Generally sounds like a big leap in the right direction.
But from what you describe it may still not be far enough and now would be the time to make the changes - at least in the XML structure...
In 1.1 they have been changed to the following:
Accuracy = 15 + (Level * 2)
Dodge = Dexterity / 2
Attack (which is damage) = Weapon Attack + ((Strength - 10)/2)
Defense (which is damage absorb) = Armor Defense
According to the above:
1. Weapons have an attack rating and strength is added/subtracted to provide bonuses.
2. Armour has its own rating that isn't modified in any way.
3. Accuracy is only affected by your level.
4. Dodge is only affected by your dexterity.
OK. So this works for very general melee weapons.
But what about ranged weapons and specialist weapons?
Archery is more naturally a dexterity/accuracy stat than a purely strength stat. How is this modelled?
What about poison daggers and other 'special' damage calculations?
What about the different types of damage (pierce, slash, blunt etc) and the different types of armour (leather, cloth, scale, plate etc) and the various bonuses associated with each?
Even if the 1.1 system doesn't make use of this shouldn't the XML be prepared ready for this sort or functionality.
Will items be allocated further variables such as (and not really thought through):
- baseAttack [number]
- attackType [Pierce/Slash/Ranged etc]
- attackerModStat [Strength/Dexterity/Intelligence/etc]
- attackerModStatFactor [calc]
- defenderModStat [Strength/Dexterity/Intelligence/etc]
- defenderModStatFactor [calc]
- modStat [Accuracy/Dodge/Attack/Defence etc]
- modStatFactor [number]
- baseDefence [number]
- defenceAgainstType [Pierce/Slash/Ranged etc]
- defenceAgainstTypeFactor [number]
So weapons, items, armour etc can be tweaked to suit situations.
attackerAccuracyModStatFactor "((n - 10)/3)" (Applies a dexterity modifier for the accuracy on top of the level)
attackerAttackModStatFactor: "((n - 10)/4)" (overrides the default strength calc for damage)
attackerAttackModStatFactor "((n - 10)/2)" (Applies a dexterity modifier for damage)
So the bow gives a bonus to creatures with high dexterity but has weak damage against heavily armoured defenders. There should also be default bonuses and penalties for attack types against specific armour types at play as well.