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Editing Material science
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− | + | {{Quality|Exceptional|23:57, 9 October 2013 (UTC)}} | |
− | {{Quality| | ||
{{av}} | {{av}} | ||
{{Material properties}} | {{Material properties}} | ||
− | [[Material|Materials]] have a number of properties representing real-world variables that describe how they respond to inputs. In particular, the game has a number of variables that describe what happens to a material when it's put under stress. | + | [[Material|Materials]] have a number of properties representing real-world variables that describe how they respond to inputs. In particular, the game now has a number of variables that describe what happens to a material when it's put under stress. |
==What is stress?== | ==What is stress?== | ||
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===Mechanical Performance Properties=== | ===Mechanical Performance Properties=== | ||
− | Yield: This is almost certainly 'Yield Strength', which is the amount of stress needed to cause a material to go from elastic deformation | + | Yield: This is almost certainly 'Yield Strength', which is the amount of stress needed to cause a material to go from elastic deformation to plastic deformation. (That is, if you cease stressing the object, does it revert to its original shape or not). Since most objects only elastically deform over small distances of deformation, high Yield values generally means it takes a lot of force to noticeably 'stretch' them (but see strain at yield). |
Fracture: The fracture point is the amount of stress or force necessarily to cause the material to fail, or in other words, to break. | Fracture: The fracture point is the amount of stress or force necessarily to cause the material to fail, or in other words, to break. | ||
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! Body part | ! Body part | ||
! Relative size (human) | ! Relative size (human) | ||
− | ! | + | ! Kobold |
− | ! | + | ! Elf |
− | ! | + | ! Human |
− | ! | + | ! Troll |
|- | |- | ||
|| Total || 100% || 20000 || 60000 || 70000 || 250000 | || Total || 100% || 20000 || 60000 || 70000 || 250000 | ||
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! Size multiplier | ! Size multiplier | ||
! Body part | ! Body part | ||
− | ! | + | ! Dwarf |
− | ! | + | ! Human |
! Extra body parts covered (humanoid) | ! Extra body parts covered (humanoid) | ||
! Notes | ! Notes | ||
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===Attack Momentum=== | ===Attack Momentum=== | ||
− | DF uses momentum-based combat physics, so the momentum plays | + | DF uses momentum-based combat physics, so the momentum plays central role in calculations. |
Since momentum = velocity * mass, and lighter items can be swung faster, attack momentum is largely independent from weapon weight. The simplified formula is as follows: | Since momentum = velocity * mass, and lighter items can be swung faster, attack momentum is largely independent from weapon weight. The simplified formula is as follows: | ||
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Items with [STRUCTURAL_ELASTICITY_CHAIN_ALL] or metallic items with [STRUCTURAL_ELASTICITY_CHAIN_METAL] have their [*_STRAIN_AT_YIELD] increased to 50000, which means that blocked attack will not be dampened; it still may be converted to ''blunt'', however. Metal leggings and chainmail shirts have this property in vanilla. | Items with [STRUCTURAL_ELASTICITY_CHAIN_ALL] or metallic items with [STRUCTURAL_ELASTICITY_CHAIN_METAL] have their [*_STRAIN_AT_YIELD] increased to 50000, which means that blocked attack will not be dampened; it still may be converted to ''blunt'', however. Metal leggings and chainmail shirts have this property in vanilla. | ||
− | Items made of cloth with [STRUCTURAL_ELASTICITY_WOVEN_THREAD] additionally have their SHEAR values reduced to negligible 20-30 kPa. | + | Items made of cloth (including adamantine!) with [STRUCTURAL_ELASTICITY_WOVEN_THREAD] additionally have their SHEAR values reduced to negligible 20-30 kPa. This makes candy clothing especially useless in combat. Caps and all clothing have this tag in vanilla. |
===Penetration Depth=== | ===Penetration Depth=== | ||
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* Chain mail cannot block attacks via momentum cost thresholds; it still can blunt slashing attacks and then deflect them. Thus, the best defence can be reached by wearing ''dense'' (like [[copper]]) mail shirt under a ''rigid'' (like [[candy]]) one. | * Chain mail cannot block attacks via momentum cost thresholds; it still can blunt slashing attacks and then deflect them. Thus, the best defence can be reached by wearing ''dense'' (like [[copper]]) mail shirt under a ''rigid'' (like [[candy]]) one. | ||
* '''Strain at yield''' values are used in comparison to 50000. Since all metals have much less strain values than this, they all can be considered to have ''zero'' elasticity. | * '''Strain at yield''' values are used in comparison to 50000. Since all metals have much less strain values than this, they all can be considered to have ''zero'' elasticity. | ||
+ | * Adamantine clothing is ''absolutely useless'' as armor. | ||
* Armor quality doesn't matter much: masterwork armor provides only about 15% more protection than low-quality one. | * Armor quality doesn't matter much: masterwork armor provides only about 15% more protection than low-quality one. | ||
* Blunt weapon quality appears to not affect damage at all. | * Blunt weapon quality appears to not affect damage at all. | ||
− | With that in mind, here are some numbers for vanilla weapon/armor materials: | + | With that in mind, here are some numbers for vanilla weapon/armor materials: |
{| class="sortable wikitable" | {| class="sortable wikitable" |