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Difference between revisions of "v0.31:Combat"
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(Preliminary combat analysis page) |
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(This page ''will'' cover the mechanics of combat - once they're figured out. For now, you may want to refer to {{L|combat skill}}s, {{L|military}}, or {{L|squad}}s.) | (This page ''will'' cover the mechanics of combat - once they're figured out. For now, you may want to refer to {{L|combat skill}}s, {{L|military}}, or {{L|squad}}s.) | ||
+ | |||
+ | ==General Observations== | ||
+ | * Blunt weapons seem to use density for material strength | ||
+ | * Blunt weapons probably use "contact area" and weapon mass for relative strength | ||
+ | |||
+ | * Edge weapons seem to use the progression Silver->Copper->Iron->Bronze->Steel->Adamantium for material strength | ||
+ | * Edge weapons probably use "penetration size" for relative strength | ||
+ | |||
+ | ==Mechanics== | ||
+ | |||
+ | :Based on information in the RAWs and in-game, Toady seems to use real-world physics and material properties for in-game behaviour. Using this as a starting point, we can roughly estimate some of the combat damage mechanics for both blunt and edged weapons. | ||
+ | |||
+ | ==General Terms== | ||
+ | :'''Stress''' - Force per area = F/A | ||
+ | :'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus | ||
+ | |||
+ | |||
+ | :'''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 | ||
+ | :'''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 | ||
+ | |||
+ | ==Armor Properties== | ||
+ | |||
+ | *Material Properties | ||
+ | :* Blunt Protection | ||
+ | ::*'''Impact yield''' | ||
+ | ::*'''Impact fracture''' | ||
+ | ::*'''Impact elasticity''' | ||
+ | |||
+ | :* Edge Protection | ||
+ | ::*'''Shear yield''' | ||
+ | ::*'''Shear fracture''' | ||
+ | ::*'''Shear elasticity''' | ||
+ | |||
+ | *Item Properties | ||
+ | :*'''Armor Level''': Layer number in which armor is worn. Lower numbers will be equipped first, and later numbers equipped if space is available. | ||
+ | :*'''Coverage'': Some armor covers more of the body than others. | ||
+ | |||
+ | ==Weapon Properties== | ||
+ | |||
+ | *Material Properties | ||
+ | :*Common | ||
+ | ::*'''Contact Area''': Determines the surface area hit by the weapon. Likely in mm<sup>2</sup>. | ||
+ | ::*'''Velocity Multiplier''': Effectively increases the velocity of the weapon swing. | ||
+ | |||
+ | :*Blunt Weapons | ||
+ | ::*Blunt weapons are all about weapon mass, contact area, and velocity. Apply a large force to a small area for bone crushing goodness. | ||
+ | ::*'''Mass''' is likely material '''Density''' times weapon '''Size''' | ||
+ | ::*'''Momentum''' is '''Mass''' times '''Velocity''' | ||
+ | ::*Any impact must have a conservation of momentum, and thusly, impart the weapon's momentum to the target | ||
+ | ::*'''Stress''' is the '''Force''' of the strike divided by the '''Contact Area''' | ||
+ | :::*Material '''Impact Yield''' determines the '''Stress''' required to dent the armor (likely not used) | ||
+ | |||
+ | :*Edged Weapons | ||
+ | ::*Edged weapons rely on a combination of size, mass, impact area, penetration depth, and velocity | ||
+ | |||
+ | ==Arena Test Results== | ||
+ | |||
+ | * Forthcoming... |
Revision as of 00:25, 19 August 2010
(This page will cover the mechanics of combat - once they're figured out. For now, you may want to refer to Template:Ls, Template:L, or Template:Ls.)
General Observations
- Blunt weapons seem to use density for material strength
- Blunt weapons probably use "contact area" and weapon mass for relative strength
- Edge weapons seem to use the progression Silver->Copper->Iron->Bronze->Steel->Adamantium for material strength
- Edge weapons probably use "penetration size" for relative strength
Mechanics
- Based on information in the RAWs and in-game, Toady seems to use real-world physics and material properties for in-game behaviour. Using this as a starting point, we can roughly estimate some of the combat damage mechanics for both blunt and edged weapons.
General Terms
- Stress - Force per area = F/A
- Strain - Deformation of a solid due to stress = Stress/Young's Modulus
- 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
- 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
Armor Properties
- Material Properties
- Blunt Protection
- Impact yield
- Impact fracture
- Impact elasticity
- Edge Protection
- Shear yield
- Shear fracture
- Shear elasticity
- Item Properties
- Armor Level: Layer number in which armor is worn. Lower numbers will be equipped first, and later numbers equipped if space is available.
- 'Coverage: Some armor covers more of the body than others.
Weapon Properties
- Material Properties
- Common
- Contact Area: Determines the surface area hit by the weapon. Likely in mm2.
- Velocity Multiplier: Effectively increases the velocity of the weapon swing.
- Blunt Weapons
- Blunt weapons are all about weapon mass, contact area, and velocity. Apply a large force to a small area for bone crushing goodness.
- Mass is likely material Density times weapon Size
- Momentum is Mass times Velocity
- Any impact must have a conservation of momentum, and thusly, impart the weapon's momentum to the target
- Stress is the Force of the strike divided by the Contact Area
- Material Impact Yield determines the Stress required to dent the armor (likely not used)
- Edged Weapons
- Edged weapons rely on a combination of size, mass, impact area, penetration depth, and velocity
Arena Test Results
- Forthcoming...