@Pinco - From what I have read, there is a lot of good feedback in this thread. This statement (above) got my wheels turning about your original post. It seems to contradict it.
Your original post is a very grand undertaking. It is an attempt to boil down a highly complex set of variables, from two sources (player and target) into a single, simple Go / No-Go number (or stoplight chart). Any explanation of how that number/rating is achieved will cause most players to quickly tune out, they will not understand. The number will be constrained to whatever scenario/build is used, how the various aspects are weighted to the player's odds of success, and qualified by the stats/skills of the player. This will limit the usefulness of the rating significantly. Player A may have an easier time, than Player B, versus the same monster, simply because of their character builds. The number will be unable to represent intangible factors such as: 1) Player skill and tactics (e.g it is easy to kill an Arctic Ogre Lord with a cheap Ogre Slayer Spellbook and the 3rd Circle Fireball spell, just keep your distance); 2) Location of the target (e.g. any additional spawn in the area). This endeavor can quickly and easily become even more complicated than the original post eludes to, and produce a very meaningless result.
To this end you have to take a step back and re-evaluate the goal of the project. Try to focus on the "problem" and not the "solution". The original post goes right into the execution of a solution.
- What information are you trying to convey?
- Who is your target audience?
- What will the information be used for?
- Why is this needed?
To me, it sounds like you want to:
Create an easy to understand rating to identify the difficulty of a foe to a new player, in order to ease the learning curve of the game.
As other posters have suggested, there is an in-game system which provides the difficulty rating of a foe, the Barding Difficulty (
http://uo.stratics.com/content/skills/bardingdifficulty.php). I suggest using the Barding Difficulty, simply as it is, without qualifying it against the player's stats/skills. This will result in a number which indicates how difficult the monster is compared to other monsters. If the number is adjusted for the player's stats/skills it can become a crutch and eliminate intangible elements of the UO learning curve. I suggest using the same scale of 0-160 as the Barding Difficulty, so that the player does not need to learn a new system and will be more familiar with the Barding Difficulty when they want to explore using bard skills. Most 0-10 scales are arbitrary, there is no law/reason that it cannot be 0-160. As far as determining which monsters correspond to which levels of the stoplight (red/yellow/green), you can use the Hunter's Guide Advanced Search (
http://uo.stratics.com/database/search.php?db_content=hunters) to search on Barding Difficulty. I suggest you explore the monsters at several values of Barding Difficulty and solicit feedback as to which are red/yellow/green. One thing to keep in mind, there will be alot of "red" for a new player.