Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Material weapon/armor properties  (Read 724 times)

Abregado

  • Bay Watcher
    • View Profile
Material weapon/armor properties
« on: March 02, 2012, 05:51:49 pm »

I'm sure I saw this question elsewhere on the forum, however not complete or in many different parts. I realise, on this topic, there are no solid answers (even from Toady). Just want some basic intel. The wiki is fairly useless on this

Which of these effect weapons/armor?
How to they effect them?
Is lower better or vice versa?
Is there a !!SCIENCE!! spreadsheet or wiki page someone has made?

Spoiler (click to show/hide)

RAKninja

  • Bay Watcher
  • Beware his deadly fusion cannon!
    • View Profile
Logged
Goblin Fortress (NOW UPDATED FOR 34.02!
magma on his bed when he is sleeping, works every time

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Material weapon/armor properties
« Reply #2 on: March 06, 2012, 11:50:41 am »

That leaves the questions of armor. I couldnt find any relyable information as well on this topic.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: Material weapon/armor properties
« Reply #3 on: March 06, 2012, 12:57:53 pm »

To quote Toady's notes in the raws:

   Used for blunt-force combat, measured in KPa.  Data scattered around the net (used compressive strength).  All very spotty.
Code: [Select]
[IMPACT_YIELD:120000]
[IMPACT_FRACTURE:120000]
[IMPACT_STRAIN_AT_YIELD:100]
   
Not used.
Code: [Select]
[COMPRESSIVE_YIELD:120000]
[COMPRESSIVE_FRACTURE:120000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:15000]
[TENSILE_FRACTURE:15000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:15000]
[TORSION_FRACTURE:15000]
[TORSION_STRAIN_AT_YIELD:100]
   
Used for cutting calculations in combat, measured in KPa.  Data scattered around the net (used tensile strength).  All very spotty.
Code: [Select]
[SHEAR_YIELD:15000]
[SHEAR_FRACTURE:15000]
[SHEAR_STRAIN_AT_YIELD:100]

Not used.
Code: [Select]
[BENDING_YIELD:15000]
[BENDING_FRACTURE:15000]
[BENDING_STRAIN_AT_YIELD:100]

So impact has to do with blunt combat (with higher values trumping lower ones), cutting has to do with edged combat (with higher values trumping lower ones), and the rest aren't used at all (though we might see them starting to come into play when combat is overhauled again).
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Material weapon/armor properties
« Reply #4 on: March 06, 2012, 01:03:02 pm »

Yes, we have density for weight, shear values for edged weapons, and impact values (+weight) for blunt weapons. But what about armor ? Does a high shear value on armor allows better protection against edged, and a higher impact value allows protection against blunt ? 
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: Material weapon/armor properties
« Reply #5 on: March 06, 2012, 01:07:44 pm »

I would assume so, considering that armor made out of materials that have higher values in a given category beat weapons made out of materials with lower values in the same category. Also if you view real life then the better something is at resisting bending impacts then the better (in general) that it will protect you from them. Also the better something is at resisting cutting (shear) forces the better (in general) that it will protect you from cutting attacks.
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Material weapon/armor properties
« Reply #6 on: March 06, 2012, 01:10:49 pm »

In that case I will make another material guide, for armor then. weight, armor against edged, armor against blunt. Hop both our assumptions are correct then ;)
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::