Hello everyone, first post :shy: Long story short, I'm sick of conventional role playing game attributes and the math used in combat and am trying to create my own set to make combat more realistic. I realize that the stats are over simplified just to keep it simple for the player (and the CPU calculations low), but this is more of a concept I'm working on more than anything else. I hope to eventually turn this into a short combat tech demo using Unity. I'm turning to you guys because I'm having a hard time wrapping my brain around a few things, and since my physics attribute isn't that strong (lol). Goal: To calculate Damage dealt to target enemy BEFORE enemy Armor is evaluated. The problem My first problem is with grabbing the components I need to solve this… Let’s say we have a .997 kg Sword. Let’s say the area of the sword that hits the target is 6.1 cm (1 mm edge x 6 cm long). I think I’ve found a way to calculate player strength. Kinetic energy is energy needed to accelerate a body. The formula for kinetic energy is .5mv^2. If I want to swing my sword and have it reach my target in .3 seconds, I need to be moving 3.333 m/s^2. However, to move the mass that fast, I’ll need .5(.997)(3.333) = 1.66 Joules of energy. Right? Does that make sense? Also, is that the energy then of the impact? I don’t think it is… I think that’s just the energy required to move the sword. So I’m figuring that I’ll take the momentum then? .997 x 3.333 = 3.323 kg m/s… however, I’m not 100% sure that’s what I’m looking for either. And then to complicate things further, I think I want to take into account the surface area of the weapon and what that does to the damage.