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v0.31:Combat
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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 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...