Ya, the way I was thinking was to get a weapon/hitpoints ratio space ratio, then using that to get an energy for both and then thinking them separately.
The way you twink a weapon's percentage is by finding the attack value for 1% and using the following the formula:
d
-- (ATK - 1500x) * (0.01 + CMP + 0.01x) = 0
dx
Where
ATK: Attack
CMP: Computer bonuses
And then rounding. Then you add one to it because you start at one rather then zero.
Of course, that only works when the percentage is less then thirty. But, if the percentage you get from that formula is more then thirty you can just set the percentage to thirty, figure out the appropriate attack for thirty, and run it through this formula to get the final twinkin' stats:
d
-- (ATK - (2^x - 1)) * (0.30 + CMP + 0.01x) = 0
dx
Where
ATK: Attack
CMP: Computer bonuses
And then add
thirty to it to get your final accuracy percentage. Of course, this is all based on a constant computer percentage, but I'm planning on making a chart listing attack energy supplies and their corresponding optimum computer arrangement. Though, it'd only work if you're only relying on hitpoints rather then defense, but I digress.
But, ya, it would be hard to explain to a newbie. Heck, I'd have trouble explaining it to myself! ^_^"
(Added:)
The simplified version of the first formula is:
0.01ATK - 1500CMP - 450
-----------------------
30
But the simplified version of the second one is massively unwieldly to use unless you got a good graphing calculator or computer math program. Somewhat simplified, it's:
0.01*ATK - 0.01*2^x - CMP*2^x*ln2 - 0.01*x*2^x*ln2 - 0.3*2^x*ln2 + 0.01 = 0