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v0.31 Talk:Metal
Revision as of 03:32, 9 April 2010 by PencilinHand (talk | contribs)
Despite having copper, bismuth, and tin, I can't seem to make bismuth bronze. Despite having copper, gold, and silver I can't seem to make black bronze - are these broken or merely different? --Squirrelloid 09:33, 4 April 2010 (UTC)
- Nevermind, my smelters were slower than i thought, and they'd only smelted 1 copper total so far. *cracks whip* get back to work you lazy bums! --Squirrelloid 10:01, 4 April 2010 (UTC)
Impact elasticity: Used for blunt-force combat; lower is better. This is the raw value.
- How sure are we about this? It seems to contradict: "Force from blunt weapons can transcend layers. For instance, a hammer can bruise the skin while breaking the bone underneath. As such, plate armor's benefits are generally ignored by blunt attacks, and leather armor would prove to be more effective." Leather as a material has a Impact Elasticity of 5000 meaning, I think, that it is much more elastic... --68.117.74.40 14:15, 8 April 2010 (UTC)
- The Impact Elasticity number is based on the real life bulk modulus. The higher the number the greater the pressure that is needed to compress a material a given volume, that is it is the resistance to compressibility. Intuitively, we would think that we would want a higher rather than lower number for something like a war hammer or maul so they act less like a rubber mallet and more like a hammer. However, we don't know exactly how Impact Elasticity is used and unless we do we can't draw any conclusions about it. It would seem a little odd if it is a critical factor in a weapon as in real life it is rarely used except in gas equations as the effect is generally small for solids. Usually about 1% or less at yield strength for the metals in DF. --PencilinHand 03:32, 9 April 2010 (UTC)