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Difference between revisions of "40d:Weapon"
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So at a glance we can see that even a no-quality steel item is the equivalent to the best copper item possible, and that no copper item will ever be as good as a +fine iron+ one. (It is not known whether {{L|artifact}} quality items have ''additional'' modifiers above and beyond "masterpiece" level.) | So at a glance we can see that even a no-quality steel item is the equivalent to the best copper item possible, and that no copper item will ever be as good as a +fine iron+ one. (It is not known whether {{L|artifact}} quality items have ''additional'' modifiers above and beyond "masterpiece" level.) | ||
− | {{L|Adamantine}} items start at a multiplier of 5.00 for no-quality items, and sky-rocket from there. | + | {{L|Adamantine}} items start at a multiplier of 5.00 for no-quality items, and sky-rocket from there, adding another 1x per level (5.0, -6.0-, +7.0+, *8.0*, ≡9.0≡, ☼10.0☼). |
''(Note that for crossbows and bows, the quality and material of the {{L|ammo}} affect ranged damage. As with any melee weapon, both quality and material combined affect melee combat and melee damage with these weapons.)'' | ''(Note that for crossbows and bows, the quality and material of the {{L|ammo}} affect ranged damage. As with any melee weapon, both quality and material combined affect melee combat and melee damage with these weapons.)'' |
Revision as of 16:04, 23 September 2010
This article is about an older version of DF. |
Weapons are items that increase the Template:L dealt by Template:L in combat. In fortress mode, after accessing the Template:L screen with m, pressing w gives a list of which weapons you desire your Template:L to use. Dwarves only carry a weapon if their profession requires one: that is, if they are a Template:L, Template:L, Template:L, or soldier. Dwarves working in other trades will only collect a weapon upon being drafted, which may cause a long walk to collect equipment depending on weapon availability and settings.
Availability
Some types of weapons cannot be used by dwarves in Fortress mode, such as Template:Ls, and only 7 can be manufactured. Some can however be used if recovered from enemies or gained by trade, and all can be used in Template:L just fine.
In Adventure mode, all weapons are usable; an adventurer can become a bowdwarf, or use a Template:L great axe or longsword in one hand despite the fact that he is smaller than the minimum size required to use the axe at all, with both hands or one. It is not clear if there are any penalties associated with using over-sized weapons.
Manufacture
Dwarves with relevant Template:Ls can create weapons using an appropriate Template:L and Template:L. Template:L and Template:L crossbow bolts and Template:L short swords can be created at the Template:L. (Metal) bolts and melee weapons can be created at a Template:L (or the Template:L). Crossbows can be made at a Template:L. Dwarves can only create weapons they themselves can wield, with the occasional exception of Template:L.
Most weapons can be made of a single bar of Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, or Template:L. (Short swords can also be made from obsidian, with a Template:Len handle.) The rare exception is a Template:L, which can produce a weapon from almost anything.
The material of crossbows does not affect the damage of fired bolts, although it does affect the damage of the crossbow when it is used as a bludgeon (when striking the opponent with the weapon itself - bolts determine the damage when fired at range).
There are a few enormous weapons that no race can wield, these are only usable when mounted into weapon Template:Ls. These are the Template:L, the Template:L, the Template:L, Template:L, and the Template:L.
Use in Fortress mode
Upon being drafted, dwarves will get a "pick up equipment" job and go and pick up the assigned weapon and armor. However, there are three labors, when enabled, allow the dwarf to be fully equipped (but not in the military). This can be very useful to quickly defend against an ambush or attack.
- A Template:L carries a Template:L even as a civilian. If a woodcutter is assigned to use an axe as a weapon he or she will only need get the assigned Template:L. The caveat is that woodcutters need to be cross-trained as axedwarfs (as wielding an axe requires the axe skill) and if you designate a section of trees for wood-cutting, all your dwarves will rush out to cut them down.
- A Template:L carries a Template:L at all times. The drawback is that picks are mediocre weapons (see Template:L) and a miner will still need to equip the desired armor. Because wielding the pick is based on the civilian "mining" skill, miners don't have to train as soldiers to be semi-effective fighters. Picks will only be used as weapons by miners who are holding picks and instructed to fight unarmed.
- A Template:L will equip the armor and weapon assigned to hunt with (Note: this needn't be a crossbow with leather armor). Military dwarves that are deactivated while fully equipped with a weapon and armor and have the hunting labor enabled will keep their weapon and armor equipped. This case is only practical when the surrounding wild animals have been depleted and armor and weapons are plentiful.
Effectiveness
Weapons vary in the amount and type of damage inflicted, according to raw/objects/item_weapon.txtv0.28.181.40d. Blunt weapons like hammers and Template:Ls tend to deal large amounts of damage to external body parts, and never get stuck in targets. Slashing or cutting weapons such as Template:Ls or swords have a tendency to sever limbs on good hits, but sometimes get stuck in their victims. Piercing weapons such as Template:Ls or crossbow bolts have a high chance to deal damage to internal organs, possibly resulting in instant kills, but have the highest chance to get stuck in victims. Weapons that get stuck in their victims cannot be reused until pulled free, which can leave the attacker vulnerable. While stuck, the weapon can be twisted in the wound, possibly causing the victim to pass out from pain.
High "Crit. Boost" is a better chance of causing internal injuries, rather than simply wounding body parts. This is useful against big, hard-to-damage enemies -- piercing weapons like Template:Ls will tend to damage their organs, which is usually a faster way to take them out.
Weapon statistics
These have been taken from /raw/objects/item_weapon.txt:
Melee Weapons
Dwarf weapons
- (Main article: Template:L)
In Fortress mode, these are the only weapons dwarves can manufacture themselves.
Name | Damage | Damage Type | Skill Used | Crit. Boost |
---|---|---|---|---|
Template:L | 110 | Slash | Axe | None |
Template:L(melee only)† | 70 | Bludgeon | Hammer | None |
Template:L | 120 | Bludgeon | Mace | None |
Template:L† | 70 | Pierce | Mining | 2 |
Template:L | 100 | Slash | Sword | 1 |
Template:L | 100 | Pierce | Spear | 2 |
Template:L | 120 | Bludgeon | Hammer | None |
Other weapons
- (Main article: Template:L)
(Note - dwarves can not use these in fortress mode unless marked with an *)
Name | Damage | Damage Type | Skill Used | Crit. Boost |
---|---|---|---|---|
Template:L† (melee) | 20 | Bludgeon | Sword | None |
Template:L† (melee) | 40 | Bludgeon | Sword | None |
Template:L | 70 | Slash | Dagger | 1 |
Template:L | 130 | Bludgeon | Mace | None |
Template:L‡ | 150 | Slash | Axe | None |
Template:L‡ | 140 | Slash | Axe | None |
Template:L* † | 120 | Slash | Sword | 1 |
Template:L‡ | 160 | Bludgeon | Hammer | None |
Template:L* | 120 | Bludgeon | Mace | None |
Template:L‡ | 120 | Pierce | Pike | 2 |
Template:L* | 100 | Slash | Sword | 1 |
Template:L | 30 | Gore | Whip/Lasher | None |
Two-handed sword‡ | 140 | Slash | Sword | 1 |
Template:L† | 20 | Gore | Whip/Lasher | None |
† Dwarves wield weapon two-handed (set number of weapons to 2 in fort mode (v-p-s-m))
‡ Dwarves cannot wield weapon (too large)
* Can be worn in fortress mode
Missile ammunition statistics
These have been taken from /raw/objects/item_ammo.txt:
Name | Damage | Damage Type | Notes |
---|---|---|---|
Template:L | 100 | Pierce | Invaders' weapon |
Template:L | 10 | Pierce | Invaders' weapon |
Template:L | 100 | Pierce | Dwarf & Invaders' weapon |
Trap weapon statistics
(See Template:L for more information.)
Name | Damage | Damage type | Number of hits | Critical boost | Wood? |
---|---|---|---|---|---|
Template:L | 220 | Slash | 1 | None | No |
Template:L† | 150 | Pierce | 1 | 2 | Yes |
Template:L | 100 | Pierce | 3 | 1 | Yes |
Template:L | 120 | Slash | 3 | None | No |
Template:L‡ | 150 | Pierce | 1 | 2 | Yes |
† This trap component is a screw and can also be used in Template:Ls. ‡ This trap component is a spike and can also be used in Template:L. |
- (This data has been compiled from raw/objects/item_trapcomp.txt)
Damage calculation
Weapons and Template:Ls do one of four types of damage, the type of damage influences what type of critical hits it can inflict. Damage is reduced by the targets Template:L and Template:L.
Type | Criticals | Weapons and Traps | |
---|---|---|---|
Slash | Sever Limbs | Template:L, Template:L, Template:L, Template:L, Template:L | |
Pierce | Organ damage | Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L, Template:L | |
Bludgeon | Break bones | Template:L, Template:L, unloaded Template:L or Template:L or Template:L, Template:L, Template:L, Template:L, Template:L, stone-fall Template:L | |
Gore | Heavy Bleeding and Pain(?) | Template:L, Template:L | |
Burn | Extreme Pain | Special Template:L(Attack) | |
Heat | Ignition of target | Special Template:L(Attack) | |
Cold | Freezing/Frostbite | Special Template:L(Attack) |
Material damage modifiers
Dwarves can only make metal weapons out of Template:L, Template:L, Template:L, Template:L, Template:L, Template:L or Template:L, the only so-called "weapons-grade" metals in the game. (Short swords can also be made from one Template:L plus one Template:L for a Template:Len handle.) The exceptions are from elves, who commonly trade wooden weapons, and a Template:L from a Template:L, which can produce a weapon from almost anything (which would then fall into the "other" category*).
- (* but with a huge quality bonus. Artifact weapons consistently appear to be superiorly lethal, regardless of their material. Once you're reliably cutting a goblin in twain, there's not much room to measure improvement.)
Actual weapon damage depends partially on the material from which the weapon was forged, then multiplied by quality (see next section). For example, a copper battle axe does a base 73 damage (110 x 66%), while a steel axe does 146 damage (110 x 133%), etc.
Material | Damage % |
---|---|
Template:L | 500 |
Template:L and Template:L† | 133 |
Template:L | 100 |
Template:L and Template:L | 75 |
Template:L | 66 |
All other materials† (Template:L, Template:L, Template:L, etc.) | 50 |
† This value could not be verified from the raws. It is believed to still be accurate but use at your own risk. |
Item quality
Toady has stated that Template:L increases an item's damage (in the case of weapons, or protection in the case of armour), namely,
- "Quality has a huge effect on damage and damage reduction... 'Exceptional' is almost double damage/damage block."
- x1.0 damage: no-quality weapon
- x1.2 damage: - Well Crafted weapon -
- x1.4 damage: + Finely Crafted weapon +
- x1.6 damage: * Superior Quality weapon *
- x1.8 damage: ≡ Exceptional weapon ≡
- x2.0 damage: ☼ Masterful weapon ☼
Quality/Material equivalence
This table shows the (rough) equivalent multiplier for a given material and quality combination. The exact values have been rounded to the nearest 1/10th to save space on the chart.
Material \ Multiplier .5 .6 .7 .8 .9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Other1 Ø - + * ≡ ☼ Template:L Ø - + * ≡ ☼ Template:L2 Ø - + * ≡ ☼ Template:L Ø - + * ≡ ☼ Template:L3 Ø - + * ≡ ☼
- Notes:
- 1) includes bone, silver, wood, glass, and any other material not listed (except obsidian3). The net effect of non-standard "other" materials on artifact weapons is not known.
- 2) includes Template:L
- 3) Currentlyv0.28.181.40d, Template:L has the same modifiers as steel.
So at a glance we can see that even a no-quality steel item is the equivalent to the best copper item possible, and that no copper item will ever be as good as a +fine iron+ one. (It is not known whether Template:L quality items have additional modifiers above and beyond "masterpiece" level.)
Template:L items start at a multiplier of 5.00 for no-quality items, and sky-rocket from there, adding another 1x per level (5.0, -6.0-, +7.0+, *8.0*, ≡9.0≡, ☼10.0☼).
(Note that for crossbows and bows, the quality and material of the Template:L affect ranged damage. As with any melee weapon, both quality and material combined affect melee combat and melee damage with these weapons.)
Damage Formula
Toady One recently revealed the actual damage formula for normal hits. This formula is in effect until the next version comes out, at which point there will be a new one.
[prone]{standing} 2*( RND(DMG*QLT*MAT/10) + RND(STR) + {berserk} RND(4) + {charging} RND(5) -RND(DMBL*2) + {bigger} RND(DIFFSIZE) - {smaller} DIFFSIZE - RND(TOU*2) - [berserk] RND(4) )
- RND(X) = random number from 0 to X
- DMG = weapon damage
- QLT = weapon quality modifier
- MAT = material modifier
- STR = strength level of attacker
- DMBL = damblock of defender
- DIFFSIZE = size difference between attack and defender
- TOU = toughness level of defender
- {xxx} = if attacker is xxx, then apply the following
- [xxx] = if defender is xxx, then apply the following
Skill modifiers and armor values also apply into the formula. Criticals are not included in the formula.
See Also: