I came up with some fairly simple formulas for setting the stats on equipment and enemies that should keep gameplay somewhat balanced. It's set up around 'levels' meaning a level 10 player with level 10 equipment will be suitable for a level 10 enemy. It's based on a player starting STR/MAG of 5 and 100HP.
Player Weapon Stats:
+3 ATK points per level, spread across 3 damage types
For 'Elemental' weapon, - 50% to all non-elements and add it to elemental
Example, Lv10 Sword =10x3 ATK points so:
Normal . . . slash=10, smash=10, stab=10
Elemental . slash=20, smash=5, stab=5
Elemental .slash=5, smash=5, stab=5, Holy=15
Player Armor Stats:
Note: Armor's effective 'level' is the total level for all equipped armor. So 5 level 2 armor pieces = level10
+5 DEF point per level
For 'Elemental' armor suit, - 50% to two non-elements and add it to elemental
Example, Lv10 Armor =10x5 DEF points so:
Normal Armor Total . . . . . . . .Lv10 slash=6, smash=6, stab=7, flame=6, earth=6, water=7, wind=6, holy=6
Actual Equipment - Helm Lv1. .slash=1, smash=3, stab=1
Chest Lv2. .slash=1, smash=1, stab=2, . . . . . . . . . . . . . . . . . . . . . . . . . . . . . holy=6
Arms Lv3. .slash=1, smash=1, stab=1, . . . . . . . . . . . . . . . .water=7,wind=5
feet Lv1. .slash=1,smash=1, stab=2 . . . . . . . . . . . . . . . . . . . . . . . .wind=1
Shield Lv3. .slash=2,. . . . . . . . .stab=1, flame=6, earth=6
Elemental Armor Total . . . . . Lv10 slash=12, smash=3, stab=4, flame=12, earth=3, water=4, wind=6, holy=6
Actual Equipment - Helm Lv1. .slash=3 , smash=1, stab=1
Chest Lv2. .slash=2 , smash=1, stab=1, . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . holy=6
Arms Lv3. .slash=4 , smash=1, stab=1, . . . . . . . . . . . . . . . . .water=4,wind=5
feet Lv1. .slash=3 , . . . . . . ., stab=1 . . .. . . . . . . . . . . . . . . . . . . . . .wind=1
Shield Lv3. . . . . . . . . . . . . . . . . . . . . . . . . flame=12, earth=3
Enemy Attack Stats:
+8 points per level, spread across 3 damage types
For 'Elemental' attacks, - 50% to all non-elements and add it to elemental
Example, Lv10 Enemy =10x8 ATK points so:
Normal . . . .slash=26, smash=26, stab=27
Elemental . .slash=13, smash=13, stab=14, Fire=40
Enemy Defense:
Note: Enemy Defense stats are always left at '0' unless they are 'elemental'.
+10HP per level
For 'Elemental' strength/weakness +/- 2 defense points per level to element
Example, Lv10 Enemy =10x10 HP and 10x2 Elemental so:
Normal . . . . . . . . . . . . HP=100, all defenses set to "0"
Elemental weakness . . HP=100, FireDefense= -20
Elemental strength . . . . HP=100, FireDefense= +20
I could perhaps make a tool to automate setting stats, if it's worth it.
Player Weapon Stats:
+3 ATK points per level, spread across 3 damage types
For 'Elemental' weapon, - 50% to all non-elements and add it to elemental
Example, Lv10 Sword =10x3 ATK points so:
Normal . . . slash=10, smash=10, stab=10
Elemental . slash=20, smash=5, stab=5
Elemental .slash=5, smash=5, stab=5, Holy=15
Player Armor Stats:
Note: Armor's effective 'level' is the total level for all equipped armor. So 5 level 2 armor pieces = level10
+5 DEF point per level
For 'Elemental' armor suit, - 50% to two non-elements and add it to elemental
Example, Lv10 Armor =10x5 DEF points so:
Normal Armor Total . . . . . . . .Lv10 slash=6, smash=6, stab=7, flame=6, earth=6, water=7, wind=6, holy=6
Actual Equipment - Helm Lv1. .slash=1, smash=3, stab=1
Chest Lv2. .slash=1, smash=1, stab=2, . . . . . . . . . . . . . . . . . . . . . . . . . . . . . holy=6
Arms Lv3. .slash=1, smash=1, stab=1, . . . . . . . . . . . . . . . .water=7,wind=5
feet Lv1. .slash=1,smash=1, stab=2 . . . . . . . . . . . . . . . . . . . . . . . .wind=1
Shield Lv3. .slash=2,. . . . . . . . .stab=1, flame=6, earth=6
Elemental Armor Total . . . . . Lv10 slash=12, smash=3, stab=4, flame=12, earth=3, water=4, wind=6, holy=6
Actual Equipment - Helm Lv1. .slash=3 , smash=1, stab=1
Chest Lv2. .slash=2 , smash=1, stab=1, . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . holy=6
Arms Lv3. .slash=4 , smash=1, stab=1, . . . . . . . . . . . . . . . . .water=4,wind=5
feet Lv1. .slash=3 , . . . . . . ., stab=1 . . .. . . . . . . . . . . . . . . . . . . . . .wind=1
Shield Lv3. . . . . . . . . . . . . . . . . . . . . . . . . flame=12, earth=3
Enemy Attack Stats:
+8 points per level, spread across 3 damage types
For 'Elemental' attacks, - 50% to all non-elements and add it to elemental
Example, Lv10 Enemy =10x8 ATK points so:
Normal . . . .slash=26, smash=26, stab=27
Elemental . .slash=13, smash=13, stab=14, Fire=40
Enemy Defense:
Note: Enemy Defense stats are always left at '0' unless they are 'elemental'.
+10HP per level
For 'Elemental' strength/weakness +/- 2 defense points per level to element
Example, Lv10 Enemy =10x10 HP and 10x2 Elemental so:
Normal . . . . . . . . . . . . HP=100, all defenses set to "0"
Elemental weakness . . HP=100, FireDefense= -20
Elemental strength . . . . HP=100, FireDefense= +20
I could perhaps make a tool to automate setting stats, if it's worth it.