It sounds like you've completely goofed the formulas.
At the most basic level, your damage formulas should increase with the appropriate stats of the user (nicknamed "a", so you can say something like a.mat or a.atk), and decrease with the appropriate stats of the enemy target (nicknamed "b", so you can say something like b.mdf or b.def). Therefore, a damage formula might be something like
250 + (a.mat * 3) - (b.mdf * 2) while a healing skill, which you don't want to decrease based on the target's stats (because there's no reason a target would try to resist a heal) might be something like
400 + (a.mat * 2).
If you literally don't know how to make a formula even after all the help
@bgillisp gave you, then your best bet would be to literally copy and paste (into MV) the same formulas that "Quick Formula" made for you in Ace. Anything that worked there (except for complicated RGSS code, which you clearly didn't use) will also work in MV.
From a balance standpoint, I always advocate using multiplicative, rather than additive, formulas. These ensure that skills don't ever do zero damage, and they also tend to make it less likely for skills to do runaway high amounts of damage either. Additionally, you can safely leave out base values (like 250 or 400 in the formulas above) if you want to when you're using a multiplicative formula, which helps ensure that skills remain useful through the entire game even as the character levels up and learns new skills. An example of a multiplicative formula would be
(a.mat * 50) / (b.mdf + 25) and the nice thing about this is that if you double a character's MAT, you will double the damage they deal - very easy from a conceptual standpoint.