I was personally very surprised that shots were actually deflected by eyeballs of all things.
Baffles me as well, though it did "glance off", not "deflect", which are different mechanisms, apparently. Also, for every bolt that glanced off tens and hundreds skewered eyeballs, so its not as if they are impervious to projectiles.
1) Has the performance of different qualities of bolts been tested?
2) What of mood-crafted non-mundane material bolts like gold?
3) Is material/quality of the crossbow of concern? Does a steel crossbow launch bolts at higher muzzlespeed than lets say a wooden one?
4) Do different material bolts operate at the same level of efficiency for all distances? Or does lets say a steel bolt penetrate better at point blank whereas a silver bolt has higher penetration at higher distance?
5) Is material or quality a factor in accuracy?
[Numbers added to better identify when answering]
1), 5) - To my knowledge, there is no way of changing quality parameters of items in arena mode (If someone knows otherwise, please chime in). As much as I would love to perform a study on the effects of quality level on crossbow performance, this seems to be an impossible venture - at least on a scale which would produce reliable results. I could train up 10 Marksdwarfs and try to set up a small scale experiment in Fortress mode, but this simply wouldn't be enough to be able to perform even basic statistical analysis and achieve meaningful results.
2) I could have tested standard (as in standard quality) gold, zinc, billon etc. bolts. However, note that a single experiment consisted of 1000 dwarfs firing at another 1000 dwarfs. That means placing 2000 dwarfs per X vs Y experiment. With only the standard materials used for bolts and armor, this gave 8x7=56 experiment blocks = 112'000 dwarfs had to be placed. And while I automated the process to the best of my ability, it still took 3 days to gather the data, and another few to organize it. HOWEVER! if You are interested in how well a particular X vs Y combination does, I can perform it with fairly little effort. I just do not think I will be performing a massive 8x7 study any time soon. As for gold bolts, I predict they would do better than silver due to its higher weight. Note that silver didn't penetrate (i.e. deal more tearing damage than bruising damage) to anything except Leather-armored dwarfs and unarmored dwarfs, so shear yield probably isn't an issue in this case.
3) I can test if crossbow material affects crossbow performance (I've heard it doesn't, buy I have seen no science), but quality tests, as I have explained above, elude my abilities.
4) This is an interesting problem which I would like to test. However, I am constrained by the abilities of the Arena and/or my own knowledge. You see, the current setup works before the defending dwarf is characterized the following properties:
- he stays in exactly the same range from the Marksdwarf
- he cannot attack the marksdwarf
- he is effectively immobilized and cannot dodge shots
To test larger distances, I would need another setup. To my knowledge, fortification can only be fired through if the marksdwarf is adjacent to the fortification tile (I haven't actually tested this - am I wrong?). So I assume that I can't just put multiple fortification in a line. If I have just one fortification next to the Marksdwarf, and then a line of floor space, then the defender has freedom of movement and can dodge, and also I cannot control the range. I can't put the defender on a tile behind a pit, because dwarfs dodge into pits. The best way would be if I could construct vertical bars in Arena mode. But I cannot. Only walls, fortifications, floors, and various ramps and magma/water tiles. If anyone has any suggestions on the design of a range test using arena mode, I am eager to hear from them.
...
Here's the interesting part: Take a look at a slice of the AofB part describing how well different bolts do against iron armor:
There is a slight depression in the iron vs iron value as compared to the surrounding metals, right? If You remember the Chips and Jams plot, the combination of bolt and metal of the same type gave rise to "jams", a form of injury where the bolt... pushes the bone it hits/breaks into another bone or organ. Like the heart.
...
The image is that of iron bolts vs various armor types, unless you were firing leather bolts.
Indeed, it is Iron Bolts against different armor types. I misspoke (and miswrote).
I also agree with Your analysis of the occurrence of jamming. I do still find it interesting that an increase in jamming incidents produces a decrease in chipping incidents by practically the same amount. As I understand it, chipping chiefly occurs for whips and projectiles, due to a combination of small contact area and Blunt damage type? I do find it interesting how all these systems (bolt and armor material, damage absorption by armor, edge-to-blunt conversion) interact with each other.
Also, I am sitting on a considerable amount of data on wound types which I haven't posted - there's simply so much of it. I can upload the Excel file with all gathered data, if there is any interest. Is sharing download links allowed on DF forums?
I also have 240 MB of gamelogs from 56 arena experiments, so if someone would come up with better criteria for weapon performance, I can test it out as long as it pertains to the logs. Unfortunately, excludes criteria based on reload time and such, since logs do not have timestamps counted in game ticks (or any timestamps at all, for that matter)