However, using this model then I think we also need to impose that durability will not affect attack strength:
previous total attack * (durability + (100 - durability)/2 ) / 100
Let me know what everyone thinks. I want to implement this very soon. We can't just have items stop working at 0 durability; seems a little to pointless to me.
Ok sounds good that the item doesnt break... I suggest a random chance that it goes to 0 durability, and 0 durability takes at least twice the gold to repair
and what do you mean precious total attack?
Maybe at/after 50% durability, make it
total attack (after calculated for health) * (percent durability left * 2)
that way for every point after 50% durability that is lost, your total attack damage after health goes down 2%
Might make it easier too because a 0 durabilty item would deal no damage, yet you wouldnt need to program anyhting to make it unequip. It would all be done in one formula.
Oh and i think there should be realtime readouts on the main screen of your durability of the item once it gets past 50%, so we can be sure to repair
