v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "Talk:Weapon"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(Created page with "== Quality and its effects == In the section Quality and strange moods it is mentioned that quality affects sharpness (base quality has "5...")
 
Line 1: Line 1:
 
== Quality and its effects ==
 
== Quality and its effects ==
In the section [[Weapon#Quality_and_strange_moods|Quality and strange moods]] it is mentioned that quality affects sharpness (base quality has "50%" sharpness, for example). I can't find any source for that, and it's a bit confusing. Later, on the [[Weapon#Combat_formulae|Combat formulae]] section, that sharpness percentage is no longer used. In that section, I interpret that the used value is the raws number (divided by 10.000) and the weapon quality multiplier. If my understanding is correct, then either the sharpness % is not used (in which case I don't know why it would be there) or there is something missing to understand it correctly.
+
In the section [[Weapon#Quality_and_strange_moods|Quality and strange moods]] it is mentioned that quality affects sharpness (base quality has "50%" sharpness, for example). I can't find any source for that, and it's a bit confusing. Later, on the [[Weapon#Combat_formulae|Combat formulae]] section, that sharpness percentage is no longer used. In that section, I interpret that the used value is the raws number (divided by 10.000) and the weapon quality multiplier. If my understanding is correct, then either the sharpness % is not used (in which case I don't know why it would be there) or there is something missing to understand it correctly. --[[User:Jose96xd|Jose96xd]] ([[User talk:Jose96xd|talk]]) 14:10, 24 October 2024 (UTC)
 
+
:The "source" for weapon quality affecting sharpness is an analysis of the game's code - all weapons (and ammo, siege ammo, trap components, tools, and small rocks) have a "current_edge" property, and it's initialized to 50-100% of the material's MAX_EDGE based on its quality level. Exactly how that sharpness works into the damage formula, I don't know. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 01:53, 25 October 2024 (UTC)
[[User:Jose96xd|Jose96xd]] ([[User talk:Jose96xd|talk]]) 14:10, 24 October 2024 (UTC)
 

Revision as of 01:53, 25 October 2024

Quality and its effects

In the section Quality and strange moods it is mentioned that quality affects sharpness (base quality has "50%" sharpness, for example). I can't find any source for that, and it's a bit confusing. Later, on the Combat formulae section, that sharpness percentage is no longer used. In that section, I interpret that the used value is the raws number (divided by 10.000) and the weapon quality multiplier. If my understanding is correct, then either the sharpness % is not used (in which case I don't know why it would be there) or there is something missing to understand it correctly. --Jose96xd (talk) 14:10, 24 October 2024 (UTC)

The "source" for weapon quality affecting sharpness is an analysis of the game's code - all weapons (and ammo, siege ammo, trap components, tools, and small rocks) have a "current_edge" property, and it's initialized to 50-100% of the material's MAX_EDGE based on its quality level. Exactly how that sharpness works into the damage formula, I don't know. --Quietust (talk) 01:53, 25 October 2024 (UTC)