Bay 12 Games Forum

Please login or register.

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

Author Topic: Blunt weapon damage calculation  (Read 3112 times)

stonetongue

  • Escaped Lunatic
    • View Profile
Blunt weapon damage calculation
« on: July 05, 2013, 02:58:52 pm »

I've read through as many threads as I could find about whip damage versus mace or war hammer damage. It seems like the consensus is -

damage = (size) * (velocity) / (contact area)

So for a mace that's 800 * 2 / 20 = 80. For a war hammer it's 400 * 2 / 10 = 80. But for a whip it's 100 * 5 / 1 = 500.

So even if you had a silver artifact war hammer (damage modifier 3x), you should still choose the foreign, basic quality, silver whip, right?
Logged

MattStriker

  • Bay Watcher
    • View Profile
Re: Blunt weapon damage calculation
« Reply #1 on: July 05, 2013, 03:14:51 pm »

Yeah. Whips are crazy good due to how blunt damage calc works. They break the combat system in a pretty spectacular way. Try it out in adventure mode sometime...make a whip adventurer and see what happens to the poor bastards you go up against.
Logged

TheDarkStar

  • Bay Watcher
    • View Profile
Re: Blunt weapon damage calculation
« Reply #2 on: July 05, 2013, 03:25:37 pm »

Whips are THE best melee weapon. There's a reason people call them lightsabers. Sadly, you can't create them normally, and an artifact one requires a dwarf who likes them.
Logged
Don't die; it's bad for your health!

it happened it happened it happen im so hyped to actually get attacked now

itg

  • Bay Watcher
    • View Profile
Re: Blunt weapon damage calculation
« Reply #3 on: July 05, 2013, 03:55:36 pm »

There's a very big caveat there, and that's that they're only good against enemies who feel pain. Whips will chip bones every time they hit, regardless of armor, which is enough to make a goblin pass out, but an FB won't care in the slightest. You can't even count on the headshot if it's an inorganic FB.

Urist McDwarfFortress

  • Bay Watcher
  • Suspected elephant sympathizer
    • View Profile
Re: Blunt weapon damage calculation
« Reply #4 on: July 05, 2013, 05:54:10 pm »

There's a very big caveat there, and that's that they're only good against enemies who feel pain.
This is basically true of all blunt weapons.
Logged
Sorry, for a moment there I forgot we were all psychopaths.
Someone who has random urges to make mog juice isn't exactly going to care about the cost effectiveness of obtaining it.

Snaake

  • Bay Watcher
    • View Profile
Re: Blunt weapon damage calculation
« Reply #5 on: July 05, 2013, 05:58:39 pm »

There's a very big caveat there, and that's that they're only good against enemies who feel pain.
This is basically true of all blunt weapons.

Plus, you know, warhammers are preferred against zombies and undead, afaik. They don't feel pain, do they?
Logged

Urist McDwarfFortress

  • Bay Watcher
  • Suspected elephant sympathizer
    • View Profile
Re: Blunt weapon damage calculation
« Reply #6 on: July 05, 2013, 06:17:08 pm »

Plus, you know, warhammers are preferred against zombies and undead, afaik. They don't feel pain, do they?
No zombies don't feel pain. Are warhammers the preferred weapon against zombies? I thought all weapons were basically equal against them.

The one situation where blunt weapons are absolutely preferred is when you are in an reanimating evil biome or there's a necromancer nearby. In that situation, edged weapons just produce more enemies, since every limb they sever is raised as a new zombie to fight!
Logged
Sorry, for a moment there I forgot we were all psychopaths.
Someone who has random urges to make mog juice isn't exactly going to care about the cost effectiveness of obtaining it.

Drazinononda

  • Bay Watcher
  • I'm really too normal to play this game so much.`
    • View Profile
Re: Blunt weapon damage calculation
« Reply #7 on: July 05, 2013, 07:02:12 pm »

Plus, you know, warhammers are preferred against zombies and undead, afaik. They don't feel pain, do they?
No zombies don't feel pain. Are warhammers the preferred weapon against zombies? I thought all weapons were basically equal against them.

The one situation where blunt weapons are absolutely preferred is when you are in an reanimating evil biome or there's a necromancer nearby. In that situation, edged weapons just produce more enemies, since every limb they sever is raised as a new zombie to fight!

That's actually why warhammers (and maces) are preferred, I think. Whether due to biome or due to necromancers, more limbs = more potential zombies. And besides that: where else do zombies come from?

But otherwise, like you said, all weapons are basically equal due to the zombies still being on a placeholder HP system rather than the blood-breathing-and-brains considerations of most living things. There's nothing to sever off of a zombie head, so a few whacks with a hammer and a few slashes with a sword are (currently) pretty equivalent.
Logged
Children you rescue shouldn't behave like rabid beasts.  I guess your regular companions shouldn't act like rabid beasts either.
I think that's a little more impossible than I'm likely to have time for.

itg

  • Bay Watcher
    • View Profile
Re: Blunt weapon damage calculation
« Reply #8 on: July 05, 2013, 07:05:36 pm »

There's a very big caveat there, and that's that they're only good against enemies who feel pain.
This is basically true of all blunt weapons.

True, but it's the main reason I would argue axes are better overall than whips.

There's a very big caveat there, and that's that they're only good against enemies who feel pain.
This is basically true of all blunt weapons.

Plus, you know, warhammers are preferred against zombies and undead, afaik. They don't feel pain, do they?

Zombies are an exception because they have HP instead of a tissue-based health system, unlike every other type of creature. Basically this means blunt weapons will kill just as well as edged weapons without relying on pain or headshots, and the blunt weapons don't sever limbs which you might have to kill again later.

MattStriker

  • Bay Watcher
    • View Profile
Re: Blunt weapon damage calculation
« Reply #9 on: July 05, 2013, 07:25:25 pm »

And besides that: where else do zombies come from?


Haven't actually found one yet myself, but I believe Curious Underground Structures are supposed to contain undead. That's pretty much the only source of undead that isn't self-replenishing in some way.
Logged

Urist Da Vinci

  • Bay Watcher
  • [NATURAL_SKILL: ENGINEER:4]
    • View Profile
Re: Blunt weapon damage calculation
« Reply #10 on: July 05, 2013, 08:23:24 pm »

Animated corpse "collapse" triggering weapons in decreasing order of power:

Crossbows (1 hit if metal bolts, 5-6 hits if wood bolts)
Whips (1-2 hits)
Hammers/Maces (3-4 hits)
Battle Axes/Short Swords (5-7 hits)
Spears/Punching (8-10 hits)

Melee weapons take fewer hits if the user is strong and skilled in the weapon. Numbers above are quoted for testing with unskilled dwarfs. The weapons with higher velocity modifiers are better, for poorly understood reasons relating to momentum. Crossbows are better because even a grazing hit from an unskilled dwarf will put down the animated corpse, so no training is required.

Sutremaine

  • Bay Watcher
  • [ETHIC:ATROCITY: PERSONAL_MATTER]
    • View Profile
Re: Blunt weapon damage calculation
« Reply #11 on: July 05, 2013, 08:34:31 pm »

an artifact [whip] requires a dwarf who likes them.
Thinking about it, I've never seen a dwarf with a preference for whips, halberds, two-handed swords, or any other foreign melee weapon, nor has any dwarf without a weapon preference made an artifact foreign melee weapon. I'm not sure about the ranged weapons -- I've had dwarves make artifact blowguns, but I don't recall if the dwarf had a preference for them.
Logged
I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Thuellai

  • Bay Watcher
  • Nobody's business but the Turks
    • View Profile
Re: Blunt weapon damage calculation
« Reply #12 on: July 05, 2013, 09:47:51 pm »

an artifact [whip] requires a dwarf who likes them.
Thinking about it, I've never seen a dwarf with a preference for whips, halberds, two-handed swords, or any other foreign melee weapon, nor has any dwarf without a weapon preference made an artifact foreign melee weapon. I'm not sure about the ranged weapons -- I've had dwarves make artifact blowguns, but I don't recall if the dwarf had a preference for them.

Let me look into that...  I have two bowyers who made artifacts in my current fort, and one of them made a bow.  Let me investigate whether he has a preference for bows, and that should indicate whether foreign weapon prefs can exist and will influence the production of artifacts.
Logged
When you're following an angel, does it mean you have to throw your body off a building?

"So kids, what story do you want me to read to you tonight?"
"Oooh!  Oooh!  Goldibeard and the The Rotting Corpses!"
~LegacyCWAL

laularukyrumo

  • Bay Watcher
  • Needs More Socks
    • View Profile
Re: Blunt weapon damage calculation
« Reply #13 on: July 06, 2013, 12:40:21 am »

Bowyers are different though. Wiki has notes on it.
Logged
Quote from: Dwarfotaur
Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.

Gotta Catch 'Em All!

Dat Sig Thread

Sutremaine

  • Bay Watcher
  • [ETHIC:ATROCITY: PERSONAL_MATTER]
    • View Profile
Re: Blunt weapon damage calculation
« Reply #14 on: July 06, 2013, 04:43:21 pm »

Interesting. I wonder why bowyers don't have the restriction on foreign weapons?
Logged
I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.
Pages: [1] 2