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I wouldn't blame anyone if this level of rigorous testing was never performed due to the sheer amount of time and tediousness it'd take to do. But it'd definitely provide the most scientifically accurate results.
Edit: Actually, the whole save thing might be a heck of a lot more feasible to do on Wintermute since you can do hard saves.
Any tests like this are just rough guidelines. Unless you want to test every weapon, in every condition, with every possible combination of clothing every possible combination of damage recieved results, every possible combination of afflictions before, during, after, that do not pervent equipping a weapon, every possible combination of weapon and clothing condition %, with every wold in the game world, every wolf spawn, every map, every possible weather condtion, Aurorae included... and I am sure I missed at least one or two other variables that could come into play.
I kinda have some other things to with the next 30 year of my life, including hoping I live that long. Not interested in volunteering to do this y type of test, or be second or third or fourth or... to do it to confirm results. Lol! I'll take my chances with whatever I have on hand while I am out wandering the great Canadian Post-apoc North of Great Bear Island. I love Science, but... not this much. xD
I mean, yeah, it's not "gameplay conditions", but we only want to know the difference between weapons since it's a strongly safe assumption that all will degrade by the same proportion if you're, say, cold or on a hill or whatever.
And that's what I did during my tests and continue to do, is identify outliers and remove them from the stack so that the data speaks without odd or non-standard variances fuddling the data.
And that's what the results stand to so far. At this point I've done 20 more tests with the same conditions as the original set, and the data stays inside the same margins. Give or take ~5% condition. This means the data is accurate enough to not only infer but to extract a probably and accurate observation about wolf struggles. In any non-staged, non-variance controlled environment (I.E standard play,) the Hammer maintains a good balance of getting the wolf off you before more than 30% condition loss, provided you're fighting at tip top shape, and with good protection clothes. (29% defence.) If you drop your fatigue to half the results skew more in favor of the wolf, obvisouly. But the hammer still gives you wonderful odds for beating the wolf off before death. And this dataset doesn't include the odds of the hammer ending the struggle near instantly. That number still stands at a rough margin of 25-35% of all encounters so far.
While not a perfect scientifc test to determine to the smallest of accuracies the exact % of condition and every factor that effects a wolf struggle, it does give a very clear and rough idea of what to expect out of a situation given a certain tool and a certain set of factors. Which guides the player in the choice of what weapon to use when fighting the wolf off you.
Yep. While recognising that the whole point of your effort is to get past this sort of thing, my anecdotal experience is the same as yours: the hammer/prybar seem to have a chance to end the struggle as well as a chance to injure the wolf each 'round' of struggle (if that's the right term). That doesn't seem to be the case with the blades (knife/hatchet, whether machine-made or improvised), where you just do damage until the wolf breaks away mortally wounded.
1) There is a notable difference between the best weapon for a single wolf encounter and the best overall weapon for all of them.
2) All wolf encounters v. weapon selections involve a HUGE amount of outside or random factors, plus overall conditions that need to be factored in for science to count.
The testing you've done is brilliant, but for science you are seriously limiting your base study to only achieve only one very specific result, aka getting the wolf off of you, and not taking into consideration the many other variables that must inevitably play into it - the hammer is a massive weight to carry around all of the time, which affects inventory management greatly and thus impacts the overall gameplay for one thing. The only way to truly test it, I FEEL IMHO MY OPINION ONLY ETC, would be to do a 250 day run on each difficulty using only the hammer for defence, and then another 250 day run on every difficulty using only the axe for defence, and then another 250 day run on every difficulty using only the knife for defence, and then compare results. That would probly provide enough data for a conclusive opinion.
I myself use the hatchet, always. For me the slightly larger health hit is more than balanced out by the lighter carrying weight, equal usefulness, ease of replacement, definitive wolf death (no coming back for a second go at me), added benefits of a free wolf hide (invaluable), guts (fishing lines, crafting and clothing repairs), and meat (both cooking skill and calories), not to mention having a new path for travel through what had been a wolf-infested area. (Make your way to the Quonset through five wolves using a hammer, loot it, and then step out, you still have five wolves waiting for you. Do it with a hatchet, you have zero wolves, enough fur and guts waiting for you to make a wolf coat and even repair it, along with a full level of cooking skill and enough calories to survive a month even if you stay full all of the time).
Using the knife means a longer struggle, and the health hit just isn't worth it. Using the hammer, I lose all of those benefits. Under certain, very specific (and incredibly rare during a long run) circumstances I will concede that it is the better option. Overall though, I pick hatchet.
In the end this game is all about making desicions and choices, then paying for them if you made the wrong ones. Choose right, live, decide wrong die. If the hammer works for someone's game play, they should go for it and be happy.
You make some very good points. What I'm trying to do here is not determine for anyone the best weapon in any given situation or any overall situation, but determine which weapon does what, when, and how. For example: Hammer does scare, it does it pretty fast usually, depending on your fatigue it does it with little harm to the player, and has a chance to end it near instantaneously. Once all testing is done and complete I'll link to my spreadsheets where I'm storing the data so you can all ponder it yourselves. I'm basically trying to collect raw data and draw conclusions from that about the weapons. Obviously if you want the wolf to die from the encounter, Knife or Hatchet is the way to go, because prybar and hatchet don't add bleed effect. If you are low on HP or just want to be done with ASAP, prybar or hammer is probably the way to go.
That's why I'm testing. To get all the data pulled so we can have something to source to when it comes time to discuss, so we can say: What's your goal? Scare vs kill? Okay now that you've got your goal, what's the next bit? Which does it faster? Less tool % lost? More condition left on player? ETC.
Obvisouly there will never objectively be "the best" because it's all situational and factor dependant. But with data to back it up you can make a more informed choice rather than "I heard hammer is good but hatchet works too which to choose?" Now we can have criteria and data to chose from to inform those decisions. Well, mainly for new players anyway. Plus its fun to test around and see what the game does with each situation while testing.
@Lonelywolf: All good points, and don't get me wrong, I am facinated by the sheer effort you are putting into this. It's fantastic, and the numbers should be pretty interesting when you get through it. (I heart science lol). So on that note, I hope I can say this without sounding unappreciative or like I'm trying to poop in your corn flakes (I'm really not)...
I really, REALLY hope you are only focusing on the data sets specific to each weapon and how they compare to one another rather than "which is best overall." As I said before (and I still do), "best overall" would require a huge and lengthy amount of research to determine, as so many random and/or situational elements go into each encounter. Then there's the added problem of there being the two weapon types, blunts and sharps. The sort of accepted heirarchy or those are fists/prybar/hammer for the blunts, then knife/axe for the sharps, And then you need to factor in availability, replaceability, repairability, situational circumstances... for example, if you shoot a charging wolf with an arrow and draw blood before he attacks, yadayada. As a straight data set of plusses and minuses for each option it'll an amazing piece of work for people to learn from. Just don't stray from the objectivity and it'll be fine.
I'm not going for "best overall!" as I don't think such a thing exists. It's all subjective really. What I'm doing is trying to find what fits each situation best. Or, more clearly, which one BEST FILLS A ROLE. If the role is scare, it is X. if the role is bleed, it is Y. Or at least breakdown why the data points to that. Either way, no singular on will win out either way.