IMO, the important part is that in the end, each gal has a "favorite" weapon that you can equip her with, and it's not a complete misuse of her skills.
Weapon speed must be taken into account. Since you're comparing 2 attacks of one weapon versus 4 attacks of another (for example), target armor must be taken into account : it's substracted 2 times in the first case, and 4 times in the second case. An arbitrary armor value must be chosen. Or if you like overkill, do one calculation for a mostly harmless opponent, one for a moderately armored, one for a heavy, and average the three.
For effective damage, I generally multiply all these things together :
1) %chance of hitting
2) %chance of doing ANY damage on hitting
3) average damage of the attacks which overcome armor
4) a factor depending on the practical number of attacks in a round
For melee attacks speed, 4 could be counted by assuming the girl spends 1/2 of her TUs getting to the target, and the rest attacking. Count the attacks she can make, keeping the decimals.
I agree with the idea of getting to a "favorite" weapon and the practical number of attacks taking movement into account for melee.
If I'm understanding you on target armor, you're saying that the actual potential damage would need to be calculated after each hit, since most weapons do damage to armor so more damage from subsequent hits would get through the weakening armor? Also, why keep decimals on attack counts, in that fractional TU can't be used to attack in a turn? I'm interested in your ideas.
At a minimum, I'll probably tackle fleshing out the Weapons Table by hand at least for Melee weapons. I think your sheets are strongest, so thats a great format.
I've some other Bootypedia projects first (Auxilliaries and Armor updates) so if someone can come up with a ruleset parser to grab weapon data before I get to it, that would be awesome.
I'm parsing the ruleset for all the weapon data so could give you that data in CSV if you want it for a spreadsheet. Tell me what you need. Also, thanks for the details on calculations, especially the polynomial one.
In this case, using Ivana as an example, you see that, of the weapons I entered, a rapier is the most reliable choice (because melee is good and strength not great), with cutlass a close second that could do more damage if you are lucky and get few misses (as shown by the cutlass' max damage being higher). Shooting wise, due to poor shooting accuracy, it's better to try to set her up for many rifle snap shots than anything else (and the sniper rifle is obviously a very poor choice).
One of the things that can be a surprise is how much each gal's stats can affect damage, especially for melee. And then how much accuracy can flip the table for potential damage.
Wardog - Best Skill: Melee [30] (Left Hand: Cutlass [7], Right Hand: Fuso Knives [4])
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bravery: 20, firing: 51, health: 72, melee: 101, psiSkill: 0, psiStrength: 29, reactions: 73, stamina: 97, strength: 30, throwing: 56, tu: 76
* Cutlass [ 7]: 35 + 32.2 -> CUTTING health:
67.2 armor: 6.7 stun: 16.8
* Rapier * [ 6]: 20 + 40.4 -> CUTTING health:
60.4 armor: 6.0 stun: 15.1
max attacks per TU, (energy cost)
--> max attacks * (weapon accuracy * melee/100) ==> hits * damage
cutlass 76 / 10 = 7, (7 * 6 = 42) --> 7 * (0.9 * 1.01) ==> 6 * 67.2 =
403.2 avg dmg/turn
rapier 76 / 9 = 8, (8 * 7 = 56) --> 8 * (1.0 * 1.01) ==> 8 * 60.4 =
483.2 avg dmg/turn
Freefall - Best Skill: Firing [63] (Left Hand: Ax [12], Right Hand: Assault Rifle [8])
--------------------
bravery: 20, firing: 62, health: 74, melee: 39, psiSkill: 0, psiStrength: 33, reactions: 51, stamina: 75, strength: 63, throwing: 46, tu: 77
* Cutlass [ 7]: 35 + 33.0 -> CUTTING health:
68.0 armor: 6.8 stun: 17.0
* Rapier * [ 6]: 20 + 15.6 -> CUTTING health:
35.6 armor: 3.6 stun: 8.9
max attacks per TU, (energy cost)
--> max attacks * (weapon accuracy * melee/100) ==> hits * damage
cutlass 77 / 10 = 7, (7 * 6 = 42) --> 7 * (0.9 * 0.39) ==> 2 * 68.0 =
136 avg dmg/turn
rapier 77 / 9 = 8, (8 * 7 = 56) --> 8 * (1.0 * 0.39) ==> 3 * 35.6 =
106.8 avg dmg/turn
The star to the right of the rapier means that the rapier isn't purchaseable from the black market. It has to be either captured from a battle or researched and then manufactured. At the early parts of the game, it may not be available to equip.