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Author Topic: What makes something "Sharp"?  (Read 773 times)

deepspaceprobe9

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What makes something "Sharp"?
« on: November 22, 2014, 02:13:11 pm »

I thought it was MAX_EDGE, but it seems to be the same for all materials. Help?
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Dirst

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Re: What makes something "Sharp"?
« Reply #1 on: November 22, 2014, 02:24:11 pm »

Materials aren't sharp, individual items are.  Basically, if the item has an ATTACK:EDGE in its raws then it is sharp.  MAX_EDGE determines how well a material can hold an edge when formed into an appropriate item.
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smeeprocket

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Re: What makes something "Sharp"?
« Reply #2 on: November 22, 2014, 02:25:31 pm »

http://dwarffortresswiki.org/index.php/DF2014:Metal

"Shear yield: Used for cutting calculations in combat; higher is better. This is the raw value divided by 103 (i.e., kPa).
Shear fracture: Used for cutting calculations in combat; higher is better. This is the raw value divided by 103 (i.e., kPa).
Shear elasticity: Used for cutting calculations in combat; lower is better. This is the raw value."
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smakemupagus

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Re: What makes something "Sharp"?
« Reply #3 on: November 22, 2014, 02:27:25 pm »

Sharp = MAX_EDGE, and more importantly the contact area of the edged attacks of the weapon made from it

Good at cleaving strong armor = high yield and fracture strength.

Shear is the relevant modulus for the *armor* vs. cutting weapons (and impact vs. blunt).  It is possible, but I don't know for sure, whether both impact and shear modulus are checked for the weapon.

deepspaceprobe9

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Re: What makes something "Sharp"?
« Reply #4 on: November 22, 2014, 02:30:55 pm »

Thanks for the speedy enlightenment!
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