There's just too many in-game variables to give a one size fits all damage template. But basically, it all boils down to how many hits will kill the player or an enemy, which means you have to factor in how many hits per-second the player is likely to receive. I reworked the damage calculator in hopes to make it easier to apply to SoM use.
I would leave all enemy defense stats at '0' which will make the damage an enemy receives roughly match the attack stats on the player's weapons. Just use HP to vary the enemy's longevity.
If you want to give an enemy a weakness to a damage type (even though it seems backwards) raise its corresponding defense a couple points above 0.
If you want to make an enemy strong against a damage type raise its corresponding defense stat by around 10-20 points.
There's no right answer for weapon/armor stats. I would just set their stats first (before deciding enemy stats) using a scale that seems logical. Then adjust enemy stats to get balance where you want it.
I would leave all enemy defense stats at '0' which will make the damage an enemy receives roughly match the attack stats on the player's weapons. Just use HP to vary the enemy's longevity.
If you want to give an enemy a weakness to a damage type (even though it seems backwards) raise its corresponding defense a couple points above 0.
If you want to make an enemy strong against a damage type raise its corresponding defense stat by around 10-20 points.
There's no right answer for weapon/armor stats. I would just set their stats first (before deciding enemy stats) using a scale that seems logical. Then adjust enemy stats to get balance where you want it.