Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Armor and Weapon Quality !!SCIENCE!!- An In-Depth Examination  (Read 1964 times)

knutor

  • Bay Watcher
  • ..to hear the lamentation of the elves!
    • View Profile
Re: Armor and Weapon Quality !!SCIENCE!!- An In-Depth Examination
« Reply #15 on: November 17, 2012, 11:57:06 pm »

Too many monitor huggers.  Good luck in the Mod setup.
Logged
"I don't often drink Mead, but when I do... I prefer Dee Eef's.  -The most interesting Dwarf in the World.  Stay thirsty, my friend.
Shark Dentistry, looking in the Raws.

HiEv

  • Bay Watcher
  • Denizen of Counter-Earth
    • View Profile
Re: Armor and Weapon Quality !!SCIENCE!!- An In-Depth Examination
« Reply #16 on: November 18, 2012, 12:46:04 am »

I don't know if you've read through this thread yet, but you should check out the "Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors" thread.  The first post there has some dwarf modifications to make them have a consistently average body size and modifications to their skill growth rate so that the testing results won't be influenced by those factors (look in the "arena dwarf modifications code" spoiler).  The posts there also have various info about testing methodologies and armor properties you might find useful.

Good luck on the testing.  I eagerly await your results.   :)
Logged
The difference between intelligence and stupidity is that intelligence has its limits.

Cavgunner

  • Bay Watcher
    • View Profile
Re: Armor and Weapon Quality !!SCIENCE!!- An In-Depth Examination
« Reply #17 on: November 18, 2012, 11:06:03 am »

Definitely watching this.
Logged

Megaman3321

  • Bay Watcher
  • I'm everywhere but this Universe
    • View Profile
Re: Armor and Weapon Quality !!SCIENCE!!- An In-Depth Examination
« Reply #18 on: November 19, 2012, 10:57:07 pm »

Sorry about the lack of updates so far. RL has gotten in the way a bit, and the mods have been giving me a bit of trouble (it's my first project :P ) I'll try and have some test results posted by the end of the week.

I don't know if you've read through this thread yet, but you should check out the "Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors" thread.  The first post there has some dwarf modifications to make them have a consistently average body size and modifications to their skill growth rate so that the testing results won't be influenced by those factors (look in the "arena dwarf modifications code" spoiler).  The posts there also have various info about testing methodologies and armor properties you might find useful.

Good luck on the testing.  I eagerly await your results.   :)

Oooh, this just made my life so much easier. Thanks! :D
Logged
Glacial on dwarves being assigned socks:
Quote
You see, here's how I think this works:
Overseer: Welcome to the military! You need to wear socks! Dorf: Oh, I should get military socks. My socks are civilian socks. Dorf discards socks Dorf: You know, I need a whole lot of gear now. I should get socks... last. Oh, but these steel boots with the white goo on them are nice!
I know you can pick up water, then throw said water, while underwater, to kill a fish -He_Silent_H

Megaman3321

  • Bay Watcher
  • I'm everywhere but this Universe
    • View Profile
Re: Armor and Weapon Quality !!SCIENCE!!- An In-Depth Examination
« Reply #19 on: November 19, 2012, 11:01:44 pm »

Sorry about the lack of updates so far. RL has gotten in the way a bit, and the mods have been giving me a bit of trouble (it's my first project :P ) I'll try and have some test results posted by the end of the week.

I don't know if you've read through this thread yet, but you should check out the "Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors" thread.  The first post there has some dwarf modifications to make them have a consistently average body size and modifications to their skill growth rate so that the testing results won't be influenced by those factors (look in the "arena dwarf modifications code" spoiler).  The posts there also have various info about testing methodologies and armor properties you might find useful.

Good luck on the testing.  I eagerly await your results.   :)

Oooh, this just made my life so much easier. Thanks! :D
Logged
Glacial on dwarves being assigned socks:
Quote
You see, here's how I think this works:
Overseer: Welcome to the military! You need to wear socks! Dorf: Oh, I should get military socks. My socks are civilian socks. Dorf discards socks Dorf: You know, I need a whole lot of gear now. I should get socks... last. Oh, but these steel boots with the white goo on them are nice!
I know you can pick up water, then throw said water, while underwater, to kill a fish -He_Silent_H

Pirate Bob

  • Bay Watcher
  • [ETHIC: TORTURE_FOR_SCIENCE: ACCEPTABLE]
    • View Profile
Re: Armor and Weapon Quality !!SCIENCE!!- An In-Depth Examination
« Reply #20 on: November 20, 2012, 09:12:53 am »

Very glad to see someone's working on testing melee weapons!  In particular, I am curious to see if protection from melee weapons follows the same mechanism as ranged weapons.  Specifically, we find that armor protects 50% of the time if bolt momentum = (IMPACT_FRACTURE-IMPACT_YIELD/2)*round(contact area * LAYER_SIZE) / 2250000.  "Protection" means that the attack is either deflected or results on only bruises.  Fracture and Yield refer to the armor material, contact area the weapon, and LAYER_SIZE the thickness of the armor.  The rounding function give 100 for numbers less then 100, and floors to the nearest 100 otherwise (i.e. 250->200, 875->800, etc).  This result is for Great archers/marksdwarves, and grand master armor users.  The denominator appears to change somewhat for different skill levels, which is my current line of investigation.  I suspect that maybe melee weapons will follow the same behavior with momentum calculated as weapon mass * velocity multiplier.

I suggest, in addition to using Zivilin's arena dwarves (which I think you already found) you consider using Urist Da Vinci's uniarmor:
Spoiler: uniarmor (click to show/hide)

If you need any help with modding or testing, don't hesitate to contact me.  In particular, I have scripts for analyzing gamelog.txt to find rates of deflection, bruising, etc, that would likely be very useful to you.  I have to go now, but if you're interested I can post those later.  There is an old version on DFFD linked somewhere in our crossbow testing thread too, but that's quite out of date.

I also plan to do some testing of bolt and armor quality by the end of this week.  Urist write me a DFHack script to change qualities, and I just need to get my lazy act together and implement it inside of my testing code.  I will let you know what I find, as I imagine there will be parallels.

Pirate Bob

  • Bay Watcher
  • [ETHIC: TORTURE_FOR_SCIENCE: ACCEPTABLE]
    • View Profile
Re: Armor and Weapon Quality !!SCIENCE!!- An In-Depth Examination
« Reply #21 on: November 20, 2012, 09:14:02 am »

Sorry for the double post - the forums seem a bit laggy this morning  :-[
Pages: 1 [2]