Dwarf Fortress

Dwarf Fortress

Vanilla Weapon Overhaul (v4.0)
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lmlsna  [udvikler] 3. nov. kl. 12:39
Melee Attacks & Weapons Overview
Spreadsheet Link: https://docs.google.com/spreadsheets/d/17YFj7wZP479-Qx5sRcuRhpHe3lZWA8p1D6-JVlRyaH8/edit?usp=sharing

Common Attack Properties:
Hack: Pen depth = contact area x2, generally lesser contact area and greater velocity compared to slashes from a similar-sized weapon

Slash: Pen depth = contact area /2 for standard straight swords, with the divisor decreasing for swords that are particularly optimized for slashing

Stab (spikes/speartips): Are 10 contact area unless the speartip is specifically broad-headed (i.e. the doru spear from the Ava’s patch). Have 2,000 penetration depth if there is an obstruction limiting potential stab depth (as with headed polearms), otherwise these will offer the highest penetration depths among piercing attacks.

Stab (blades): Sub-10 contact area for daggers, 10 for swords particularly optimized for stabbing, 12 for standard straight swords, 14+ for curved swords depending on the amount of curve. Penetration depth increases with blade length. Stabs in general have much lower velocity than swung attacks.

Strike (swung piercing): Are 12 contact area by default and have equivalent velocity to other non-blunt swung attacks, but their penetration depth tends to be only 500 or 750. As such, they’re better suited to armor penetration than an equivalent stab but less suited to reaching the organs of large creatures.

Bash: Contact area ranges from 10 to 50 (75 if including patches), with low contact area blunt weapons being optimized for M/CA and high contact area blunt weapons being optimized for raw momentum.

Lash: Pen depth = contact area, with both numbers being very low at 100 (whip) or 250 (scourge). This makes it a very small scale slash that typically deals damage to skin-to-muscle layers and relies on blunt force to harm anything deeper.

Variant Attacks: Have mathematical relationships with their “parent” attacks to ensure consistent functionality and keep them intuitive across different weapons

Cut - useful for when not much damage is necessary or to setup severing on a follow-up attack
Hack/slash to cut = vel x0.8, contact area & pen depth / 5, -1 recovery

Chop - useful for increasing depth of damage but its lack of contact area may hinder severing
Hack/slash to chop = vel x1.1, contact area / 4, pen depth x2

Cleave - slower but is the most likely to cause severing amongst slashing attacks
Hack/slash to cleave = vel x1.2, contact area & pen depth x2, +1 recovery

Hook - Quick semipiercing attack useful for penetrating weak armors or saving time
Hack to hook = vel x0.8, contact area to 40, pen depth / 20, recovery to 4:1

Prick - quick attack useful for when not as much depth or force is needed
Strike to prick = vel x0.8, pen depth / 5, -1 recovery

Pierce - slow attack useful for when extra depth or force is needed
Strike to pierce = vel x1.2, pen depth x1.5, +1 recovery

Jab - useful for when high penetration depth is unnecessary
Stab to jab = vel x0.8, pen depth / 10, -1 recovery

Lunge - useful for when deeper penetration is required
Stab to lunge = vel x1.2, pen depth x 2, +1 recovery

Bat - timesaver when minimal force is necessary
Bash to bat = vel x0.7, -2 recovery

Swipe - timesaver when less force is necessary
Bash to swipe = vel x0.85, -1 recovery

Sap - trades off contact area efficiency for speed
Bash to sap = contact area x1.4, -1 recovery (morningstar: pen depth / 10)

Club - trades off contact area efficiency for raw momentum
Bash to club = vel x1.15, contact area x 1.4

Knock - trades off raw momentum for contact area efficiency
Bash to knock = vel x0.9, contact area x0.8

Slam - trades speed for force
Bash to slam = vel x1.25, +1 recovery

Whip - trades overall damage potential for improved armor penetration
Lash to whip = vel x0.8, contact area / 5, pen depth / 10

Flagellate - trades penetrative efficacy for greater breadth of damage
Lash to flagellate = contact area x5

Base Prep / Recovery Times:
4:1 - large daggers, short swords, & pommel strikes
3:3 - all weapons not listed elsewhere as well as longsword hilt bashes
3:4 - picks, great picks, two-handed sword hilt bashes
2:2 - spear/pike shaft bash
2:3 - longswords, other shaft bashes
2:4 - two-handed swords, great axes
1:5 - pikes, spears, & halberds
1:6 + bad multiattack tag - whips
Sidst redigeret af lmlsna; 4. nov. kl. 9:22
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lmlsna  [udvikler] 3. nov. kl. 12:40 
Axe:
Battle Axe - Is still the default one-handed slashing weapon you equip because you want your squad to spam slashing attacks, but it now also has a blunt attack equivalent to the vanilla mace bash for added versatility.
Hack / Cleave / Bash (poll) / Pommel Strike

Halberd - Unique in being an axe weapon with access to proper piercing attacks. Its attacks are nothing special (by two-handed standards) individually but make the weapon powerful in its versatility.
Hack / Strike (beak) / Stab / Shaft Bash

Great Axe - Is largely the two-handed sequel of the Battle Axe and offers the best slashing attacks of the mod. It loses the poll bash in exchange for a hooking attack.
Hack / Cleave / Hook / Pommel Strike

Hammer:
War Hammer - Very effective against all forms of armor, with the knock having the highest M/CA of anything in the mod and the claw attacks being able to punish weak armor materials with puncturing. It does lack raw momentum compared to other dedicated blunt weapons though.
Bash / Knock / Strike (claw) / Pierce (claw)

Maul - Offers the highest raw momentum numbers of any weapon and consequently pulverizes things very quickly, but the momentum is delivered via a contact area inefficient for armor penetration. It can be very effective against armor regardless though, since the pulling/twisting/bending forces it outputs on hitting a head or limb tend to be devastating.
Swipe / Bash / Slam / Pommel Strike

Lasher:
Whip - I’ve opted to make this a weapon that deals out superficial cutting while also delivering some respectable blunt force underneath, at the cost of being slower than average.
Whip / Lash / Flagellate / Pommel Strike

Scourge - I’ve interpreted this abomination as being like a multi-headed flail utilizing 3 different types of small heads: blade, spike, and ball. This makes it a very versatile weapon and it outputs relatively high momentum, but its damage output is heavily limited by penetration depth.
Lash (blade) / Strike (spike) / Bash (ball) / Pommel Strike

Mace:
Morningstar - Hybrid piercing/blunt weapon excellent at armor penetration. Its bash can reach the organs of dwarf-sized targets but not much larger, while the stab affords it double the penetration depth in exchange for being otherwise inferior to bashing.
Sap / Bash / Stab / Pommel Strike

Mace - Only offers blunt damage but is very well-rounded in how it deals it, able to sacrifice either contact area efficiency or raw momentum for attack speed or attack speed for extra momentum according to how much is required.
Bat / Sap / Bash / Slam

Flail - Specializes in raw momentum over armor penetration and is essentially the 1h equivalent of the Maul.
Swipe / Bash / Slam / Pommel Strike

Mining:
Pick - Slower than typical but hard-hitting. Its swung piercing attacks have higher penetration depths at 1,000 and 1,500.
Strike / Pierce / Chop (adze) / Pommel Strike

Great Pick - Highly effective against armor and its size does a lot to mitigate the usual penetration depth limitations of swung piercing attacks, but like the pick is slower than most weapons. Lacks the adze blade of the 1h pick.
Prick / Strike / Pierce / Pommel Strikes

Sword:
Short Sword - Fairly well-rounded and trades individual attack strength for attack speed.
Slash / Chop / Stab / Pommel Strike

Scimitar - Slashing-focused 1h sword, can choose between making faster or stronger slashes as needed.
Cut / Slash / Stab / Pommel Strike

Longsword - A well-rounded two-handed weapon specializing in speed rather than attack strength.
Slash / Stab / Bash (hilt) / Pommel Strike

Two-Handed Sword - Is like wielding a slashing, piercing, and blunt weapon all at once.
Slash / Stab / Bash (hilt) / Pommel Strike

Other:
Large Dagger - Has a fast attack rate and the stab has a lower than typical contact area which allows the stab and lunge to more easily penetrate layers.
Slash / Stab / Lunge / Pommel Strike

Spear - Possesses the highest stabbing velocity and penetration depth of any 1h weapon. It’s an ideal option against very large creatures and quite effective against weak armor.
Jab / Stab / Lunge / Shaft Bash

Pike - Is a bigger and better spear requiring two-hands, as one might expect.
Jab / Stab / Lunge / Shaft Bash
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