//a weapons damage is based off stat type plus bonus value //i.e. sword damage = attack + bonous attack, bow damge = ranged + bonus ranged private float CalculateMaxHit() { float damage = characterStats.stats[(int)weapon.AttackType()].getTotalValue(); damage = damage + (int)(damage * Random.Range(.01f, .1f)); //CRITICAL HIT if (Random.value <= .1f) { damage += (int)(characterStats.stats[(int)StatType.Vitality].getTotalValue() * Random.Range(.45f, .8f)); } return(damage); }