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==  Field Observations ==
 
==  Field Observations ==
  
It seems true that materials can't cut anything "tougher" than them. Fights between my small iron-armored military and Goblins last for ages, since my iron axes mostly bounce off the Goblins' iron armor and the Goblins' copper & silver weapons can't get through my iron armor. Iron pikes have penetrated iron armor, and are the weapons that most consistently do so (Logical, since the highest force is being applied in one place). IRON ARMOR IS NOW INCREDIBLY USEFUL.
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It seems true that materials can't cut anything "tougher" than them. Fights between my small iron-armoured military and Goblins last for ages, since my iron axes mostly bounce off the Goblins' iron armour and the Goblins' copper & silver weapons can't get through my iron armour. Iron pikes have penetrated iron armour, and are th weapons that most consistently do so (logical, since the highest force is being applied in one place). IRON ARMOUR IS NOW INCREDIBLY USEFUL.
  
Also, on a more theoretical note, the higher impact elasticity and shear elasticity of steel will be counteracted by much higher fracture toughness/strength. Having a dent put in your breastplate that bruises you is much better than having your breastplate fractured and getting a pike in the ribs.--[[User:Nimblewright|Nimblewright]] 13:32, 20 April 2010 (UTC)
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Also, on a more theoretical note, the higher impact elasticity and shear elasticity of stel will be counteracted by much higher fracture toughness/strength. Having a dent put in your breastplate that bruises you is much better than having your breastplate fractured and getting a pike in the ribs.--[[User:Nimblewright|Nimblewright]] 13:32, 20 April 2010 (UTC)
  
 
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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? --[[User:Squirrelloid|Squirrelloid]] 09:33, 4 April 2010 (UTC)
 
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? --[[User:Squirrelloid|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! --[[User:Squirrelloid|Squirrelloid]] 10:01, 4 April 2010 (UTC)
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: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! --[[User:Squirrelloid|Squirrelloid]] 10:01, 4 April 2010 (UTC)
  
 
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''Impact elasticity: Used for blunt-force combat; lower is better. This is the raw value.''
 
''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: [[v0.31:Release_information|"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...  --[[Special:Contributions/68.117.74.40|68.117.74.40]] 14:15, 8 April 2010 (UTC)
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:How sure are we about this? It seems to contradict: [[DF2010:Release_information|"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...  --[[Special:Contributions/68.117.74.40|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. EDIT: Just to be clear, impact elasticity shares an inverse like relationship with bulk modulus so lower "should be" better.--[[User:PencilinHand|PencilinHand]] 04:36, 9 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. EDIT: Just to be clear, impact elasticity shares an inverse like relationship with bulk modulus so lower "should be" better.--[[User:PencilinHand|PencilinHand]] 04:36, 9 April 2010 (UTC)
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:1: Sign your comments ("<nowiki>--~~~~</nowiki>"). 2: If you really want to, edit reaction_standard.txt and inorganic_metal.txt. 3: Platinum would be even better than rose gold, being denser ''and'' having much lower impact elasticity. --[[User:Quietust|Quietust]] 16:35, 9 May 2010 (UTC)
 
:1: Sign your comments ("<nowiki>--~~~~</nowiki>"). 2: If you really want to, edit reaction_standard.txt and inorganic_metal.txt. 3: Platinum would be even better than rose gold, being denser ''and'' having much lower impact elasticity. --[[User:Quietust|Quietust]] 16:35, 9 May 2010 (UTC)
 
: While you're at it, why not allow cutting nickel with brass to yield nickel silver, or other similar alloy "chain reactions"? Might make for an interesting micro-mod. --[[User:Onul Rigothzas|Onul Rigothzas]] 07:34, 22 June 2010 (UTC)
 
: While you're at it, why not allow cutting nickel with brass to yield nickel silver, or other similar alloy "chain reactions"? Might make for an interesting micro-mod. --[[User:Onul Rigothzas|Onul Rigothzas]] 07:34, 22 June 2010 (UTC)
 
== Weapons grade metal chart ==
 
 
I updated the weapons grade metal chart and it's accompanying blurb to match the recent data zagibu recorded on the official forums. I left the previous blurb intact simply because the act of testing is very much a work in progress and not much is entirely settled yet.
 
 
== Relationship between density and impact/shear statistics ==
 
 
The mechanics implied in the Arena Testing section of [[Weapon]] do not seem to reflect the mechanics mentioned here. I'm referring specifically to the lauding of silver as an excellent blunt weapon metal. How does the density of a metal alter the impact/shear numbers listed above? -- [[User:hbernier|hbernier]] 13:55, 18 October 2010 (EST)
 
: Hmmm, [[Density]] seems to support the assertions of the Arena Testing section as well. <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:hbernier|hbernier]]</small>
 
:: For the real-world metals, at least, those are the real-world properties of the metals, converted into DF-specific units.  So if you, or anybody, knows how "density" controls "impact yield" and so forth... then you've got a bright future ahead in the materials sciences industry.
 
:: As to how the combat calculations work out... I THINK that the impact stats are only slight modifiers, relative to density, when calculating blunt-force weapon attack.  The impact stats are important on the blunt-force armor defense side.  Edged weapons, I think, put less importance on density and more on the shear stats.  And edged-force armor defense probably relies entirely on the shear stats - hence steel armor is better than anything but adamantine. --[[User:DeMatt|DeMatt]] 20:19, 18 October 2010 (UTC)
 
:::One can add custom metals to the raws, conduct combat tests and determine effect and relative importance of all material properties. Like create "iron_impact_high" with 100 times higher impact yield or impact elasticity, "iron_impact_low" with 100 times lower and test it against normal iron for both weapons and armor. It seems like not that hard but definite and useful project.--[[User:Another|Another]] 21:25, 18 October 2010 (UTC)
 
 
== Material value changes ==
 
Did they nerf the heck out of black bronze's value?  It used to have a much higher material value, as i recall.  Which was nice, since it has a distinctive color, so it was fun to decorate nobles rooms with it.. sigh. --[[User:Squirrelloid|Squirrelloid]] 13:31, 24 November 2010 (UTC)
 
:Why not take a look at the 40d version of this page and see for yourself that it hasn't changed? We kept the old pages in different namespaces for a reason... --[[User:Quietust|Quietust]] 14:20, 24 November 2010 (UTC)
 
 
== Elven Wood Weapons and Armor ==
 
I didn't see any discussion of this elsewhere and this seems like the most appropriate place.  Are elven wood weapons/armor worthless like the table would indicate or is there special elven magic that makes them not suck? [[User:Rembrandtq|Rembrandtq]] 22:20, 18 December 2010 (UTC)
 
: AFAIK (which actually isn't that far), elven wooden weapons are better than dwarven wooden training weapon equivalents.  Elven wooden armor is, broadly speaking, equivalent to dwarven bone and shell armor.  So to put it more succintly, no - it sucks.  You're dwarves, forge proper metal gear instead of depending on PLANTS to shield you. :P --[[User:DeMatt|DeMatt]] 05:39, 19 December 2010 (UTC)
 
 
== Shallow or Deep ==
 
What metals are shallow and which are considered deep? [[Special:Contributions/69.255.200.85|69.255.200.85]] 12:41, 14 March 2011 (UTC)
 
:The metal type is irrelevant - the only thing that distinguishes "shallow" versus "deep" is '''location'''. --[[User:Quietust|Quietust]] 13:27, 14 March 2011 (UTC)
 
I did some My-Genesis deep/shallow metals charting: world quickgen "frequent" minerals.<br>
 
flux & DMs: native silver -29 in granite, tetra&native copper -33 in mica&marble, tetra in marble -34 -32, cassi in schist -55<br>
 
flux & DMs, flux & DMs: tetra -17 -18, tetra -38, nativegold -36, ada -39, gold & plat -40<br>
 
flux & DMs: lignite -3 -5, tetra -19-21-22 -52-53-54!, galena -19 -21, cassi -26 -27 -28, cobalt -29 -59-60!<br>
 
is -60 the hard limit? maybe -17 to -54 is deep.<br>
 
<br>
 
noflux & SMs: sphalerite -7, gold -10 -11, cassi -12, -4 spha, <br>
 
flux & SMs: tetra -19 tetra -20 nativesilver lots -27, tetra, maybe -29 lowest silver.<br>
 
flux & SMs: garni -27 to -30 -34, limo -3 -4 -5 -6,  cassi -41 -56 -60, plat -46, <br>
 
SMs: -3 to -46 seen.<br>--[[User:TomiTapio|TomiTapio]] 14:25, 14 May 2011 (UTC)
 

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