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Thank you for the info on what weapons I should equip my militaries with in this edition, it's most informative, I'll just have to remember that their days of awesome are numbered.
Weapon selection isn't THAT simple:
Edged weapons:Choose weapon materials with a high SHEAR_FRACTURE and MAX_EDGE. Weapon quality matters as well. Due to the shear fracture difference, steel has a 2.3x easier job of severing someone's unarmored leg as an iron weapon. Adamantine is 69x better than iron and 161x better than steel (based on SF and max edge), but this is offset somewhat by the decreased weight and momentum of adamantine weapons. Your edged weapon can't cut materials that have better SHEAR properties than the weapon.
Don't use edged weapons with large contact areas on giant-sized creatures such as forgotten beasts. You end up placing shallow cuts across a large area. Stabby things are better there. Save the battle axes for man-sized targets. Picks are still better weapons than battle axes because of the velocity modifier.
Blunt weapons:Pick a weapon with a high momentum and small contact area. I recommend war hammers. Weapon quality doesn't seem to matter here. If attacking something big and heavy with a small blunt weapon, your weapon needs to have a high IMPACT_YIELD and IMPACT_FRACTURE to not bounce off (but these material properties don't boost damage!). This prevents people from punching bronze colossuses with their meaty fists, I guess.
Armor selection:High SHEAR_FRACTURE to resist edged attacks. High IMPACT_FRACTURE on rigid armor to resist blunt attacks. It's best to have IMPACT_YIELD around half of IMPACT_FRACTURE. Armor becomes brittle if IY is too close to IF, but low IY materials dent easily.
Flexibility is BAD on armor. Blunt attacks bypass flexible armor/tissue, so anything with strain values 50000+ doesn't protect against blunt weapons. This includes chain mail, clothing, leather, skin, fat, muscle, etc. Metal mail is still good against edged weapons, but it just converts the damage to a blunt attack! Leather is barely useful and can generally be forgotten/ignored (modders may want to look at this). Wood and bone are better non-metal armors vs blunt attacks. With a IMPACT_STRAIN_AT_YIELD of 940, rigid steel plate only transmits 1.88% of the momentum of a blunt attack to the tissue below (providing that the attack didn't fracture the steel plate).
Fluid layers such as water, gas, flame, sand, snow, powder, etc. on creatures don't consider material properties, and seem to fail instantly.
If you stab someone's armor with a weapon, and it can't
cut through but causes the armor to blunt fracture, the weapon effectively shatters a hole in the armor and causes edged damage to the tissue below. The main difference between armor layers and tissue layers is that armor doesn't track wounds/damage, so armor is equivalent to instantly-healing skin.
Other:Railguns crossbows/bows fire bolts/arrows that have a momentum about 10x larger than you can get from a skilled melee fighter.
Any questions?