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Difference between revisions of "Talk:Weapon"
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: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) | :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) | ||
:It's in the second formula as "Sha * w_quality", though it looks to me like the explanation for w_quality should use the percentages instead of the multipliers.[[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 02:04, 25 October 2024 (UTC) | :It's in the second formula as "Sha * w_quality", though it looks to me like the explanation for w_quality should use the percentages instead of the multipliers.[[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 02:04, 25 October 2024 (UTC) | ||
+ | :That actually makes sense since the multipliers it mentions currently (x1 base quality, x3 artifact) seem to be about the probability to hit. I have programmed the formulas and can easily change stuff and will try to gather experimental data. --[[User:Jose96xd|Jose96xd]] ([[User talk:Jose96xd|talk]]) 07:41, 25 October 2024 (UTC) |
Revision as of 07:42, 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)
- It's in the second formula as "Sha * w_quality", though it looks to me like the explanation for w_quality should use the percentages instead of the multipliers.Ziusudra (talk) 02:04, 25 October 2024 (UTC)
- That actually makes sense since the multipliers it mentions currently (x1 base quality, x3 artifact) seem to be about the probability to hit. I have programmed the formulas and can easily change stuff and will try to gather experimental data. --Jose96xd (talk) 07:41, 25 October 2024 (UTC)