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The "usefulness" is in the balanced way that it scales as either stat becomes larger.I am a little confused on a.mat * 17 / (b.mdf + 10). Where would you use this? Going by your max values from earlier of "his has worked well with MDF numbers around 5-20, MAT numbers around 20-50, and HP numbers around 50-300." Then the end result would be 50 * 17 / (20+10) = 28.3. I am not denying you have a use for it, I am simply asking in what way it is useful to you so that I may see if it will be useful to me as well. Thanks!
Let's use the default attack formula of "a.atk * 4 - b.def * 2" as an example of something that doesn't scale as well. It works fairly well while the numbers are small and similar - 50 attack and 40 defense would result in a reasonable-sounding 120 damage. But what if def grows large? At 50 attack and 110 defense, you're dealing literally zero damage. And what if both numbers grow large? At 500 attack and 400 defense you're dealing 1200 damage, meaning that you have to scale HP at the same speed as other stats (not usually done in games) to keep the balance anywhere close.
This gets even worse when you also use the default magic formulae, many of which add a fixed value to the equation like "150 + a.mat * 4 - b.mdf * 2". This gives you NO flexibility in balancing stats - very small numbers like 10 magic and 8 magic resist are meaningless against the 150 base damage (and the amount of HP you'd need to justify 150 base damage), whereas large numbers dwarf the base damage and would make Fire 1 (with 150 base damage) a better choice than Fire 2 (with 400 base damage but otherwise the same formula) almost every time.
On the other hand, multiplicative formulae like "a.mat * X / (Y + b.mdf)" are going to be much more flexible and balanced in the way that stats and HP can scale. Depending on what X is (and assuming Y is generally constant across skills), a skill that does twice as much damage with low stats will also do twice as much damage with high stats. As attack/magic grows large, the amount of damage will scale in ratio with the stat, or as defense/magic resist grows large, it will decrease in ratio with the stat, but will never really approach zero. Doubling your defense means that it takes twice as many physical attacks to kill you, instead of meaning that damage will be reduced by an arbitrary amount (Y * 4).
So in short, this is a better formula to use for the purposes of late-game battle balance, especially in long games or games where you can build your characters how you like.


