Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: At what point is Armor User 'high enough'?  (Read 1349 times)

Deus Machina

  • Bay Watcher
    • View Profile
At what point is Armor User 'high enough'?
« on: December 27, 2018, 09:45:40 pm »

Playing with setting up training and then professional squads.
The training ones get the cheaper armor, or at least less of it--the basic mail shirt, helm, gauntlets, and high boots. And cloaks, since they seem to do well protecting from basic wildlife and offer some minor protection to the face.
Once they're high enough to get transferred to a different squad, since they're good enough with their weapons by then anyway, and also get issued greaves and breastplates. Maybe extra layers, when I can spare the metal.
The question is, what makes that skill 'good enough'? At what point do they begin moving at near normal? Proficient? All the way at legendary?
I mean, I do remember a few legendary crutch users that moved faster with one leg than they did with both.
Logged
Quote from: KillerClowns
Beneath the slade, there is sheep. By all that his holy, there are so many sheep down there. I don't know why it's sheep.

Argentum

  • Bay Watcher
    • View Profile
Re: At what point is Armor User 'high enough'?
« Reply #1 on: December 28, 2018, 08:49:50 pm »

Wiki page here-http://dwarffortresswiki.org/index.php/40d:Armor_user
But to answer your question, they will not move at normal speed until they reach legendary armor user.
Logged

anewaname

  • Bay Watcher
  • The mattock... My choice for problem solving.
    • View Profile
Re: At what point is Armor User 'high enough'?
« Reply #2 on: December 31, 2018, 02:47:36 pm »

I have no clue what level of armor skill is high enough, but because it is important to keep armor skill in use during training, I have multiple uniforms with slight differences, and I assign different uniforms for different circumstances.

The uniforms are built using macros to add the same set of armor items for about ten "militia" uniforms and ten "military" uniforms, then weapons or shields are added to some of them, and the uniforms are renamed so I know which is which, so "militia Shld Axe" and "militia Axe" are the same except the second has no shield, and I will assign the no-shield version when squads are training in the hopes they gain more armor skill and assign the shield version when they are gathering at the gates to repel invaders.
Logged
Quote from: dragdeler
There is something to be said about, if the stakes are as high, maybe reconsider your certitudes. One has to be aggressively allistic to feel entitled to be able to trust. But it won't happen to me, my bit doesn't count etc etc... Just saying, after my recent experiences I couldn't trust the public if I wanted to. People got their risk assessment neurons rotten and replaced with game theory. Folks walk around like fat turkeys taunting the world to slaughter them.

Deus Machina

  • Bay Watcher
    • View Profile
Re: At what point is Armor User 'high enough'?
« Reply #3 on: December 31, 2018, 05:08:32 pm »

I've been testing the same there. Unfortunately I just didn't see a good breakdown of effectiveness and speed in the wiki.

I've got separate uniforms now. Training uniforms without shields--and once I have a squad for quick defense, I just issue new ones lighter armor or whatever they can grab--and issue shields to repel the greenies or once their armor-user skill is high enough.
Considering keeping a training squad without weapons to boost the armor-user skill, but not sure if limiting to wrestling and punching will increase that faster than parrying would limit it.
Logged
Quote from: KillerClowns
Beneath the slade, there is sheep. By all that his holy, there are so many sheep down there. I don't know why it's sheep.

Argentum

  • Bay Watcher
    • View Profile
Re: At what point is Armor User 'high enough'?
« Reply #4 on: December 31, 2018, 08:33:38 pm »

I believe the armor user skill is raised every time an attack lands on a dwarf wearing armor, even if the shot is not deflected by the armor. An easy way to train this is to fully cover a dwarf in armor and then drop a ton of light items on him from the z level above. Putting something like 50 lightweight coins will give a dwarf a massive xp boost. I typically just assign some leather armor. By the time a squad's weapon skills are legendary, they are around proficient in armor user from sparring, which I consider good enough to wear some real metal armor.
Logged

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: At what point is Armor User 'high enough'?
« Reply #5 on: January 01, 2019, 01:25:27 pm »

Wiki page here-http://dwarffortresswiki.org/index.php/40d:Armor_user
But to answer your question, they will not move at normal speed until they reach legendary armor user.
Look closely at the URL you posted: that "40d" means that the article pertains to version 0.28.181.40d, which was released over 10 years ago. Quite a lot of things have changed in the game since then, and it's fairly likely that Armor User is one of them.

Try http://dwarffortresswiki.org/index.php/DF2014:Armor_user for the latest version - in this case, it redirects to the "Combat skill" article which states that high skill levels reduce speed penalties and the rate at which combatants become exhausted.
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.