Seanw3 responded to one of my posts with the weapon vs armor calc values and I was wondering if I negated this by inflating armor values by a factor of 100 would the AI not be able to handle it?
So for a full suit of Plate it would go from 65 armor to 6500.
The damage calc is
"
Maximum Damage = Attack * Attack/(Attack+Defense)
Minimum Damage = Maximum Damage / 2
"
So even with a 100 attack value on a weapon your total damage max would be at best
10000/(6600) = 1.5 damage.
I am looking at whether or not I can assign a variable set assigned damage table per weapon similar to old school weapon values.
An example would be a longsword has a damage calc of 1-8 +((Str-10)/2) + Specializations
Avoidance would work exactly as it is.
Damage reduction would be total damage done if you hit the target * ((Def/100)-Attack)*.05).
Build in a max of 2x damage and a min of some number between 10 to 25 not sure what.
I have been messing around with this system for a while and its fairly balanced on paper but mainly I just want to know if the AI would freak out and not recognize the inflated values or not before I attempt to recode almost the entire game from scratch.