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Editing Material science
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If the attack is '''edged''', it also can cut through it instead. For latter it has to have momentum no less than: | If the attack is '''edged''', it also can cut through it instead. For latter it has to have momentum no less than: | ||
− | M >= (rSY + (A+1)*rSF) * | + | M >= (rSY + (A+1)*rSF) * 10 / (S * Q), |
where: | where: | ||
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* '''rSF''' is ditto with SHEAR_FRACTURE | * '''rSF''' is ditto with SHEAR_FRACTURE | ||
* '''A''' is attack contact area | * '''A''' is attack contact area | ||
− | * '''S''' is | + | * '''S''' is material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials) |
− | * ''' | + | * '''Q''' is [[quality]] sharpness multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork (or artifact) etc.) |
− | |||
Should it exceed this value, attack momentum is decreased by some 5% and the layer is considered punctured/severed. Calculations then repeat for the underlying layer. Otherwise damage is converted to blunt ''just for this layer'' and proceeds as following. | Should it exceed this value, attack momentum is decreased by some 5% and the layer is considered punctured/severed. Calculations then repeat for the underlying layer. Otherwise damage is converted to blunt ''just for this layer'' and proceeds as following. | ||
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Otherwise, attack must have minimum momentum of: | Otherwise, attack must have minimum momentum of: | ||
− | M >= (2*IF - IY) * | + | M >= (2*IF - IY) * 2 * A, |
− | where '''IF''' and '''IY''' are layer's impact fracture and impact yield in MPa, | + | where '''IF''' and '''IY''' are layer's impact fracture and impact yield in MPa, and '''A''' is contact area as above. |
Again, on success layer is considered thrashed, momentum is reduced by about 5% and next layer is tested. | Again, on success layer is considered thrashed, momentum is reduced by about 5% and next layer is tested. | ||