bronze weapons are slightly better (only slightly) and the main reason for the iron age is generally considered to be ease of access.
So they should at least be about equal!
Title: Re: Weapon research
Post by: MiniMacker on December 16, 2010, 01:50:40 pm
Looking at the statistics, it makes me wonder why an Adamantine spear doesn't pierce as good as the other metals when facing Adamantine armour. For some reason, the Copper spear is far superior in getting past the armour itself.
Title: Re: Weapon research
Post by: zagibu on December 16, 2010, 03:15:15 pm
I wouldn't worry about these few %. The tests are not THAT accurate, so the 9% might actually be a bit higher than average, while the 2% might be a bit low. In general, I would think in 10% classes. At first, I actually only wanted to use three classes, low, medium and high, but then I was too lazy to do the grouping function in the spreadsheet and just went with the %.
Title: Re: Weapon research
Post by: azazel on December 16, 2010, 08:31:16 pm
edit: nm, I'm pretty stupid today.
Title: Re: Weapon research
Post by: win32anon on December 25, 2010, 07:08:25 am
I'm trying to use the arena simulator with no luck.

I'll be testing Skilled X Unskilled with each weapon.

Here's my test definitions:
Sword - High Master x Dabbling/10
1/0/0/79/0:13,3:13,17:13,18:13,19:13/steel short sword:1,steel mail:1,steelbreast:1,steel helms:1,steel gaung:2,steel high:2,steel greav:1,steel shield:1
2/0/0/79/0:0/steel short sword:1,steel mail:1,steel breast:1,steel helms:1,steel gaung:2,steel high:2,steel greav:1,steel shield:1

Maybe i'm doing somethin wrong, but it runs the .exe many times. Is there a hotkey to start the tests?
Could you explain step by step how to run it?

Edit: Ok I manage to make it work. After they start fighting how do I export the fighting logs into the txt file?
Also, it is only running a single test. How do make it run the 10 tests?

Edit2: So I set to just run 1 test, and it created a file "df_arena_report_Sword - High Master x Dabbling.txt" now it is geting bigger and bigger. How bigger it gets? My is already 150mb!
Title: Re: Weapon research
Post by: zagibu on December 25, 2010, 11:53:21 am
Well, if the fighting doesn't stop, the file will obviously get bigger and bigger. Or is the problem that it doesn't recognize the end of the fighting?
Title: Re: Weapon research
Post by: win32anon on December 25, 2010, 12:52:27 pm
It doesn't. Should I try turning it off myself?

Edit: I tried turning off after the fight finished and I got a 2mb file, the wierd part is that is empty, It has 1154977 lines of blank entries.
Title: Re: Weapon research
Post by: zagibu on December 25, 2010, 06:52:40 pm
I've tried to run your tests on my machine, but there were some problems with the item strings (you have to be careful there, it hasn't got ANY error tolerance). The best thing would be to first manually set up the test and exactly write down the filters you employ letter by letter.
This corrected version worked.

Code: [Select]
Sword - High Master x Dabbling/10
1/0/0/79/0:13,3:13,17:13,18:13,19:13/steel short sword:1,steel mail:1,steel breast:1,steel helm:1,steel gaunt:2,steel high:2,steel greav:1,steel shield:1
2/0/0/79/0:0/steel short sword:1,steel mail:1,steel breast:1,steel helm:1,steel gaunt:2,steel high:2,steel greav:1,steel shield:1

It created a 5MB file, because the fights were pretty long. The reason is that the unskilled dwarf learns so fast, he is usually on legendary skills before having received any serious wounds, and from there on, the fight is pretty even. I think you won't see a significant advantage for the skilled dwarf. You could try modding the dwarf creature, so that it can no longer learn skills. It's what I have done for my tests, but I can't currently get to my long-term storage to retrieve the correct definitions.

I'm also going to upload a new version of the simulator that works with the newest DF in a minute. It also contains a readme.txt with some tips.

Note that if you have something else besides Windows XP 32bit, and find that even the corrected version still doesn't work, you're on your own. Unfortunately, I don't have Vista or 7, and I don't even know whether AutoIt works there.

[Edit] The new link is up in the original post.
Title: Re: Weapon research
Post by: win32anon on December 26, 2010, 01:14:40 am
Thanks, now is working properly. But where is the data stored? In the txt file is just a copy of the gamelog.

Exemple:
Spoiler (click to show/hide)

Isn't it converted into raw numbers?
Title: Re: Weapon research
Post by: Shinziril on December 26, 2010, 01:35:09 am
Thanks, now is working properly. But where is the data stored? In the txt file is just a copy of the gamelog.

Exemple:
Spoiler (click to show/hide)

Isn't it converted into raw numbers?
I assume the second program (the "evaluator") is used to convert the text into numerical data. 

Zagibu, has the evaluator been updated for 31.18 as well?  Attacks with biting/kicking/punching are fairly common now if the opportunity comes up, and should obviously be excluded from the armor testing data for individual weapons, as well as any weapon attacks that were parried or missed (which I assume were already excluded). 
Title: Re: Weapon research
Post by: veok on December 26, 2010, 02:06:46 am
Isn't bronze better than iron IRL? Why did 31.12 change this to be otherwise?

Quote
Though bronze is generally harder than wrought iron, with Vickers hardness of 60–258 vs. 30–80, the Bronze Age gave way to the Iron Age; this happened because iron was easier to find

From what I recall, they were both at modern values, and then one got lowered down to "period" values (i.e., with more limited metallurgy) but not the other, causing the discrepancy.
Title: Re: Weapon research
Post by: win32anon on December 26, 2010, 02:55:36 am
And how do I use the evaluator?
Title: Re: Weapon research
Post by: Max White on December 26, 2010, 03:24:35 am
*Reads first page*

Remind me, why did I ever bother with adam axes? Steel seems to do better...

EDIT: Wait, just noticed how it does against steel armour, so thats why...
Title: Re: Weapon research
Post by: win32anon on December 27, 2010, 06:06:00 am
So, I just finished running the default test I got 180 reports and now i want to convert it to a spreedsheet, how do I use the evaluator? Is the .pl file that I have to run? But I have no clue on how to do that.
Title: Re: Weapon research
Post by: zagibu on December 28, 2010, 10:53:21 pm
It's a perl script. I know, this is not perfect, but for me, it was the easiest solution, because perl has a fast regexp implementation and was supported on one of my OS (Linux). I guess you can run it with cygwin on Windows. Or there might be another Perl interpreter. The perl script generates numerical data that you can paste into the provided spreadsheet.

The evaluator has not been updated since the beginning, but, IIRC, it never counted biting, etc. You can take a look at the perl script and find this information in the patterns that I use to extract the data.
Title: Re: Weapon research
Post by: Shinziril on December 29, 2010, 01:12:59 am
Looking at the script, it seems to look for attacks with the keyword bashes/hacks/slaps/slashes/stabs/strikes, which should exclude all natural attacks.  It does mean that the hit percentage of, say, axes against armor will be affected by their flat slap attack, but I suppose that is reasonable for actual ingame combat.  While it might be undesirable for pure scientific experimentation, that can be easily solved by modding the weapons used for the simulations to only have the attack of interest. 

I don't have any experience in Perl, but upon casually examining the script, it seems that attacks that have been parried (in addition to attacks that have been dodged) will simply be ignored in the calculations.  This seems reasonable, as attacks that do not contact the enemy are of no interest to us. 

How do you define a file as a "testreport" file?  I've managed to get a Perl interpreter working (ActivePerl), but the script seems to do nothing at this point.  I suspect this is because it is not actually receiving any files to analyze. 
Title: Re: Weapon research
Post by: zagibu on December 29, 2010, 08:54:38 am
The script either processes all files given on the command line as parameters, or, if none given, it looks for files in the current directory with names beginning with "testreport". It creates an output file for every processed input file.
Title: Re: Weapon research
Post by: Shinziril on December 29, 2010, 01:01:40 pm
This would be SO much easier if the test logs generated by the simulator started with "testreport" (rather than "df_arena_report").

Okay, I renamed all of the files.  Running the Perl script produced one text file for each test report, as stated.  Each contained exactly the same text:
Spoiler (click to show/hide)
and absolutely no numerical data at all.
Title: Re: Weapon research
Post by: zagibu on December 31, 2010, 11:55:32 am
How did you run the perl script? I'm gonna try exactly your way and see what I get on my system. Also, what kind of OS are you using? Can you post some lines of a testreport?
Title: Re: Weapon research
Post by: Shinziril on December 31, 2010, 12:07:32 pm
Spoiler: Example testreport (click to show/hide)

Using 64 bit Windows 7 here.  I ran the Perl script by double-clicking it (after some shenanigans to get the .pl extension properly associated with the Perl interpreter).  I had all the testreports and the script in their own little folder. 
Title: Re: Weapon research
Post by: zagibu on January 01, 2011, 07:48:54 am
Ok, I've reupped the evaluator stuff. There was a problem with recognizing rounds. Another thing is, that calculate.pl has to be adapted, if you test other creatures than dwarves. Currently, it only counts attacks of "Dwarf 1". If you test other creatures, or want to test attacks of the second dwarf, you have to change the pattern called $pattern_start.

With the fixed evaluator, I got the proper statistics out of your test file.
Title: Re: Weapon research
Post by: Greep on February 23, 2011, 06:45:05 pm
So out of curiosity, how would this apply to what an ideal fighting force vs FBs and clowns would be?  It seems to suggest having a front line of adamantine axedwarves with a reserve of silver hammerdwarves for the really dense creatures.  Or would one be just plain better off with axedwarves for the occasional severing?
Title: Re: Weapon research
Post by: sambojin on February 25, 2011, 10:11:52 pm
Cheers for the post and the script/data generator files zagibu. I'll grab a perl interpreter for my Win XP computer and give them a run.

My primary concern is picks and perhaps also wooden shields. I'll run picks through the scripts (modding the raws to use hammer, mace, axe and sword skills in case there's a large variation in results simply by different skill useage). This will allow normal levelling of skills in the arena and no setup problems. Hopefully it will give some decent data that you can then append to the bottom of the document in post #1.

Shields will be screwy to set up, and will take a ridiculous amount of time to set up tests (for either use as a weapon or their defensive benefits at different skill levels, SO many material types to test :( ) but should be doable with your scripts/data generators. This will take me a rather large amount of time though, so don't expect anything too soon. Or possibly ever. I'll get the pick data soonish though (copper picks seem amazing in-game, although I don't expect the data to back that up. Steel FTW as always I'd say).
Title: Re: Weapon research
Post by: SirHoneyBadger on February 26, 2011, 07:54:01 am
Concerning the speculation on warhammers: You could solve the problem of warhammers getting stuck in shields (or skulls, for that matter) by engineering a larger, flatter head, with a greater overall area. The damage done (and armour-destroying nature) could then be salvaged by employing either a "ball-peen" or blunt pyramid striking surface, or simply adding a short central stud or spike (or more than one), which would be kept from penetrating to a dangerous (for you, not them) depth into material, by the surrounding flat head.

This type of warhammer might actually be an improvement over a battleaxe, which has always had the problem of getting stuck into bone. Less maintenance required, as well.

The larger head should also make it a bit easier to strike the enemy, and wouldn't have to be horribly thick, reducing the overall weight.

Balance, by the way, is pretty important in a warhammer: You don't want to overextend yourself with a weapon, especially one that isn't very good at parrying or deflecting counterattacks. You also don't want to swing too hard and lose your grip, particularly considering that warhammers were often employed from horseback. Even if you have a method of retaining the weapon, badly losing your grip on it can still prove disadvantageous, to the point of being fatal.

P.S. Mercury cored platinum hammers with iridium hafts, tungsten spikes, and beryllium sweet spots are all well and good, but in real life, anything over 2-4 lbs (kilo, kilo and a half) gets really, really heavy after desperately swinging it for several hours, without a break. If anyone out there still doesn't consider this to be a bug along the lines of the gatling-crossbow, try it sometime and let us know how it goes*.

*I'm absolutely not suggesting anyone ever try the following, but if you really wanted to simulate the stress and life-and-death nature of a real battlefield, you'd try swinging that platinum hammer while floating-for a while, atleast-in the middle of a deep swimming pool. I hope your horse is a good swimmer.
Title: Stonefall Data
Post by: Kaos on April 30, 2011, 09:46:31 pm

is there data about the type of damage (blunt/edge), contact area and penetration capacity of stonefall traps like there's for the other weapons???
Title: Re: Weapon research
Post by: Boogeyman on February 19, 2012, 01:45:05 pm
Since necromancy is in, might as well practice it.

Is the data in the op still good for 34.02? I tried to run the simulator, but my pc couldn't handle it.
Title: Re: Weapon research
Post by: zagibu on February 19, 2012, 05:10:22 pm
I highly doubt it.
Title: Re: Weapon research
Post by: Funk on March 16, 2012, 06:46:57 pm
no there hav been some changes.
Title: Re: Weapon research
Post by: NTJedi on August 30, 2018, 11:51:37 am
This is still linked in the current dwarf fortress wiki, but it's 7 years old!   Is this still accurate?
Title: Re: Weapon research
Post by: Fleeting Frames on August 30, 2018, 12:38:42 pm
No - twisting alone may turn yellow into red, for example. However, there has been nothing quite like this since then.

The closest modern-day equivalent that I know of is From Iron to Steel: A survey of v0.43.05 combat [Long] *VERSION UPDATE* (http://www.bay12forums.com/smf/index.php?topic=162260.msg7322155#msg7322155).
Title: Re: Weapon research
Post by: anewaname on August 31, 2018, 03:01:26 pm
Maybe the wiki should include both links, since the older post still includes useful data, for understanding combat mechanics as they were, for seeing how others have tested, and for understanding where repeated ideas about combat have come from.