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Editing Combat
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==General observations== | ==General observations== | ||
− | * Blunt weapons use contact area, IMPACT_YIELD, IMPACT_FRACTURE and weapon mass to scale damage. As such, metal effective for | + | * Blunt weapons use contact area, IMPACT_YIELD, IMPACT_FRACTURE and weapon mass to scale damage. As such, metal effective for edged weapons are [[Silver]] 🡆 [[Copper]] 🡆 [[Iron]] 🡆 [[Bronze]] 🡆 [[Steel]] 🡆 [[Adamantine]], from lowest to highest. It should be noted that steel is just about as effective as silver due to the impact values, as well as iron and copper. Higher contact area has higher potential damage but has a harder time getting through armor. |
* Edge weapons use SHEAR_YIELD and SHEAR_FRACTURE for material strength. As such, metal effectiveness for edged weapons are [[Silver]] 🡆 [[Copper]] 🡆 [[Iron]] 🡆 [[Bronze]] 🡆 [[Steel]] 🡆 [[Adamantine]], from lowest to highest. | * Edge weapons use SHEAR_YIELD and SHEAR_FRACTURE for material strength. As such, metal effectiveness for edged weapons are [[Silver]] 🡆 [[Copper]] 🡆 [[Iron]] 🡆 [[Bronze]] 🡆 [[Steel]] 🡆 [[Adamantine]], from lowest to highest. | ||
* Edge weapons use contact area and penetration size to determine pressure. Lower contact area results in better ability to pierce armor, higher contact area increases the amount of tissue affected by an attack. Swords provide both, with slashing and stabbing; spears provide only low contact area, and axes only provide high. | * Edge weapons use contact area and penetration size to determine pressure. Lower contact area results in better ability to pierce armor, higher contact area increases the amount of tissue affected by an attack. Swords provide both, with slashing and stabbing; spears provide only low contact area, and axes only provide high. |