Hay give me sum credits for the 10394528052 items in 3 datablocks idea

Other than that I'm still clueless as to what to workz on.
also me has formula for armors
newdamage = ((damage*5)-Armor)/5+getrandom(-3,3)
// note: if armor is >= damage*5, then just divide original damage by 5.
values for full sets of armor
full set of light armor- 30
full set of medium armor- 50
full set of heavy armor- 70
full set of Divine armor- 100
Shield of the gods- 100 but never loses durability
so say you do 20 damage(not counting randomifier at end of formula)
if enemy has light armor you did: 14 damage
if enemy has medium armor you did 10 damage
if enemy has heavy armor you did 6 damage
if enemy has divine armor you did 0 damage
so say you do 5 damage(not counting randomifier at end of formula)
if enemy has light armor you did: 1 damage
if enemy has medium armor you did 1 damage
if enemy has heavy armor you did 1 damage
if enemy has divine armor you did 1 damage
Note that if an enemy has an incomplete set or mixed set it may be different.
each item in each set should give a certain amount of extra armor, all adding up to their full set value. Each time armor blocks damage it loses durability, either just like weapons(losing a set value) or calculated by damage blocked, I dont care.
Also note that all of these will be different since it gains a random number between -3 and 3, so if you have light armor and you get hit for 20, the range is
11-17 damage delt. Which adds moar realism.
Also if we happen to add "leveling up" per say, add this to the end of that formula:
+(client.currentlevel-enemy.currentlevel)
so if a 3 and a 3 fight, it will be even, but if a 4 and a 3 fight, the 4 gets +1 to its attacks. So if a noobie(1) fights a veteran(29), the veteran has +28 damage.
If we do add leveling, I'd like it to stay something in the background, and have the rpg focus more on economy and empires rather than OMG I GOTSA GETSA LEVELSA 923!!