I should note then that these stats are set for a more standard style RPG. So the highest HP of my characters at top level is 9200 (without the gear that boosts it to 9999). I geared it so that the max stat is 255 of any (str, dex, agi, res, def, spr) will not exceed reasonable damage output. Also, I was frustrated with algorithms where it's possible to do 0 damage, especially for mages-- which is why I decided that defense stats would be better suited for a % reduction. As a result, most armor doesn't change the core defense much, but offers bonuses to the other stats.
This also makes it much easier to stat enemy defenses. Basically most enemies are 112 res and 112 def (and I stat their HP appropriately for estimated levels). But it's easy to do something like a slime, with high physical def and low magic defense by setting the def to 255 and res to 75.
Anyways, here is the formula I've been using for magic damage also:
SPR = Magic attack stat
RES = Magic defense stat
MAtk = ((spr^2)/20)*modifier)+(spr*2.5)
MDef = (res/510)
MDamage = MAtk * (1 - MDef)
I like the FF style of level 1-3 spells and a 4th level "ancient spell" so the modifier is as follows:
Level 1 - 0.60
Level 2 - 0.80
Level 3 - 1.00
Level 4 - 1.25
This system is still all a work in progress though!
QUOTE (amerk @ Aug 16 2011, 07:21 PM)

Thanks for providing this method, as I may look into it myself.
While I can generally decide what type of EXP curve to use, or make one up on my own, determing the stats is another issue, and then trying to balance it out enough with enemies is a doozie.
Lately, I've been trying to find actual rpg games (from the SNES and PS) that show the level chart, what the stats were for characters, and what the enemies were for various levels, and using that calculation in my game, but it's not going as well as I had hoped.
This method gives some idea on balancing it, though.