//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);
    }