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This study seems to show that (for legendary dwarves), silver war hammers are about equal with adamantine battleaxes, even with both sides being unarmored. The previous time I ran this test, hammers actually won 6 of the 10 rounds, but this time it was evenly split.
+
This study seems to show that (for legendary dwarfs), silver war hammers are about equal with adamantine battleaxes, even with both sides being unarmored. The previous time I ran this test, hammers actually won 6 of the 10 rounds, but this time it was evenly split.
  
 
:(Is that because a grandmaster dwarf can disable or kill an unarmored dwarf with just one hit with either weapon?  Might be worth examining the combat logs.) [[User:Bognor|Bognor]] 09:08, 3 June 2011 (UTC)
 
:(Is that because a grandmaster dwarf can disable or kill an unarmored dwarf with just one hit with either weapon?  Might be worth examining the combat logs.) [[User:Bognor|Bognor]] 09:08, 3 June 2011 (UTC)
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! Side & Creature !! Number !! Skills !! Items
 
! Side & Creature !! Number !! Skills !! Items
 
|-
 
|-
| #1: Dwarves || 6 ||  Proficient Fighter and swordsdwarf, skilled Dodger, Armor and Shield user<br>  || Full iron armor&Shortsword
+
| #1: Dwarfs || 6 ||  Proficient Fighter and swordsdwarf, skilled Dodger, Armor and Shield user<br>  || Full iron armor&Shortsword
 
|-
 
|-
 
| #2: Skeletal horse || 6 || None || none
 
| #2: Skeletal horse || 6 || None || none
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! Side & Creature !! Survived !! Injury level !! Health tags !! Most common cause of death
 
! Side & Creature !! Survived !! Injury level !! Health tags !! Most common cause of death
 
|-
 
|-
| #1: Dwarves || 6 || 1 with minor wounds, one with head bruising and some broken parts || 1 unconscious (Dwarf with head bruising) ||
+
| #1: Dwarfs || 6 || 1 with minor wounds, one with head bruising and some broken parts || 1 unconscious (Dwarf with head bruising) ||
 
|-
 
|-
 
| #2: Skeletal horse || 0 ||  ||  ||
 
| #2: Skeletal horse || 0 ||  ||  ||
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<u>'''Notes:'''</u>
 
<u>'''Notes:'''</u>
Dwarves began in a line, horses began slightly scattered
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Dwarfs began in a line, horses began slightly scattered
  
 
<u>'''Tester's conclusion:'''</u>
 
<u>'''Tester's conclusion:'''</u>
The test was a test of how a middling military would fare against an equal force of skeletal horses. The dwarves did excellently with only one badly wounded and one other with a minor wound.
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The test was a test of how a middling military would fare against an equal force of skeletal horses. The dwarfs did excellently with only one badly wounded and one other with a minor wound.
  
 
= DF2012 (0.34.02) tests =
 
= DF2012 (0.34.02) tests =
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| #2: Swordswarf || 5, 0, 0, 0 || Torn muscle, Severed nerve, Opened arteries, Severed limbs, Missing Limbs || Pale, -N/A- || Bled to death
 
| #2: Swordswarf || 5, 0, 0, 0 || Torn muscle, Severed nerve, Opened arteries, Severed limbs, Missing Limbs || Pale, -N/A- || Bled to death
 
|}
 
|}
Third time last axedwarf actually fall into martial trance and finished three remaining sworddwarves, last sword guy just bled to death while fighting.
+
Third time last axedwarf actually fall into martial trance and finished three remaining sworddwarfs, last sword guy just bled to death while fighting.
 
It seems that the initiated distance of the engagement is a factor, though I'm not sure and this statement requires more tests.
 
It seems that the initiated distance of the engagement is a factor, though I'm not sure and this statement requires more tests.
  
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=== War Hammer material effectiveness comparison (ongoing) (Tested by: Adonkares) ===
 
=== War Hammer material effectiveness comparison (ongoing) (Tested by: Adonkares) ===
<u>'''Test description:'''</u> After editing the object testing arena into 896 4x1 duel rooms and 84 5x5 5v5 brawl rooms the premise of gold war hammer superiority was put to trial using a variety of different hammer materials. A program was written to populate the arena more quickly as well as equip the dwarves. (If anyone has any tips on counting the results quickly or via a program, please let me know.)
+
<u>'''Test description:'''</u> After editing the object testing arena into 896 4x1 duel rooms and 84 5x5 5v5 brawl rooms the premise of gold war hammer superiority was put to trial using a variety of different hammer materials. A program was written to populate the arena more quickly as well as equip the dwarfs. (If anyone has any tips on counting the results quickly or via a program, please let me know.)
  
 
<u>'''Acronym explanation:'''</u> Each test was assigned a number from 1-3. Each row in a table is named after Duel or Group results and is followed by a -s -g -c suffix to denote the material of the weapon equipped. And so 1solo-g means a group of 1v1 dwarf fighters with steel armor and gold hammers.
 
<u>'''Acronym explanation:'''</u> Each test was assigned a number from 1-3. Each row in a table is named after Duel or Group results and is followed by a -s -g -c suffix to denote the material of the weapon equipped. And so 1solo-g means a group of 1v1 dwarf fighters with steel armor and gold hammers.
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Dwarf 28: How fragile we are...  I must not succumb to fear!
 
Dwarf 28: How fragile we are...  I must not succumb to fear!
  
edit: All weapons used in this test were made out of copper. In a recent fort I played, a dwarf with an Adamantine battle axe were able to mutilate a giant with a hack to the head. Not sure how other materials will perform.
 
  
 
== Skilled Miner vs average soldier (by NeckRomancer) ==
 
== Skilled Miner vs average soldier (by NeckRomancer) ==
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A script was used to count the hits and their locations. But the script wasn't perfect. Some face hits damage multiple parts, a tongue hit can/will also do damage to the cheek for example, which will result in double counting in those particular cases. There can also be other errors that are undiscovered. That is why the total number of hits are slightly lower than what is obtained by adding all individual hits together.
 
A script was used to count the hits and their locations. But the script wasn't perfect. Some face hits damage multiple parts, a tongue hit can/will also do damage to the cheek for example, which will result in double counting in those particular cases. There can also be other errors that are undiscovered. That is why the total number of hits are slightly lower than what is obtained by adding all individual hits together.
 
edit:''a script error was found, hands and fingers as well as feet and toes were counted together, column labels have been adjusted to show this, no data has been changed''
 
  
 
<u>'''Creatures'''</u>
 
<u>'''Creatures'''</u>
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{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
|-
 
|-
! Weapon used !! Weapon hits !! Head !! Neck/Throat !! Upper body !! Lower body !! Upper arm !! Lower arm !! Hand + Finger !! Upper leg !! Lower leg !! Foot + Toe !! Only fingers !! Only toes !! Face parts (has double-counting)
+
! Weapon used !! Weapon hits !! Head !! Neck/Throat !! Upper body !! Lower body !! Upper arm !! Lower arm !! Hand !! Upper leg !! Lower leg !! Foot !! Finger !! Toe !! Face part (not exact)
 
|-
 
|-
 
| Battle axes || 1743 || 137 || 45/0 || 99 || 89 || 106/113 || 133/139 || 143/126 || 51/41 || 57/55 || 146/138 || 10 || 6 || 130
 
| Battle axes || 1743 || 137 || 45/0 || 99 || 89 || 106/113 || 133/139 || 143/126 || 51/41 || 57/55 || 146/138 || 10 || 6 || 130
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|}
 
|}
  
<u>'''Averaged results in %'''</u><br>The face hits value is uncertain since it is known to contain double counting. By using the value for total number of hits, the double counting can be adjusted for, and it is found to be 0.8% units too high. When all % values are added they become 99.4%, the missing 0.6% comes from rounding.
+
<u>'''Averaged results in %'''</u>
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
|-
 
|-
! Comment !! Head !! Neck/Throat !! Upper body !! Lower body !! Upper arm !! Lower arm !! Hand + fingers !! Upper leg !! Lower leg !! Foot + toes !! Only fingers !! Only toes !! Face parts
+
! Comment !! Head !! Neck/Throat !! Upper body !! Lower body !! Upper arm !! Lower arm !! Hand !! Upper leg !! Lower leg !! Foot !! Finger !! Toe !! Face part (not exact)
|-
 
| Left/Right bodypart || 8.6 || 2.7 / 0.1 || 6.4 || 6.2 || 7.3 / 7.2 || 7.4 / 7.3  || 8.0 / 7.4 || 3.0 / 2.7 || 3.1 / 2.6 || 7.3 / 7.3 || 0.6 || 0.2  || 5.6 (adjusted value is 4.8)
 
|-
 
| Combined || 8.6 || 2.7 / 0.1 || 6.4 || 6.2 || 14.5 || 14.7  || 15.4 || 5.7 || 5.7 || 14.6 || 0.6 || 0.2  || 5.6 (adjusted value is 4.8)
 
|}
 
 
 
<u>'''Combined averaged results in % with hands/fingers and feet/toes separated'''</u>
 
{| class="wikitable sortable"
 
 
|-
 
|-
! Comment !! Head !! Neck/Throat !! Upper body !! Lower body !! Upper arms !! Lower arms !! Hands !! Upper legs !! Lower legs !! Feet !! Fingers !! Toes !! Face parts
+
| Left/Right bodypart || 8.5 || 2.6 / 0.1 || 6.3 || 6.2 || 7.2 / 7.1 || 7.4 / 7.3  || 7.9 / 7.3 || 3.0 / 2.7 || 3.0 / 2.6 || 7.2 / 7.2 || 0.6 || 0.2  || 4.3
 
|-
 
|-
| Combined || 8.6 || 2.7 / 0.1 || 6.4 || 6.2 || 14.5 || 14.7  || 14.8 || 5.7 || 5.7 || 14.4 || 0.6 || 0.2  || 4.8
+
| Combined || 8.5 || 2.6 / 0.1 || 6.3 || 6.2 || 14.3 || 14.7  || 15.2 || 5.7 || 5.6 || 14.4 || 0.6 || 0.2  || 4.3
 
|}
 
|}
  
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! Armor piece !! approximate % chance of getting hit
 
! Armor piece !! approximate % chance of getting hit
 
|-
 
|-
| Mail shirt / leather armor || 35.6
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| Mail shirt / leather armor || 35.2
 
|-
 
|-
| Helm || 8.6
+
| Helm || 8.5
 
|-
 
|-
| Breastplate || 12.6
+
| Breastplate || 12.5
 
|-
 
|-
| Greaves / leggings || 17.6
+
| Greaves / leggings || 17.5
 
|-
 
|-
| Gauntlets || 30.1
+
| Gauntlets || 30.5
 
|-
 
|-
| High boots || 20.3
+
| High boots || 20.2
 
|-
 
|-
 
| Low boots || 14.6
 
| Low boots || 14.6
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<u>'''Tester's conclusion:'''</u>
 
<u>'''Tester's conclusion:'''</u>
  
It appears that all weapons use the same hit location calculation. There is one minor trend where the left limbs of the body are hit more, which could be explained by the attacker holding the weapon in his right hand. War hammers and Maces have 9.5% and 9.0% head hits respectively, slightly higher than average, I think this can be explained by the fact that blunt weapons can kill through helmets and after that happen that particular fight is over and no longer generate any new hits and this will skew the numbers in favor of the head.
+
It appears that all weapons use the same hit location calculation. There is one minor trend where the left limbs of the body are hit more, which could be explained by the attacker holding the weapon in his right hand. War hammers and Maces have 9.4% and 9.0% head hits respectively, slightly higher than average, I think this can be explained by the fact that blunt weapons can kill through helmets and after that happen that particular fight is over and no longer generate any new hits and this will skew the numbers in favor of the head.
  
A thought on low vs high boots: Even though gauntlets are more likely to break, the boots are also hit fairly often. If there is a concern about them breaking, the low boots would be the better choice, since the legs have a low chance of being hit the greaves / leggings are pretty safe already and the lower body have several overlapping armor pieces. The lower legs have a low chance of getting hit, so having double armor on them is not that important, especially when compared to the risk of loosing the boots entirely if they were to break. An item breaks the 5th time it takes damage, and blunt weapons of any material, especially the war hammer, can damage and break all kinds of armor (not tested on adamantium).
+
A thought on low vs high boots: Even though gauntlets are the most likely item to break, the boots are also hit fairly often. If one is concerned about them breaking, the low boots would not be a bad choice, since greaves / leggings have a lower chance of getting hit anyway and the lower body is already protected by other armor pieces. The lower leg bodyparts have a low chance of getting hit, so having double armor on them don't seem that important, especially when compared to the risk of loosing the feet armor entirely if the boots break completely. An item breaks the 5th time it takes damage, and blunt weapons of any material, especially the war hammer, can damage and break all kinds of armor (not tested on adamantium).
  
 
As a side note: Leggings have both the [shaped] and [elastic] tags, which seems incorrect since they should be mutually exclusive. It appears as if leggings can stop blunt damage just like greaves do, but they will never get damaged by blunt hits.
 
As a side note: Leggings have both the [shaped] and [elastic] tags, which seems incorrect since they should be mutually exclusive. It appears as if leggings can stop blunt damage just like greaves do, but they will never get damaged by blunt hits.

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