OK!!! I've got a working app written that simulates the model. I've described the model in the app, but I copy-paste it here for you to see.
Please try out the app. It's source code only right now. You will need Python, Pygame, Numpy, and maybe PyObjC to run it. I may later make into a stand-alone executable. Included in the file is a package called "Glyph" that I'm kinda proud of and have GPL licensed. Glyph is a very basic typsetter for use in Pygame.
OK, now for the instructions and model:
Code:
# This file isn't licensed. However some if its libraries are. See those files for more info.
#
# Instructions: click on the stats or the weapon to change them.
# Left click forward, Right click back. On the right hand side is
# a list of weapons and their stat requirments and arms value. There
# is also a listing of the stats used and their descriptions. Click
# 'TEST' to run the simulation. The results are printed to the shell.
#
# Model: The Weapon's requirements are subtracted from the corresponding
# Combatant's stats scores: Dex, Str, and Skill. The difference is
# subjected to a logit function. This result is then multiplied by
# the required value. This first represents the intrinsic handling of the
# weapon that is brought out by possessing the salient skill or stat
# (represented through the stat difference put into the logit function.)
# This second represents the way in which possessing stats or skills
# in deficiency or excess is compounded due to the nature of the weapon:
# weapons needing strength benefit more from having lots of strength,
# but not having it is penelized severely (represented by multiplying logit
# result by required value). The difference of these values between the
# two combatants is then taken and subjected once again to a logit function.
# This represents the interaction between the two weapons in combat: A dagger
# vs. a maul is different from a dagger vs. a club, or another dagger.
# This makes the assumption that the strength of the weapon is in the degree
# of talent required to weild it, thus low stat requirement weapons will
# ultimately be trumped by high stat requirement weapons. However, this
# also has the effect of making the low stat requirement weapons typically
# superior if their requirements are met when the more powerful/difficult
# weapon's requirements are not.
#
# Lastly, the Per, Psy, and Skill scores are simply added together.
# This the 'tactics' portion of combat. This amount is then geometrically
# averaged with the 'weapon' portion. As weapons become very powerful
# (with high arms value), the 'tactics' portion is then going to present
# a large drag on the score. This is intended.
#
# Well, OK, one more thing. There will somehow be a random roll component.
# I simply havn't decided where it should go.
#
# Please play with this and provide your opinions on its model, and report
# any unusual behaviors with the model. Thanks!!!