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So what I wound up doing is splitting inherent power from weapon power, and the same for defense. 4 stats:
- weapon
- might
- armor
- toughness

The damage formula I devised for basic attacks is 4 * a.might * (a.weapon - b.armor)/b.toughness.
#rpgmakermz #rpgmaker Image
I chose curves for might, weapon power, and target damage-per-round for my "ideal character" arbitrarily. Then I also chose arbitrarily that a character with a weapon 4 levels out-dated should do about 40% as much damage as a properly-equipped one.
With two datapoints for damage at a particular level (well-equipped, poorly equipped), i was able to algebraically solve for the ideal armor and toughness of an enemy in order to reach a target damage-per-turn on it. Image
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