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Author Topic: Weapon Damage Properties  (Read 6872 times)

bombzero

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Re: Weapon Damage Properties
« Reply #30 on: February 26, 2012, 04:31:08 am »

most mods that rebalance/add/remove/upgrade/modify/etc anything in DF tend to balance out weapons and armor in some way.

if you are interested in leather armors check out Meph's work on it in masterworkDF. i think TomiTapio did some very nice material rebalances that had some effect on weapons and armor.

so its not impossible by any means just takes a decent amount of Raw editing to get a good effect.
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Hugo_The_Dwarf

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Re: Weapon Damage Properties
« Reply #31 on: February 26, 2012, 10:53:29 am »

Increasing nearly all weapon weights to 5x has close to the desired effects on combat. For two-handed weapons, which would become even harder to use, a small but significant 20% increase in velocity helps counter-act the problems caused by more extreme weight.

Do note that altering the SIZE tag on weapons also alters their price, which makes an industry of being an Arms Dealer a very easy one.
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bobsnewaddress

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Re: Weapon Damage Properties
« Reply #32 on: February 26, 2012, 11:47:48 am »

Increasing nearly all weapon weights to 5x has close to the desired effects on combat. For two-handed weapons, which would become even harder to use, a small but significant 20% increase in velocity helps counter-act the problems caused by more extreme weight.

Do note that altering the SIZE tag on weapons also alters their price, which makes an industry of being an Arms Dealer a very easy one.

He also altered the material size tag though, so unless I'm mistaken that also means that it should take a lot more metal to make these weapons as well, increasing the time in labor. I'm ok with a battle axe that takes 4 times as many bars costing more.
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Kaos

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Re: Weapon Damage Properties
« Reply #33 on: March 06, 2012, 05:19:13 am »

During the days pf 31.25, I did some SCIENCE!! on this myself, I basically took the values of the different weapons from the raws and after understanding how did those values affected combat (according to the wiki and some threads in the forum), I came up with a formula that reflected common knowledge and was consistent with the simulator results in this thread.


This is the table I came up with:
Spoiler (click to show/hide)
The original is an excel spreadsheet, if you're interested in the formulas, just say so.


Notice the column "Power", that's basically "it", the higher the number the strongest the attack is, the next column "Blunt Power" applies only to EDGE attacks when they can not pierce or cut thorough the defending material, the attack becomes a BLUNT attack instead and that's it's relative power.

Let's take the battle axe for example: it's hack attack power is 150,000 the highest for any edge dwarf-made weapon, that's way limbs fly off in an arc when using this, if it fails to cut through the enemy's armor it becomes 25 blunt power, probably a bruise.

Also notice that the deadliest edge weapon is the halberd with 600,000
The large daggers have 200,000, that's why those damn kobold/goblin thief can be so deadly.
The light-saber.... I mean scourge has 120,000 of edge power and 60,000 blunt, consistent with the in-game effect: when they don't cut you it usually chips or breaks the bone.
And the whips.... with 500,000 blunt power is the strongest blunt weapon.

Also notice for comparison the values for the training weapons on top, and for the trap components at the bottom.

The only things I'm missing right now are:
1 ) the values for the current version 34.04, if something changed in the raws.... not sure haven't checked...
2 ) the data for stone fall traps
3 ) the data for siege weapons
« Last Edit: March 06, 2012, 05:24:04 am by Kaos »
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Kaos

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Re: Weapon Damage Properties
« Reply #34 on: March 06, 2012, 06:09:14 am »

My studies on this seem to be as follows:

As most people know, weapon speed is determined by a base value times weapon multiplier. You can move at a percentage speed based upon how strong you are and how heavy the weapon is.

What most people don't know: You begin hitting weapon strength cap very easily with base dwarves. Only the buffest dwarves can swing even mace-sized weapons at full speed. The additional gains you get for damage are such that it is generally very inefficient to use heavy weapons nowadays. Because damage is based upon energy, this means that lighter blunt weapon materials are almost always better, unless you have strength to spare. Relative material hardness seems to play a factor in the ability for blunt weapons to penetrate armor, but not in their damage output. While edged weapons seem to have their bonus damage based upon a multiple of surface area and penetration, blunt weapons seem to gain damage almost strictly from their ability to penetrate armor and flesh. This means that a high contact area bladed weapon is useful and might easily chop off limbs, but a high-contact area blunt weapon is just a recipie for reduced damage. This is not strictly true, but is a solid rule of thumb.

Edged weapons seem to have a bonus damage step before armor. Blunt weapons seem to have a bonus damage step after armor - a multiple of that base damage which went through. Both will penetrate armor at close to exactly the same point given similar contact areas and velocity. Penetration seems to be the source of derived edge weapon bonus damage, but I can't quite get a grasp on its behavior. An edged weapon with penetration 1 is significantly better in most ways than an equivalent blunt weapon. All blunt weapons in game have a higher velocity multiplier than edged-weapon counterparts to deal with this fact.

Blunt weapon penetration does not seem to have a significant effect. Equivalent blunt weapons with values of 1 and 5000 seem to function very similarly.

Knowing this I can approximate most behaviors, but I still only have a small image of the greater picture.

Ironicly, by my estimates, whips represent the best blunt weapons in the game by a pretty wide margin. I don't have too much experience with testing with them, but does that seem consistent with others? They would probably be better mechanically be represented by edged weapons with a large contact surface and nearly no penetration.

That is all my studies have reached for now. Does anyone have a further body of evidence on the subject to agree or disagree with my initial tests?
This intrigues me a bit, specially the weapon speed part, in my calculations a weapon attack's "Force" is the weapon's "Size" multiplied by the attack's "Velocity" multiplied by the weapon's "Material Multiplier" and the "Wielder Strength", with that "Force" I calculate the attack's "Power" by doing the following:
1 ) If the attack's "Type" is "Edge":
1.1 ) If the attack's "Mode" is "Slash" --> "Force"/"Contact Area"*"Penetration"
1.2 ) If the attack's "Mode" is "Pierce" --> "Force"/"Contact Area"/"Penetration"
2 ) If the attack's "Type" is "Blunt" --> "Force"/"Contact Area"

Blunt attacks ignore penetration completely, notice I talk about attacks not weapons, because a single weapon can have many different attacks both edged and blunt.

There's also a difference among edge attacks, they have a mode, slash and pierce:

* Large contact areas combined with low penetration represent slashing attacks
* Small contact areas with high penetration behave as piercing attacks

One thing I haven't grasped completely is this:
Quote
size determines mass (along with material density) and mass determines impact (BLUNT) damage. An edged weapon, like the giant axe, only deals this type of damage when it is unable to penetrate armor, or if the target is large compared to its penetration depth
I think I snatched that from the wiki, the last part about the target being large in comparison to the penetration... it's the size of the creature, right? What I get from that is that if I try to pierce using a scourge (edge attack, penetration 50) say a rabbit in contrast with a dragon, I won't be able to pierce the dragon and instead it will become a blunt attack, the rabbit in the other hand will always be pierced (more like stuffed :P )
I just can't see a way to integrate this into my formula, if only I had some simulation data, I could figure something out, I guess it's going to end up like the wielder strength value, some multiplier in the force or maybe edge power calculation...?

I'm also not sure how to integrate the strength cap and velocity calculations you were talking about... although I suspect I have inadvertently already done so with the wielder strength and so, just didn't quite get your explanation... :P

Or maybe am I missing something?
« Last Edit: March 06, 2012, 06:11:11 am by Kaos »
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Blakmane

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Re: Weapon Damage Properties
« Reply #35 on: March 06, 2012, 07:37:33 am »

From your (brilliant) table, it appears that training spears are actually several times more powerful than metal spears. Is this true? Should we be arming all our speardwarves with training spears?
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arzzult

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Re: Weapon Damage Properties
« Reply #36 on: March 06, 2012, 07:59:48 am »

Hmm, I like your table but it seems to over look a few important things. Like how blunt attacks tend to only be fatal to living things if they hit the head or upper parts of the spine that prevent breathing when damaged; but since they are also good at overwhelming things with pain from broken bones this may or may not be an issue. Or how slashing weapons are good at disabling things and causing massive bleeding by severing limbs; while piercing weapons are great for hitting organs which can cause debilitating nausea, pain, massive bleeding or breathing troubles. Some enemies can be vulnerable, resistant or out right immune to some of those factors. Also I read in a different thread that the strength and size of a creature determines how effectively they can use a heavy weapon, which can greatly effect the usefulness of blunt weaponry in particular; unfortunately I can't seem to find the thread I read it from. Will continue looking.
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Kaos

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Re: Weapon Damage Properties
« Reply #37 on: March 06, 2012, 02:47:56 pm »

From your (brilliant) table, it appears that training spears are actually several times more powerful than metal spears. Is this true? Should we be arming all our speardwarves with training spears?
Heck no! All weapons have a primary attack and some have one or more secondary attacks, in the case of spears "stab" (edge) is the primary and shaft bash (blunt) is the secondary, notice how the training spears have the same attacks but the "stab" is no longer an edge attack but a blunt attack instead.

The table is colour coded gray for blunt attacks and cyan for edge attacks.

The stab attack of the Spear is 800 more than 5x the penetrating power of a bolt, and if it fails to penetrate it does 20,000 blunt attack, close to a Maul.

In the other hand a Training Spear stab attack is blunt so it won't penetrate or cut and is only 2,000, 1/10th of the Spear's stab when it becomes a blunt attack and 1/3rd weaker than a Short Sword's pommel strike...

So a Spear will cut and pierce and failing that can even break bones, instead a Training Spear at best will probably only bruise.

Do weapon traps use any of the secondary attacks or only and exclusively the primary? if only the primary, then training swords are the safest to put in a danger room, if the use all then training spears.

Also the "material multiplier" of metal is much higher than wood, I did the calculations using a multiplier of 1, as you can see on orange at the bottom of the table along with the "Wielder Strength" that also varies from creature to creature and among individual creatures.

The "material" columns on the right, are the availability of the weapons for the dwarves, it's also colour coded, red are combinations of weapons-material that can only be done by strange moods, orange are foreign made, and green can be made by your dwarves on command.
By "obsidian" I mean "obsidian and other stones" the only exception are obsidian short swords that need obsidian and wood, and a short sword made with other stone would need a mood.

The "used by" columns indicate which entities are able to make the weapons.

The weapons name that are highlighted on cyan or gray mean the best possible weapons edge and blunt weapons, there are some ties and I also highlighted the top best of its kind and the top best that can be made by dwarves:
The best Slash weapon: the Halberd (foreign) and the Battle Axe (dwarf made)
The best Pierce weapon: the Halberd (foreign) and the Pick (dwarf made)
The best Blunt weapon: the Scourge (foreign) and a tie between the Mace and War Hammer (dwarf made)

The things highlighted in yellow are assumptions by me, I didn't find the data so I assumed those values. If the velocity is correct for the projectiles the best are:
The best Pierce projectile: the blowdart (foreign)
The best Blunt projectile: a tie between the dart (dwarf made) and the arrow (foreign)

Since I'm not really sure I didn't highlighted them... I also made up the name of the attacks, but that's just cosmetic...

The same goes for the trap components, assuming a velocity of 1 they outperform many weapons if it's higher...  :o  the massacre....
« Last Edit: March 06, 2012, 02:51:44 pm by Kaos »
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Kaos

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Re: Weapon Damage Properties
« Reply #38 on: March 06, 2012, 03:01:39 pm »

Hmm, I like your table but it seems to over look a few important things. Like how blunt attacks tend to only be fatal to living things if they hit the head or upper parts of the spine that prevent breathing when damaged; but since they are also good at overwhelming things with pain from broken bones this may or may not be an issue. Or how slashing weapons are good at disabling things and causing massive bleeding by severing limbs; while piercing weapons are great for hitting organs which can cause debilitating nausea, pain, massive bleeding or breathing troubles. Some enemies can be vulnerable, resistant or out right immune to some of those factors. Also I read in a different thread that the strength and size of a creature determines how effectively they can use a heavy weapon, which can greatly effect the usefulness of blunt weaponry in particular; unfortunately I can't seem to find the thread I read it from. Will continue looking.
Yes, those are mostly external variables, what the table can tell you is which weapon is better at piercing (edge), slashing (edge) or smacking (blunt).

Which creature uses it, against which creature, and what body part hits, it's a bit random.

Strength of the wielder is a multiplier that directly affects the "force" in my table, so the stronger the better.
The same with the weapon's Material, a direct multiplier on the "force", the higher the better.
Enemy size, is one of the things I'm not sure how does it work exactly as I explained in a post above.
Where it hits... I think this is completely random...?
What it does, is the attack "mode": Edged Pierce, Edged Slash or Blunt Slash, if you prefer one effect or the other for certain enemy or another, you can see which weapon does best at those particular "modes".
Armour or the material that receives the blow... not sure, haven't done SCIENCE!! on that and how it relates to the "power" in my table.


Does anybody know if the weapon's stats changed on the newer version's raws? haven't checked myself (yet) and if so maybe the top best list I provided above might have also changed.
« Last Edit: March 06, 2012, 03:06:11 pm by Kaos »
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RysanMarquise

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Re: Weapon Damage Properties
« Reply #39 on: March 06, 2012, 03:29:35 pm »

I know weapon behavior has definitely changed, if not massively.

Additionally, weapon attack types no longer exist, but that has been true for awhile.
In short, I no longer believe the studies done in the linked table are applicable to a modern dwarven world.
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Kaos

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Re: Weapon Damage Properties
« Reply #40 on: March 06, 2012, 04:00:24 pm »

I know weapon behavior has definitely changed, if not massively.

Additionally, weapon attack types no longer exist, but that has been true for awhile.
In short, I no longer believe the studies done in the linked table are applicable to a modern dwarven world.
what do you mean by weapon attack types? this data is from the 31.25 raws, if something changed was in DF2012 update.
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RysanMarquise

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Re: Weapon Damage Properties
« Reply #41 on: March 06, 2012, 05:03:30 pm »

I am not referring to your data, which is used to explain the behaviors in the original statistical tests. Back when those original tests were made, attacks had attack-type designations that changed their behavior rather than the more complicated behavior they show today.

All I am saying is that if it is consistent with your analysis that is merely because Toady did a good job of emulating previous behavior with the new system.
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Destroid

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Re: Weapon Damage Properties
« Reply #42 on: March 17, 2012, 01:06:13 am »

I've read elsewhere that if a weapon is too heavy for a wielder it will not be effective.  Has any SCIENCE been done on this matter?  Perhaps there is a 'force' multiplier of something along the lines of strength/size(of weapon)?

Moonshine Fox

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Re: Weapon Damage Properties
« Reply #43 on: March 19, 2012, 08:53:06 am »

I'm mostly interested in changing the whips from light sabers to fairly useless, as they should be. Would the change listed on page two suffice for that?
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Radiant_Phoenix

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Re: Weapon Damage Properties
« Reply #44 on: March 22, 2012, 10:29:29 pm »

I believe the following are the current theories on weapons:
  • high velocity will always be better
  • penetration depth has no effect on BLUNT weapons, but will make EDGE weapons much better at doing damage
  • contact area makes a weapon worse against armor, but better at severing
  • two-handed is bad
  • SIZE is good... to a point. Not sure if 1300 is above that point
  • EDGE weapons are better against unarmored targets than BLUNT, but the opposite may be true against armor

Here's some material for SCIENCE: (not on fire, because that would compromise the experiment!)

Code: [Select]
item_weapon_test
[OBJECT:ITEM]

[ITEM_WEAPON:TESTWEAPON_1][NAME:one-handed light shallowcut mudpoint:STP][SIZE:100][ATTACK:EDGE:10:100:attack:attacks:NO_SUB:1000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_2][NAME:one-handed light shallowcut lightningpoint:STP][SIZE:100][ATTACK:EDGE:10:100:attack:attacks:NO_SUB:5000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_3][NAME:one-handed light deepcut mudpoint:STP][SIZE:100][ATTACK:EDGE:10:10000:attack:attacks:NO_SUB:1000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_4][NAME:one-handed light deepcut lightningpoint:STP][SIZE:100][ATTACK:EDGE:10:10000:attack:attacks:NO_SUB:5000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_5][NAME:one-handed light shallowcut mudedge:STP][SIZE:100][ATTACK:EDGE:100000:100:attack:attacks:NO_SUB:1000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_6][NAME:one-handed light shallowcut lightningedge:STP][SIZE:100][ATTACK:EDGE:100000:100:attack:attacks:NO_SUB:5000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_7][NAME:one-handed light deepcut mudedge:STP][SIZE:100][ATTACK:EDGE:100000:10000:attack:attacks:NO_SUB:1000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_8][NAME:one-handed light deepcut lightningedge:STP][SIZE:100][ATTACK:EDGE:100000:10000:attack:attacks:NO_SUB:5000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_9][NAME:one-handed light shallowsmash mudpoint:STP][SIZE:100][ATTACK:BLUNT:10:100:attack:attacks:NO_SUB:1000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_10][NAME:one-handed light shallowsmash lightningpoint:STP][SIZE:100][ATTACK:BLUNT:10:100:attack:attacks:NO_SUB:5000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_11][NAME:one-handed light deepsmash mudpoint:STP][SIZE:100][ATTACK:BLUNT:10:10000:attack:attacks:NO_SUB:1000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_12][NAME:one-handed light deepsmash lightningpoint:STP][SIZE:100][ATTACK:BLUNT:10:10000:attack:attacks:NO_SUB:5000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_13][NAME:one-handed light shallowsmash mudedge:STP][SIZE:100][ATTACK:BLUNT:100000:100:attack:attacks:NO_SUB:1000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_14][NAME:one-handed light shallowsmash lightningedge:STP][SIZE:100][ATTACK:BLUNT:100000:100:attack:attacks:NO_SUB:5000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_15][NAME:one-handed light deepsmash mudedge:STP][SIZE:100][ATTACK:BLUNT:100000:10000:attack:attacks:NO_SUB:1000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_16][NAME:one-handed light deepsmash lightningedge:STP][SIZE:100][ATTACK:BLUNT:100000:10000:attack:attacks:NO_SUB:5000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_17][NAME:one-handed heavy shallowcut mudpoint:STP][SIZE:1300][ATTACK:EDGE:10:100:attack:attacks:NO_SUB:1000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_18][NAME:one-handed heavy shallowcut lightningpoint:STP][SIZE:1300][ATTACK:EDGE:10:100:attack:attacks:NO_SUB:5000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_19][NAME:one-handed heavy deepcut mudpoint:STP][SIZE:1300][ATTACK:EDGE:10:10000:attack:attacks:NO_SUB:1000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_20][NAME:one-handed heavy deepcut lightningpoint:STP][SIZE:1300][ATTACK:EDGE:10:10000:attack:attacks:NO_SUB:5000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_21][NAME:one-handed heavy shallowcut mudedge:STP][SIZE:1300][ATTACK:EDGE:100000:100:attack:attacks:NO_SUB:1000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_22][NAME:one-handed heavy shallowcut lightningedge:STP][SIZE:1300][ATTACK:EDGE:100000:100:attack:attacks:NO_SUB:5000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_23][NAME:one-handed heavy deepcut mudedge:STP][SIZE:1300][ATTACK:EDGE:100000:10000:attack:attacks:NO_SUB:1000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_24][NAME:one-handed heavy deepcut lightningedge:STP][SIZE:1300][ATTACK:EDGE:100000:10000:attack:attacks:NO_SUB:5000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_25][NAME:one-handed heavy shallowsmash mudpoint:STP][SIZE:1300][ATTACK:BLUNT:10:100:attack:attacks:NO_SUB:1000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_26][NAME:one-handed heavy shallowsmash lightningpoint:STP][SIZE:1300][ATTACK:BLUNT:10:100:attack:attacks:NO_SUB:5000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_27][NAME:one-handed heavy deepsmash mudpoint:STP][SIZE:1300][ATTACK:BLUNT:10:10000:attack:attacks:NO_SUB:1000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_28][NAME:one-handed heavy deepsmash lightningpoint:STP][SIZE:1300][ATTACK:BLUNT:10:10000:attack:attacks:NO_SUB:5000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_29][NAME:one-handed heavy shallowsmash mudedge:STP][SIZE:1300][ATTACK:BLUNT:100000:100:attack:attacks:NO_SUB:1000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_30][NAME:one-handed heavy shallowsmash lightningedge:STP][SIZE:1300][ATTACK:BLUNT:100000:100:attack:attacks:NO_SUB:5000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_31][NAME:one-handed heavy deepsmash mudedge:STP][SIZE:1300][ATTACK:BLUNT:100000:10000:attack:attacks:NO_SUB:1000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_32][NAME:one-handed heavy deepsmash lightningedge:STP][SIZE:1300][ATTACK:BLUNT:100000:10000:attack:attacks:NO_SUB:5000][TWO_HANDED:1][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_33][NAME:two-handed light shallowcut mudpoint:STP][SIZE:100][ATTACK:EDGE:1:1:attack:attacks:NO_SUB:1000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_34][NAME:two-handed light shallowcut lightningpoint:STP][SIZE:100][ATTACK:EDGE:1:1:attack:attacks:NO_SUB:3000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_35][NAME:two-handed light deepcut mudpoint:STP][SIZE:100][ATTACK:EDGE:1:10000:attack:attacks:NO_SUB:1000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_36][NAME:two-handed light deepcut lightningpoint:STP][SIZE:100][ATTACK:EDGE:1:10000:attack:attacks:NO_SUB:3000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_37][NAME:two-handed light shallowcut mudedge:STP][SIZE:100][ATTACK:EDGE:10000:1:attack:attacks:NO_SUB:1000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_38][NAME:two-handed light shallowcut lightningedge:STP][SIZE:100][ATTACK:EDGE:10000:1:attack:attacks:NO_SUB:3000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_39][NAME:two-handed light deepcut mudedge:STP][SIZE:100][ATTACK:EDGE:10000:10000:attack:attacks:NO_SUB:1000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_40][NAME:two-handed light deepcut lightningedge:STP][SIZE:100][ATTACK:EDGE:10000:10000:attack:attacks:NO_SUB:3000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_41][NAME:two-handed light shallowsmash mudpoint:STP][SIZE:100][ATTACK:BLUNT:1:1:attack:attacks:NO_SUB:1000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_42][NAME:two-handed light shallowsmash lightningpoint:STP][SIZE:100][ATTACK:BLUNT:1:1:attack:attacks:NO_SUB:3000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_43][NAME:two-handed light deepsmash mudpoint:STP][SIZE:100][ATTACK:BLUNT:1:10000:attack:attacks:NO_SUB:1000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_44][NAME:two-handed light deepsmash lightningpoint:STP][SIZE:100][ATTACK:BLUNT:1:10000:attack:attacks:NO_SUB:3000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_45][NAME:two-handed light shallowsmash mudedge:STP][SIZE:100][ATTACK:BLUNT:10000:1:attack:attacks:NO_SUB:1000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_46][NAME:two-handed light shallowsmash lightningedge:STP][SIZE:100][ATTACK:BLUNT:10000:1:attack:attacks:NO_SUB:3000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_47][NAME:two-handed light deepsmash mudedge:STP][SIZE:100][ATTACK:BLUNT:10000:10000:attack:attacks:NO_SUB:1000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_48][NAME:two-handed light deepsmash lightningedge:STP][SIZE:100][ATTACK:BLUNT:10000:10000:attack:attacks:NO_SUB:3000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_49][NAME:two-handed heavy shallowcut mudpoint:STP][SIZE:1000][ATTACK:EDGE:1:1:attack:attacks:NO_SUB:1000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_50][NAME:two-handed heavy shallowcut lightningpoint:STP][SIZE:1000][ATTACK:EDGE:1:1:attack:attacks:NO_SUB:3000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_51][NAME:two-handed heavy deepcut mudpoint:STP][SIZE:1000][ATTACK:EDGE:1:10000:attack:attacks:NO_SUB:1000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_52][NAME:two-handed heavy deepcut lightningpoint:STP][SIZE:1000][ATTACK:EDGE:1:10000:attack:attacks:NO_SUB:3000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_53][NAME:two-handed heavy shallowcut mudedge:STP][SIZE:1000][ATTACK:EDGE:10000:1:attack:attacks:NO_SUB:1000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_54][NAME:two-handed heavy shallowcut lightningedge:STP][SIZE:1000][ATTACK:EDGE:10000:1:attack:attacks:NO_SUB:3000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_55][NAME:two-handed heavy deepcut mudedge:STP][SIZE:1000][ATTACK:EDGE:10000:10000:attack:attacks:NO_SUB:1000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_56][NAME:two-handed heavy deepcut lightningedge:STP][SIZE:1000][ATTACK:EDGE:10000:10000:attack:attacks:NO_SUB:3000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_57][NAME:two-handed heavy shallowsmash mudpoint:STP][SIZE:1000][ATTACK:BLUNT:1:1:attack:attacks:NO_SUB:1000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_58][NAME:two-handed heavy shallowsmash lightningpoint:STP][SIZE:1000][ATTACK:BLUNT:1:1:attack:attacks:NO_SUB:3000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_59][NAME:two-handed heavy deepsmash mudpoint:STP][SIZE:1000][ATTACK:BLUNT:1:10000:attack:attacks:NO_SUB:1000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_60][NAME:two-handed heavy deepsmash lightningpoint:STP][SIZE:1000][ATTACK:BLUNT:1:10000:attack:attacks:NO_SUB:3000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_61][NAME:two-handed heavy shallowsmash mudedge:STP][SIZE:1000][ATTACK:BLUNT:10000:1:attack:attacks:NO_SUB:1000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_62][NAME:two-handed heavy shallowsmash lightningedge:STP][SIZE:1000][ATTACK:BLUNT:10000:1:attack:attacks:NO_SUB:3000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_63][NAME:two-handed heavy deepsmash mudedge:STP][SIZE:1000][ATTACK:BLUNT:10000:10000:attack:attacks:NO_SUB:1000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
[ITEM_WEAPON:TESTWEAPON_64][NAME:two-handed heavy deepsmash lightningedge:STP][SIZE:1000][ATTACK:BLUNT:10000:10000:attack:attacks:NO_SUB:3000][TWO_HANDED:1000000][MINIMUM_SIZE:1][MATERIAL_SIZE:1][SKILL:MELEE_COMBAT]
I think this is all of the potentially significant attack type variations a weapon could have -- high or low in each property. Descriptive names just for fun. Also not sure if STP works for items.
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