In other forum threads regarding combat damage, there is a common topic of "strain" and, so far, I haven't been able to find any canonical definitions for DF's concept of strain. I will describe my interpretation of this number, which I give a high confidence since my engine uses it to produce output which agrees with DF. It has been working for me, and I use this to calculate dynamic strain (a value different for each strike), as opposed to the static strain that is implied from reading on forums.
double CalculateStrain(double strainAtYield, double stressAtYield, double currentStress)
{
var say = strainAtYield;
var youngs = stressAtYield / say;
return (currentStress / youngs) * 100000d;
}
The first argument is either IMPACT_STRAIN_AT_YIELD, or SHEAR_STRAIN_AT_YIELD, depending on the attack type (blunt or edged, respectively). The second parameter is either IMPACT_YIELD or SHEAR_YIELD, depending on the attack type. The third parameter is the dynamic stress felt by the layer in question. This value is calculated slightly differently depending on attack type and relative contact areas (deviations Da Vinci's model), but in the general case :
stress = Momentum / VolumeDamaged
The volume damaged is calculated exactly as described by Da Vinci:
if(weaponContactArea < layerContactArea)
{
VolumeDamaged = (weaponContactArea / layerContactArea) * ActualLayerVolume
}
else
{
VolumeDamaged = ActualLayerVolume
}
Anywho, I just wanted to share this tidbit, because it is a topic that comes up quite a bit, without any known definitive answers. Again, this will all be formalized, I hope you aren't put off by the little bit of c# code I gave to illustrate the calculation.
The only thing that this dynamic strain influences in my simulation is that it acts like an extra test before triggering the blunt bypass. If the stricken layer has STRAIN_AT_YIELD > 50k, then I check to see if the dynamic strain is greater than the STRAIN_AT_YIELD. If it is, then I trigger the blunt bypass case. If it is not, then there is no blunt bypass. This is how you can get wooden sword slashes and stabs that only "dent" the skin. If it only used the statically defined material property, then it would not be possible to dent the skin.
I also did some major deviations regarding the momentum deductions as damage passes through the layers, but I gotta stop myself somewhere

For completeness, you can find the referenced Da Vinci thread here :
http://www.bay12forums.com/smf/index.php?topic=142372.0