Well, what you mentioned is exactly why I wanted to study battle algorithms in the first place.
Any idiot understands what the effect of elemental atribute modifiers or that you add the strength of the weapon to the strength of the main character.
But while I can follow the defence/4 thing of dragon quest, I have no clue why they did the attack devided by two.
My original plan was to do attack-defence, because even in the players mind that would make sense, after all, the defence should be stopping the offence from hurting the character. But the problem with that is that the attack needs to be high enough to do a decent amount of damage, and you don't want to confront your audience with astronomical attack-numbers.
And then there's things like random modifiers which have no real reason besides hiding the algorithm for the player. But I'm not certain if I would that.
Making battles more varied, my ass, I would rather prefer to know what the general damage I do is, and thus gain a bit of feeling that I understand the game rather than that I'm just trying random stuff and the monster will die anyway. (But that's partially also a design problem in monsters and using weaknesses that I'm trying to conquer. (Having each type of monsters being specifically weak to status effect/magic/weapons, and TELLING this to the player.)) Sure, some people would say 'that's making the game too easy for the player' but I myself find it more important to allow the player to PLAY rather then to obscure everything into what's story and basically a fighting minigame that they would rather avoid. And making the player play also means that whatever is supossed to refrain the player from breaking the game should be something that racks his brain, makes him reconsider his tactics rather then a statistics problem or anything else that's basically fake difficulty.
It's the reason some people think pokémon is a good RPG: The battle mechanics are widely known, and they encourage the player to think during a battle, knowing what attacks to choose, not just based on elemental weakness, but also based on tactics(besides spamming the strongest attack repeatedly).
This is the reason I put up a thread, because I had hoped that those experienced in custom systems would voice their opinions. Hence the 'what were algorithms that you found particulary interesting' question. Perhaps people would mention why they liked the algorithm so much, what of it made sense, what they thought was good game design. Because, as you said, finding any algorithm from a proffesional game is easy.
So, yeah, if you've got ideas on how to design an algorithm, please say so. Because I'm interested.
And I apologise if I sound disconnected, I can't seem to make this sound more coherent.
Also, to the other posters, thank you for the tutorial, I'll look through it
