Edit: Skip to the Edit at the bottom, this isn't quite right.
Take a look at the formula for the momentum of a weapon attack: https://dwarffortresswiki.org/index.php/DF2014:Material_science#Attack_Momentum.Do some algebra by multiplying both the numerator and denominator by the weapon density, then rearranging the terms a bit. You'll get something like (Size*Str*Vel/10^6) * w_density/(w_density+[i_size/w_size])
We can relabel [i_size/w_size] as something like 'size_ratio' and then rewrite the momentum formula as a proportionality relationship: Weapon momentum proportional to (w_density/[w_density+size_ratio]).
Let's call that 'w_density/(w_density+size_ratio)' the 'Momentum Scaling Factor'.
One last trick: let's look at orders of magnitude here. There are 2 native blunt weapons in the game, the Mace of size 800 and the War Hammer of size 400. Their size_ratios relative to a standard 60 000 size dwarf is 75 or 150. Meanwhile, the w_density of iron is 7850 kg/m^3, or about 100 times as much as the size_ratio of a mace. The Momentum Scaling Factor is now about 100/101, or about 0.99. Even if you multiplied the density of the weapon by a factor of 10, the Momentum Scaling Factor would only grow to 1000/1001, or 0.999, or about 0.9% more. That's barely anything.
In case you don't believe me, here's a table with materials, their densities, and their resulting Momentum Scaling Factors:
Material | Density (kg/m3) | Momentum Scaling Factor |
Iron/Steel | 7850 | 0.99054 |
Bronze | 8250 | 0.99099 |
Copper | 8930 | 0.99167 |
Silver | 10 490 | 0.99290 |
Gold | 19 320 | 0.99613 |
Platinum | 21 400 | 0.99651 |
[/s]
The largest possible improvement here is going from Iron to Platinum for your mace, which multiplies its momentum per swing by a factor of 0.99651/0.99054 = 1.006. In other words, more than doubling the density of your weapon only added 0.6% to its momentum.
For further confirmation, look closely at the table “Momenta for dwarves of strength 1250 hacking (velocity 1.25) with battle axes (size 800)” at https://dwarffortresswiki.org/index.php/DF2014:Material_science#Attack_Momentum. Notice how little difference there is between the momenta of the iron and silver battleaxes. Literally any other factor will swamp the effects of this difference, it practically speaking has no effect on anything. All it can do is slow you down and tire you out, which is why dwarves armed with slade warhammers actually did worse in testing than dwarves armed with steel warhammers. Density doesn’t do anything beyond that, practically speaking.
TL;DR: Density has no effect on weapons.(There's one exception to this: Weapon Traps. The momentum of a weapon swung in a weapon trap is always directly proportional to its weight, so it's always proportional to its density. That means that you should build the blunt weapons in your weapon traps out of the densest material possible.
It might even be worth selecting a denser but weaker material for your edged trap weapons as well, to do more damage overall - platinum has almost the same Shear Fracture as bronze, while being significantly denser, so overall a platinum Giant Axe will strike with about 2.15 times as much force as a bronze one.)
(Originally written up at:
https://www.reddit.com/r/dwarffortress/comments/o7llyz/density_has_no_effect_on_blunt_weapons/. Posted here due to readers saying it'd be worth doing.)
Edit: Ah, I just realized that the formula I'm using here is off by a factor of 10 somewhere. More specifically, in the transition between step 2 and step 3 of the formulas shown at
https://dwarffortresswiki.org/index.php/DF2014:Material_science#Attack_Momentum, a factor of 10 is lost: it should be
1 + (10*i_Size)/(w_density*w_size)
in the denominator.
In other words, the Momentum Scaling Factor should be
(w_density/[w_density+{10*size_ratio}])
The table of Momentum Scaling Factors (for a mace wielded by an average size dwarf) redone:
Material | Density (kg/m3) | Momentum Scaling Factor |
Iron/Steel | 7850 | 0.8396 |
Bronze | 8250 | 0.8462 |
Copper | 8930 | 0.8562 |
Silver | 10 490 | 0.8749 |
Gold | 19 320 | 0.9280 |
Platinum | 21 400 | 0.9345 |
The largest possible improvement here is going from Iron to Platinum, which multiplies its momentum per swing by a factor of 0.9345/0.8396 = 1.131. The change of material added 13.1% to the power of your attacks, or about as much as two more skill levels (+100% at Grandmaster/14 skill levels, so +14% at 2 skill levels). While the effect is small and easily swamped by training and numbers, it's real. So small that there's no real difference between a copper weapon and a silver one (only 2.2% more momentum), but still there all the same.
TL;DR: Density has a small effect on weapons.Further trick: if you take step 1 of the momentum formula shown at
https://dwarffortresswiki.org/index.php/DF2014:Material_science#Attack_Momentum and rewrite it a bit, you get
(Size*Strength*Velocity)/(10^6+[10*i_size/W])
Separate out that 10^6 and you get
(Size*Strength*Velocity/10^6)/(1+[{i_size/10^5}/W])
Note that Size is 60 000 for a dwarf and Strength can be expressed as a multiple of the average dwarf's Strength value of 1250. In other words you can rewrite the Size*Strength value to be 60 000 * 1250 * Strength Ratio, where the Strength Ratio is how strong a dwarf is relative to other dwarfs. (A dwarf with a 5000 in strength has a Strength Ratio of 4, for example). Note that this turns into 75 million * Strength Ratio, with the million then being canceled out by the 10^6 in the denominator. In other words, momentum per swing simplifies to
75*Strength Ratio*Velocity/(1+[{i_size/10^5}/W])
To further simplify things, let's note that the average size of a dwarf is 60 000 and i_size can be expressed as a size relative to that average dwarf: i_size = 60 000 * Relative Size. So i_size/10^5 becomes 60 000/100 000 * Relative Size, a.k.a 0.6*Relative Size. Plug that in and we get:
75*Strength Ratio*Velocity/(1+[{0.6*Relative Size}/W])
Let's call
(1+[{0.6*Relative Size}/W]
the 'New Momentum Scaling Factor'. It is 1 for a weapon that has infinite weight and 0 for a weapon that has zero weight; in other words, all weapons approach but never reach a New Momentum Scaling Factor of 1 as you increase their weight. In other words, for an average dwarf, the momentum per attack is just:
75*New Momentum Scaling Factor = 75*(1/[1+0.6/W])
Here's a table to illustrate the concept:
Weapon Weight (kg) | Base Momentum | New Momentum Scaling Factor | Final Momentum |
0.6 | 75 | 1/2 | 37.5 |
6 | 75 | 1/1.1 | 68.2 |
60 | 75 | 1/1.01 | 74.3 |
Infinity | 75 | 1/1 | 75 |
So when your dwarves make an attack, their momentum is just
75*Strength Ratio*Velocity*New Momentum Scaling Factor
With this formula, it's very simple to calculate the momentum of an attack. Someone should probably add this to the DF Wiki, and/or fix the missing factor of 10 in the momentum formula it shows.