So now that I'm finishing QoT, I noticed once again how the system I'm using since Loren/SOTW/QoT to calculate the damage is NOT good
I mean, it works - but it's not intuitive.
I think the system I used on Planet Stronghold was more intuitive: damage was always attack-amor (depending on attack type, different armor/resistances).
This way you could always know the result:
attack 15 - armor 12 = 3dmg
attack 8 (energy) - energy resistance 4 = 4dmg
and so on. PS was also balanced well I think.
I am thinking in future RPGs that I should keep the damage formula so easy again, and have the skills/conditions play a bigger role maybe. As consequence even the characters should have higher HP as they level up. Using this system probably even doing party vs single boss fight would work better: if the boss had 1500HP, would be hard to beat (this is how often happens in JRPG).
Using a system that scale damage based on target defense is really not good for boss fights.
I'm not sure if there's a better system, but personally I'd like to try something like this on my next RPG, maybe Planet Stronghold 2