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This page on the wiki houses trials run within the game by players, with the intention of arriving at conclusions on how certain combat situations work, or just combat in general. | This page on the wiki houses trials run within the game by players, with the intention of arriving at conclusions on how certain combat situations work, or just combat in general. | ||
− | If you want to know more about how to do your own testing | + | If you want to know more about how to do your own testing go to the [[DF2010:Arena]] wiki article. To learn more about the military and how it works in ''Dwarf Fortress'', go to the [[DF2010:Military]] article. |
The format in which trials are presented here is by no means a strict rule. Feel free to add and change elements but make sure the information is easy to read and understand. Try to provide any information you think is relevant and useful without digressing too much. | The format in which trials are presented here is by no means a strict rule. Feel free to add and change elements but make sure the information is easy to read and understand. Try to provide any information you think is relevant and useful without digressing too much. | ||
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<u>'''Tester's conclusion:'''</u> | <u>'''Tester's conclusion:'''</u> | ||
− | Like the dragon, the hydra has a very hard time with the dwarves. The fight is long and even though it can kill them all eventually, the damage it takes in the meantime is definitive. A slightly higher number of dwarves might have killed it and even if a whole squad dies, the threat the hydra poses is practically | + | Like the dragon, the hydra has a very hard time with the dwarves. The fight is long and even though it can kill them all eventually, the damage it takes in the meantime is definitive. A slightly higher number of dwarves might have killed it and even if a whole squad dies, the threat the hydra poses is practically elimintated as it will probably eventually die on its own anyway. |
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|} | |} | ||
− | This study seems to show that (for legendary | + | 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: | + | | #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: | + | | #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> | ||
− | + | 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 | + | 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 | + | 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 | + | <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! | ||
− | |||
== Skilled Miner vs average soldier (by NeckRomancer) == | == Skilled Miner vs average soldier (by NeckRomancer) == | ||
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<u>'''Tester's conclusion:'''</u> | <u>'''Tester's conclusion:'''</u> | ||
− | Skilled unarmored miners can | + | Skilled unarmored miners can clearly put up a fight in 1v1. But they peform poorly in group combat. |
+ | |||
== Hit locations (by NeckRomancer) == | == Hit locations (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. | ||
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<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 | + | ! 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> | + | <u>'''Averaged results in %'''</u> |
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|- | |- | ||
− | ! Comment !! Head !! Neck/Throat !! Upper body !! Lower body !! Upper arm !! Lower arm !! Hand | + | ! Comment !! Head !! Neck/Throat !! Upper body !! Lower body !! Upper arm !! Lower arm !! Hand !! Upper leg !! Lower leg !! Foot !! Finger !! Toe !! Face part (not exact) |
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− | + | | 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. | + | | 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. | + | | Mail shirt / leather armor || 35.2 |
|- | |- | ||
− | | Helm || 8. | + | | Helm || 8.5 |
|- | |- | ||
− | | Breastplate || 12. | + | | Breastplate || 12.5 |
|- | |- | ||
− | | Greaves / leggings || 17. | + | | Greaves / leggings || 17.5 |
|- | |- | ||
− | | Gauntlets || 30. | + | | Gauntlets || 30.5 |
|- | |- | ||
− | | High boots || 20. | + | | 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. | + | It appears that all weapons use the same hit location calculation. Thre 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. |
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− | + | As a side note: Leggings have both the [shaped] and [elastic] tags, which seems incorrect since they should be mutually exclusive. It means that leggings can stop blunt damage just like greaves do, but they never get damaged by blunt hits. | |
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