Well, so far, this formula has worked:
((a.xstat.atk + (base attack bonus, determined by level)) + (rand(19) + 1)) > b.xstat.def ? ((damage dice, depends on the weapon) + a.xstat.atk) : miss
This establishes both damage and evasion using the D&D-Family (good term) mechanics, and it does so entirely without the default RM percentage-based mechanics. I'm not particularly fond of them because I can't control them as easily as I can with these custom stats. I used CrytalNoel's Custom Stat script, which I highly recommend.
What I haven't been able to figure out how to do is use this to establish critical hits from the random number being 19 (a 'Natural Twenty') or misses from the random number being 0 (a 'Natural One'), and I've also been unable to figure out how to do multiple hits, whose accuracy is defined by their own base attack bonus (seen in the above formula, and it only determines the accuracy of the first hit).
In theory (since I don't know better), a script that allows the use of the Notetag box could allow me to write very long attack formulas that incorporate criticals, damage reduction, evasion, and the addition of states vs saving throws (also determined by custom stats), if I can figure out how to approximate those mechanics.
EDIT:
Although I haven't had a chance to try it, I'm thinking I should substitute "level" with "a.level" if possible