First, I like to thank you for replying so fast. You sure are nice and helpful.
Thank you for letting me know about it.
I use already a plugin (YanFly's BattleStatistics along others), but silly me should have stated that beforehand. But when accessing the plugin, I see no instructions or possibilities to use any by that plugin gathered information in damage formulas.
Don't worry about that. I know about how fast this can be broken, so I would control it by several means, like that skill not ignoring DEF among many other possibilities, like letting the skill only get around 0.4 DMG for a killed enemy and by earning the skill later in the game by special means. I never liked it the way Final Fantasy did it, especially the Tonberry-way

.
Yes, I have to say, Final Fantasy 9 was rather creative with it's skills, even though, I, to be honest, find them even more broken in that game the way they are. Freya hits the damage cap by simply killing 100 dragons, which is way faster than killing 9999 enemies, right? ^^ Also, Quinas Frog Drop was just as broken, as one is able to max it out even earlier, as it's formula was catched frogs * Quina's level, resulting in me doing 9999 damage at the middle of disc 3 (just leave the golden frogs for a higher reproduction rate). My game is meant to have a damage level of around 3000 DMG with a normal hit on level 100, depending on the situation, while maintaining a damage cap of 9999. So, if someone is really grinding for a maxed-out kill-skill, he would need to kill at least 25.000 enemies for it, given the hit enemy is without any defense and not a boss, (the skill would use an element that any bosses are immune to) and if he or she does that, then he or she clearly deserves the result, I think, as it sure takes a while for doing that, aswell as being boring as all heck. ^^
Thank you very much for the hints and suggestions. They may be useful in the near future.
Thank you very much for the in-depth explanation. I can see the effort that went into it.
It sure is a lot more complicated, than I would have thought. My guess was that there is a simple "auto-variable" already existing for such a thing as the individual actor-kills, that just needs to be adressed somehow, but seing your explanation really makes it not worth for me to do it by non plugin-means.
Well, RPGMMV can do a lot, but also a lot of seemingly trivial things cannot be performed easily, as I see.
Again, thank you all for the information and effort.
EDIT: My, my. I takes me so long to make a post, that I missed another person's post.
Yes, I use that one. I may just try out your suggestion.
Thank you very much.
EDIT 2: Superb. Your suggestion works just fine. By using
within the damage formula, I am able to build the desired skill.
Thanks a bunch. Problem solved and new skills rolling. ^^