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#14 | |
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Join Date: Sep 2008
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Kinetic energy is 0.5*m*v^2. GURPS damage is 3.5*C*v*m^(1/3)/100, with C being 2 for living, 4 for unliving, and 8 for homogenous; and m being mass in pounds per G. If we drop the constants (which are unimportant for scaling) and square damage, we have KE as m*v^2 and damage^2 as m^(2/3)v^2. This is rather close to equal, although when v is low the difference in m is more pronounced.
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If we assume arrows to be homogenous objects (for HP calculations), this gives out typical 0.1 lb arrow between 3 and 4 HP (3.71 HP). Average collision damage is typically calculated as 3.5*3.71*v/100. This means each +1 corresponds to around 7.7 yards per second (16 mph) - or it would, were it not for the rule that impaling objects get half normal collision damage. This boosts our speed for each +1 to 15.4 yards per second (31 mph). It may be appropriate to disregard the half-damage rule here, in which case every +1 to ST corresponds to a +3.8 yards per second boost (every +2 is a +1 to damage). Note this implies an ST 12 longbow flings arrows at around 70 mph, while maintaining the half damage rule (and thus having 7.7 yards/sec per +1 ST) means such arrows fly at a rate of 140 mph. I have no idea how fast an longbow flings arrows, so I can't rule which (if either; keep in mind GURPS arrow damage is probably on the high side) is more realistic.
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Quos deus vult perdere, prius dementat. Latin: Those whom a god wishes to destroy, he first drives mad. |
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| Tags |
| bows, crossbows, low-tech |
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