Well, what I was asking for was if the formula had any notable flaws or anything that could cause problems down the road. I simply provided the lines for CTRL+A followed by copypasta. The reason I use as many lines as I do is because I wanted to see how I could fit the whole thing into an assembly thing.
May I also point out that division defense by itself has a nasty flaw in that it causes high damage attacks to get suffocated? It's certainly a problem in Kid Icarus Uprising, where the Skyscraper Club's shots, which deal ~100 base damage at the cost of being so painfully slow and stuck on a heavy weapon that you still need to get close despite lousy mobility to get any decent hits in, deal more like only freaking ~33 base against somebody with Aries Armor. That's bogus. Since I'm planning to use it, I want to do something to prevent that idiocy.
Let me infodump the gist here, Code tag in case it does indeed get complicated:
*Debuff is actually there for subtraction. Surplus is actually there for floating point.
*Damage is basically (Base - Armor) * ATK/DEF.
*Sensitivity is used to multiply the difference between the stat's innate value and 10 by S/4. A 2 Sensitivity attack thus ignores half the stat's rank. (This is inspired by Kingdom Rush's cannons half-ignoring armor.)
*Base damage, for the DEF stat, decreases Sensitivity by (B - 20) / 20 before applying Sensitivity's usage for it. Sensitivity floors at 0 to prevent complications.
*Once the Sensitivity business is dealt with, the current stat value is used as a pointer to this array of 20 basic values: 25, 28, 32, 36, 40, 45, 50, 56, 64, 72, 80, 90, 100, 110, 125, 140, 160, 180, 200, 225. Every 20 less than a base stat value anywhere within the range of -2 to 17 (assuming 4 sensitivity) results in dividing the chosen value by 10. Conversely, every 20 more causes multiplying by 10.
*Well, hey, this is a lot cleaner than a would-be attempt at handling 100 * 2^((x-10)/6), which is the approximate value of what I'm going for.
Here's the aims of the formula.
*Lower Sensitivity attacks and/or higher BD attacks would be able to actually hurt defense stat guys. Obviously, the attacks would be harder to direct than standard attacks. But needless to say, this would prevent bogus survival against attacks that somebody shouldn't EVER be able to shrug off.
*Headshot-style attacks would deal barely 100 with higher end attack power against average defense power while having higher Sensitivity. This would make them still good to work with, but defense stat guys will not get ousted by them whatsoever since they're no longer getting killed cheaply because of kiting check failure.
*Archery and other good handle long range attack methods would have above average Sensitivity and low damage values to make sure that while they will deal working damage, defense stat guys will be able to wall them off to shut down reliance on them. (This is a particular reason why I'd want to make sure that MATK buffs would have their own counter play. There's just no checking spell sniping otherwise.)
So yeah, just try out the program and be sure to note any issues with the calculations being able to create bogus scenarios. Keeping in mind that natural ATK/DEF stat point range is going to be 2 to 18. I'll admit that the thing can get complicated, but at the end of the day, the damage formula is something players shouldn't worry about as a whole.