So im using the visustella core plugins for my project, along with mz3d. I'm using the visustella battle core, which has a small collection of damage formulas you can set to be the default. these include formulae based on FF7-10. the benefit to this is that you should theoretically just be able to put in a skill power number (that is a whole number) into the damage formula and handle any extra effects via custom action sequences.
So to test things out, I set things to ff9 style damage, then went and copied stats from ff9 for a test enemy (trick sparrow), actor classes (based on steiner, zidane, vivi, and quina), and base equipment (they don't start with anything equipped). I set the skill power for the attack command to 0 (as in, the attack formula box just has the number 0 in it), so it functions as a sort of baseline, but my characters are dealing way too much damage and taking way too little damage.
for example, a ff9 trick sparrow is a lvl 5 enemy that has 191 hp and 10 def. with no weapon equipment and at lvl 1, characters should be dealing less than a hundred damage to them. my expected range is around 50-90 damage per hit for the physical characters, maybe half that for the mage classes. but theyre all dealing like 500 damage with basic attacks, while the monster deals around 15. now, for ff9, 15 damage on a lvl 1 character is a workable amount, vivi at lvl 1 only has 60 hp, but dealing over 200 with basic attacks at the same time is weird.
how do i check the damage formula so i can figure out where the discrepancy is? there's stats that are missing- monsters have both an attack stat and a strength stat in ff9, for example, and i may just need to add them together if im trying to emulate an enemy of that type. but defensively there's just defense and evasion. worst case scenario i just tweak the stats until they reach the range that im looking for or go back to individual formula calculations, but I'd like to see if theres like a notetagged armor stat that it's expecting in the enemy's notebox and that'd explain why things are so uneven.
edit: to make things more confusing, the magic damage calculations seem pretty fine, a thunder spell in ff9 is power level 14, and a functionally identical skill (only the number 14 in the damage formula box) deals maybe 120 damage to said trick sparrow with 10 mdef. but all the physical damage calculations on the party's end are way stronger than they should be. a 14 in the basic attack formula makes it deal 600-800 damage. and if i add equipment, basic attacks suddenly start dealing 1500 or more. i feel like there's a substat im missing here, or that having equipment that directly enhances strength like how rpg maker normally handles it is giving way too much of a benefit.