A fairly accurate, but complicated estimation:
- Code:
avgWeaponDamage = (Base damage + (BaseDamage*weaponskill/25)+(basedamage*fighting/30) + (basedamage*strength/40) + enchantment level))/2
weaponDelay = Base delay-(weaponskill/2) (capped at the weapon's listed 'min delay')
AverageDamage per turn is avgWeaponDamage /weaponDelay*10
A less accurate, but simpler estimation:
- Code:
Presuming you generally want to train your weapon to min-delay and stop, you can treat one-handed weapon's damage as around 2 times as valuable as a point of enchantment, and two handed weapons base damage as 3 times as valuable as a point of enchantment, treat speed the same way as the accurate version above.
Both of those ignore brands, which have varying effects depending on what you're hitting, and whether the thing in question is vulnerable to the brand, some brands do damage based on your actual attack value, some roll independent of the base damage done, some don't do damage at all.
Generrally speaking 'percentage based' brands take the actual resulting damage done, and multiply that by a percentage (fire is a random 0-50% so an average of 25% more damage, if the critter isn't resistant or especially vulnerable to fire)