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== Weapon and armor quality ==
 
== Weapon and armor quality ==
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:''Note: all of the testing and results in this section are from version 0.31. Results may be out of date.''
  
 
{{v0.31 material metal table head}}
 
{{v0.31 material metal table head}}
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*:'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
 
*:'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
 
*:'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
 
*:'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
*:'''Shear elasticity''': Used for armor protection vs cutting weapons in combat; ''lower'' is better. This is the raw value.
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*:'''Shear elasticity''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value.
 
*General Term Explanations (From Wikipedia)
 
*General Term Explanations (From Wikipedia)
 
*:'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.
 
*:'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.
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::'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)
 
::'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)
 
::'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material  
 
::'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material  
::'''Elasticity''' (or ''IMPACT_STRAIN_AT_YIELD'' in RAWs) is the amount of deformation (bending) that occurs at the yield point, in parts-per-100,000
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::'''Elasticity''' (or ''IMPACT_STRAIN_AT_YIELD'' in RAWs) is the amount of deformation (bending) that occurs at the yield point
 
:Implications to ''Dwarf Fortress'' Combat
 
:Implications to ''Dwarf Fortress'' Combat
 
::Yield combined with Elasticity can tell what a material will do under stress (be it from a hammer, axe, or arrow)
 
::Yield combined with Elasticity can tell what a material will do under stress (be it from a hammer, axe, or arrow)
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===Preliminary combat testing and analysis===
 
===Preliminary combat testing and analysis===
  
For edged weapons and armour, adamantine and steel take first and a very distant second place respectively, with iron the third best material in the game. Beyond this, bronze is in a close tie with copper as the second worst material. As in older versions, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now) in regards to edged weaponry.
+
For edged weapons and armour, adamantine and steel take first and second place respectively, with iron the third best material in the game. Beyond this, bronze is in a close tie with copper the second worst material. As in older versions, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now) in regards to edged weaponry.
  
For blunt weapons, all of the standard materials (so, not adamantine or divine metal) perform respectably well, with a very slight edge towards steel and silver. Here is the thread with the details:
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For blunt weapons, all of the standard materials (except adamantine) perform respectably well, with a very slight edge towards steel and silver. Here is the thread with the details:
  
 
http://www.bay12forums.com/smf/index.php?topic=53571.0
 
http://www.bay12forums.com/smf/index.php?topic=53571.0
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| Armor
 
| Armor
 
| Adamantine
 
| Adamantine
| Divine metal, Steel
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| Steel
| Iron, Bronze, Bismuth Bronze
+
| Iron
|
+
| Bronze, Bismuth Bronze
 
| Copper
 
| Copper
 
|  
 
|  
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| Edged Weapons
 
| Edged Weapons
 
| Adamantine
 
| Adamantine
| Divine metal, Steel
+
| Steel
 
| Iron
 
| Iron
 
| Bronze, Bismuth Bronze
 
| Bronze, Bismuth Bronze
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|-
 
|-
 
| Ammunition
 
| Ammunition
| Steel, Divine metal
+
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver
 +
|
 
| Adamantine
 
| Adamantine
| Iron
 
| Bronze, Bismuth Bronze, Copper
 
| Silver
 
 
|  
 
|  
| Adamantine bolts deflect off of adamantine armor due to their low momentum, but this is an unusual circumstance. Density does not matter for bolts above 1.333 g/cm<sup>3</sup>, which all ordinary metals exceed at least 5-fold.
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|
 +
|
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| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.
 
|-
 
|-
 
| Blunt Weapons
 
| Blunt Weapons
 
| Platinum ([[artifact]] only)
 
| Platinum ([[artifact]] only)
 
| Steel, Silver
 
| Steel, Silver
| Copper, Bismuth Bronze, Bronze
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| Copper, Bismuth Bronze, Bronze, Iron
| Iron
+
|  
| Divine metal
+
|  
 
| Adamantine
 
| Adamantine
 
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production.
 
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production.

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