tl;dr | Looking for a concise damage algorithm weapons use, and how it fills in gap in the raws. Barring that, a pieced together approximation will have to suffice.
How is damage* calculated if a weapon is made from a non-traditional material lacking relevant tags in the raws? Highwood Long Swords, Garnet Battle axes, Hematite Whips.
All traditional weapon materials possess the needed tags to vaguely calculate penetration, impact force, and sharpness, but things like wood and stone, which both can be made into weapons either by other civilizations or obsidian, do not have the appropriate information. One person mentioned ages ago that these materials, if made into actual weapons, have the potential to be duller than the dullest material or sharper than the sharpest material because of this deficiency. Afterall, such is the nature of an undefined variable.
Does anyone know more confidently how these absurd weapons get their damage potential resolved? I've had cut gem axes in the past, but they were theorized to be as useless as weapons since their density, even at the hardest, was half that of a relevant metal. Do they inherit the needed tags from a default object? I'd assume that would need to be the case otherwise the wild values could cause reality to unmake itself every time an elf attacks something.
I also can't find the raws for bones on the wiki. Are these values adjusted by which creature's bones they belong? I haven't checked the actual raws myself yet, just wanted to know if they aren't there for a reason before I go searching.
*I use this word loosely to describe the weapons effectiveness before comparing it against an armor type.