I'm fairly certain I've previously asked this before in the past, but I thought I'd ask about how to create a damage formula that starts with smaller numbers like 20-30 damage and eventually moves up to 4000-6000 damage by the endgame and up to 10000-20000 when the Attack stat maxes out at 999. Unfortunately, math has never been my strong suit and my past attempts at trying to create a damage formula haven't gone as I'd like and I have not had much luck in trying to find damage formulas from other games to use as a references. Most damage formulas from other games I've found online are either no good for what I'm trying to accomplish like the Final Fantasy games or the information is simply unavailable.

One major factor that needs to be taken into consideration is that I'd much prefer a formula that uses Attack ÷ Defense rather than Attack - Defense. The reason for this, is because I want to be able use Debuff & Buffing statuses like Attack +50% or Defense -50% to make combat more strategic, and based on my past experiences Attack - Defense doesn't work too well for balanced gameplay. For example: an attack power of 500 - a defense of 250, with the target's attack power multiplied by 0.5 results in the target's attack power dropping all the way to 0, which I personally find to be completely ridiculous. Whereas up to this point, I've been using this formula instead:

a.atk * (100/(100 + b.def))

This formula has worked out a lot better, as in my playtesting experiences it has produced much more balanced results when it comes to lowering/increasing stats with Debuffing/Buffing status effects. However, I'm not satisfied with the extremely low damage numbers I've been working with up to this point & and I don't want to have to increase the maximum value of the Attack stat to something ludicrously high like 9999 or worse 99999, since I want damage values to reach into the 5-digits (although not too high into the 5-digit damage values, more along the lines of the 10000-20000 figure I mentioned earlier).

While searching for potential damage formulas on Google, I came across this:

https://www.rpgmakercentral.com/top...ulation-and-leveling-more-like-final-fantasy/
It contains a suggestion for a formula that would allow for a smaller damage numbers at lower Attack values, but would scale upwards to around 9999 with a Attack power of 200.

(a.atk / 2)(a.atk / 2) - (b.def / 3)(b.def / 3)

This a lot closer to what I've been looking for, but there is a couple of issues. Firstly, the formula requires using extremely low Attack values to keep the amount of damage from increasing to ridiculously high levels. This in turn means that I would either have to limit playable character's Attack stat growth to extremely low numbers or give weapons extremely low numbers instead. The other problem is that the formula uses the aforementioned Attack - Defense formula that I am not a fan of.

The damage formula used in the Pokemon games, which is one of the few games I've been able to find the damage formula for, contains many of the qualities that I'm looking for in regards to gameplay balance...

Pokemon damage formula:

...but alas, the damage values produced by this formula are too low. It is also includes the attacker's Level into the equation, whereas enemies in RPG Maker do not have levels, although I was wondering if you could use

Yanfly's Enemy Levels plugin to give enemy's levels that the formula could utilize.

I also not sure on how Defense should be incorporated into the formula as I would like Defense to be extremely important, but I don't want it to be too overpowered. For example, when Defense is maxed out at 999, the final boss should be still be able to do some damage rather than having all their attacks do 1 damage, rather an attack that does around 10000 damage should probably do around 500-1000 damage to a character whose Defense is maxed out at 999.

I hope that what I'm looking for isn't asking too much and that someone with a much better understanding of the principles of math can help me out with this matter.