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Dwarven civilizations seem to flourish or collapse more often with this mod enabled. Either case is interesting but maybe not everyone's ideal. Mysteries abound.
Where do we even go from here.
It's Quarreler 2.0 with the added feeling you get when you go to someone else's house and they have lots of weird snacks
I would ask, though, what does your "AP" stat mean in your spreadsheet lists? Did you record at all whether certain APs penetrate certain armors? Or is it simply relative?
Still, you also can use the spreadsheet to test what attacks penetrate by just making one omni-weapon with every edge and blunt contact area, then putting type/area/depth in the substitution field via formula so they show in the logs. Put the output raws in a mod, spawn 100+ creatures, end the test before too long, and read through just the initial 30 ticks or so. Not exactly automated, but rapid iteration nonetheless.
But the factors which go into the question are numerous, and I lack the math skill it would take to extrapolate from my results.
There's also the problem of quality! Sadly the OTA lacks that option. And then, I don't know if momentum sums the momentum of both creatures, or just the one attacking.
I think the only practical solution is to do those specific tests, as you suggest. So I can find that my "iron mace" can crush an iron helm, but just barely not crush a steel helm. Then leave variation to attack modifiers like heavy attacks.
I have also considered different attack types, instead of "slash attack." Something like an "overhead attack," which takes an especially long windup, but not a slow recovery. Making attacks which can stack with other modifiers, for less predictable combat.
Thanks, in any case.
The actual performance of a weapon in-game is subject to a lot of breakpoints. It either can or can't get through armor. One way this approach could have included those breakpoints is to add a weapon that models the behavior you're interested in and name is as that behavior -- "crushes iron helm", etc. I think I added a skill named SCIENCE or something to filter out those fake weapons. Determining the properties of that weapon, though, is totally up to you to do.