All of this nonsense reminds me of a scene from Doctor Who where the characters just can't stop saying Sir. From the Family of Blood. ("Headmaster, sir. Good evening, sir. Come to give me a caning, sir? Would you like that, sir?") Anyway, back to the arrow thing. Did a little testing myself and confirmed deflection on heavy armor from large level disparities (1 to 80, like you recommended) but not with smaller gaps (IE: 1 to 10). Same results with light armor, but wasn't able to confirm/deny on no armor. As near as I can tell there is nothing that governs this in variables. From my limited view of it, I see two solutions. Either reduce/eliminate leveled enemies to match the player and then just adjust the AI's attributes to provide the desired level of difficulty (extensive testing required to achieve any balance) or perhaps try to use scripting as an alternative (detect arrow fired, see if it would hit, apply the damage like it normally would). Downsides to the second option would be potential instability from the scripting engine, possibly high overhead in larger conflicts.