The point of my game is that you are a warrior walking up the enemy in an arena. You first set your perception number and deception number and what stat for the enemy that you want which is a trade off against attack power 1 for 1 at least at the start. Then it checks these compares the perception to deception and show the enemy's stat (at the moment) that you asked for. The stats are attack power, attack speed,attack accuracy, defence power, defence speed, defence accuracy and possibly later starting numbers/characteristics of weapons, shields, armour and character type. The first enemy will just have fixed and quite low numbers for all.
The attack speed needs to be faster than the enemy's defence speed to hit and accuracy greater than defence accuracy to not be reduced by defence power. Any thoughts on how you design the enemy AI to do similar to the player? - stats level choice and "tactical decisions"- try hard to perceive and/or deceive and either attack & defend or actively defend with a big dodge so enemy looses his next attack or use a shield and possibly attack.
Any general thoughts on principle to follow with the AI design.