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Editing v0.34 Talk:Bolt
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For more science you could mod a little and test again. For example mod the bolts to blunt attack and see if it has any differences in piercing adamantine. Or make the contact area larger. Also I recall an old [http://www.bay12forums.com/smf/index.php?topic=89997.msg2488474#msg2488474 experiment]about weight affecting bolts, the result was no significant difference. So there is a paradox: if we accept that weight has no effect, the pine bolts show meterial sharpness has some effect, while the variant metal bolts show that sharpness has little to no effect. So I advice do the experiment again with silver and adamantine bolts. --[[User:Lcy03406|Lcy03406]] 04:45, 18 August 2012 (UTC) | For more science you could mod a little and test again. For example mod the bolts to blunt attack and see if it has any differences in piercing adamantine. Or make the contact area larger. Also I recall an old [http://www.bay12forums.com/smf/index.php?topic=89997.msg2488474#msg2488474 experiment]about weight affecting bolts, the result was no significant difference. So there is a paradox: if we accept that weight has no effect, the pine bolts show meterial sharpness has some effect, while the variant metal bolts show that sharpness has little to no effect. So I advice do the experiment again with silver and adamantine bolts. --[[User:Lcy03406|Lcy03406]] 04:45, 18 August 2012 (UTC) | ||
− | I have tried silver and adamantine bolts, and neither are ever deflected by copper armor. I will post details if I have time, but posting to the wiki is rather cumbersome - I think I may start a forum post for more involved discussion, as this is proving more complicated that I initially expected. I believe that the main thing that determines armor penetration and damage is kinetic energy. A bow/crossbow applies a force of 1000 (units?), over some fixed distance (which is not indicated in the raws), such that the energy applied does not depend on mass. However, there is also a maximum bolt speed of 1000 (units?), so if a bolt is very light (i.e. wood) its kinetic energy will just be its mass times 1000^2. I also found that copper blowdarts are never deflected by steel armor, and was unable to find any manipulation of the raws which would allow projectiles to be defected regularly but still do modest damage to unarmored targets. In particular, increasing the contact area to 20 just makes bolts *more* deadly, as they start to sever limbs etc, and are still never deflected by armor. I | + | I have tried silver and adamantine bolts, and neither are ever deflected by copper armor. I will post details if I have time, but posting to the wiki is rather cumbersome - I think I may start a forum post for more involved discussion, as this is proving more complicated that I initially expected. I believe that the main thing that determines armor penetration and damage is kinetic energy. A bow/crossbow applies a force of 1000 (units?), over some fixed distance (which is not indicated in the raws), such that the energy applied does not depend on mass. However, there is also a maximum bolt speed of 1000 (units?), so if a bolt is very light (i.e. wood) its kinetic energy will just be its mass times 1000^2. I also found that copper blowdarts are never deflected by steel armor, and was unable to find any manipulation of the raws which would allow projectiles to be defected regularly but still do modest damage to unarmored targets. In particular, increasing the contact area to 20 just makes bolts *more* deadly, as they start to sever limbs etc, and are still never deflected by armor. I also checked the raws from DF 0.31 and found the contact area was still 2 (not 20 as reported on the wiki) in DF2010, so I don't think what Toady changed with projectiles has anything to do with the raws (unless the change happened before DF2010?). Anyway, I have lots of data, but still far less than I would like, and I need to figure out a better way to discuss it, and perhaps get more people involved in collecting/analyzing it. --[[User:Pirate Bob|Pirate Bob]] 17:45, 28 August 2012 (UTC) |
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