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==Stuff==
 
==Stuff==
{| class="wikitable collapsible collapsed"
 
! Hmmm
 
|-
 
|
 
 
 
{{v0.31 material metal table head}}
 
 
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}<span style="display:none">3:3:1</span>|source=[[Raw adamantine]]|notes=Can be used to forge anything except beds; <br/> Blades are ten times as sharp as any other material aside from obsidian|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0
 
}}
 
 
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215
 
}}
 
 
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}<span style="display:none">6:6:1</span>|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156
 
}}
 
 
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Tin]] + [[Copper]]|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156
 
}}
 
 
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189
 
}}
 
 
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145
 
}}
 
 
 
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native silver]], [[Horn silver]],<br />[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,<br />+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333
 
}}
 
 
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Creatures|notes=Can be used to make crossbows, ammunition and some armor|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100
 
}}
 
 
{{v0.31 material metal table row|name=Wood|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Trees|notes=Can be used to make crossbows, ammunition and some armor and weapons|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000
 
}}
 
 
{{v0.31 material metal table row|name=Shell|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Creatures|notes=Can be used to make some armor|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100
 
}}
 
 
{{v0.31 material metal table row|name=Cloth{{!}}Plant cloth|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Plants|notes=Can be used to make clothing|soliddensity=1.52|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=100000|shearyield=600|shearfracture=600|shearelasticity=100000
 
}}
 
 
{{v0.31 material metal table row|name=Cloth{{!}}Silk cloth|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Silk|notes=Can be used to make clothing|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=100000|shearyield=1150|shearfracture=1200|shearelasticity=100000
 
}}
 
 
{{v0.31 material metal table row|name=Cloth{{!}}Wool cloth|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Hair|notes=Can be used to make clothing|soliddensity=0.50|mp=NONE(burn at 10508)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=100000|shearyield=60|shearfracture=120|shearelasticity=100000
 
}}
 
 
{{v0.31 material metal table row|name=Leather|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Creatures|notes=Can be used to make armor|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000
 
}}
 
 
 
|}
 
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:
 
:'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration.  Value shown here is g/cm<sup>3</sup>, which is the raw value divided by 10<sup>3</sup>
 
:'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
 
:'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
 
:'''Impact elasticity''': Used for blunt-force combat; ''lower'' is better. This is the raw value.
 
:'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
 
:'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).
 
:'''Shear elasticity''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value.
 
 
*General Term Explanations (From Wikipedia)
 
:'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.
 
:'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.
 
 
 
:'''Stress''' - Force per area = F/A
 
:'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus
 
 
So...
 
:Explanations!
 
::'''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
 
::Yield combined with Elasticity can tell what a material will do under stress (be it from a hammer, axe, or arrow)
 
::Higher yield means that it takes more stress to deform
 
::Lower elasticity means that it will deform less when stress is applied
 
 
'''Preliminary Combat Testing & Analysis'''
 
 
Adamantine and Steel take first and second place respectively, with Iron the third best material in the game. Beyond which, bronze is in a close tie with copper as to being the second worst material. As in older versions, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now) in regards to edged weaponry.
 
Additionally, with regards to blunt weapons almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details:
 
 
http://www.bay12forums.com/smf/index.php?topic=53571.0
 
 
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet.
 
 
{| {{prettytable}}
 
|- bgcolor="#999999"
 
!
 
! Best
 
! Better
 
! Good
 
! Fair
 
! Poor
 
! Terrible
 
! Notes
 
 
|-
 
| Armor
 
| Adamantine
 
| Steel
 
| Iron
 
| Bronze, Bismuth Bronze
 
| Copper
 
|
 
|
 
 
|-
 
| Edged Weapons
 
| Adamantine  <p>(worst for missiles)
 
| Steel
 
| Iron
 
| Bronze, Bismuth Bronze
 
| Copper
 
| Silver
 
| For piercing iron armor, copper is better than bronze.  For piercing copper or bronze armor, bronze is better than copper.
 
|-
 
| Blunt Weapons
 
| Steel, Silver
 
| Copper, Bismuth Bronze, Bronze, Iron
 
| ---
 
| ---
 
| ---
 
| Adamantine
 
| All six non-adamantine metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor.
 
 
|}
 
 
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons
 
 
See also some [[User:Shinziril#Weapons_and_Armor|outstanding research]] on armor vs. different weapon types by Shinziril.
 
 
 
 
 
|}
 
  
 
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