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Direct Damage is based on your level and output subtracted from the enemy resistances and then multiplied by any level difference. This means your damage output has to soak through three layers. First any level difference is added to their stats as a multiplier, then you hit their magical defenses if they have any. Finally it moves to the physical resistances, the remaining amount is then subtracted from the enemy HP pool.
Damage Over Time - Upon placing a DoT on the enemy, the resistances are calculated first the same as direct damage and then subtracted from the incoming number. This is then applied over the distribution of the DoT, the biggest advantage here is when you apply another DoT it can add to the total value endlessly. This can be insanely powerful early to mid game. Not so much in the MD.
Real Damage - This damage hits without taking into account enemy resistances, (unsure about the technical aspect of level difference.) This damage can only be nullified with dungeon bonuses and damage limiters.
For character and damage disparity. Just like how when equipment is created or dropped, there is a stat range for each item - this also applies to adventurer recruits as well. Once you start getting more Ancient Star (AS from here on) applicants you will see there is a percentage range for their abilities, not every high growth potential is the same as the one next to it. In the past I did several test runs with AS adventurers of the same type and level and there was a damage disparity, despite being identical looking.
Another factor to consider when dealing damage is the resistances of the enemy and dungeon type and how that stacks up versus what you are putting out. This is further compounded by any level difference between your team and the dungeon as well, remember, it has a multiplicative effect on the enemy stats. This is one reason later inside the MD some teams needs to have their first round of effects in order to be effective, ie damage immune from Tactician etc. You mentioned the difference between Red Horn and Young Warlock, both require a semi specific team build to work at top level. Such as how stealing Physical Resists with the Warrior’s abilities and weapon enchantments and having the Red Horn also steal STR on hit (Class scroll is assumed at this point.)
Weapon Types between Axe sword spear staff etc don’t affect combat as far as I know. Use the ones that have the stats or effects that fit your team build.
Tank: Did I miss a question here or was it simply observations?
Healer: Int controls healing if I remember correctly. You can test this by running a level, keeping track of common heals and then again after removing all gems from your healer. You will notice a difference in the team synergy between the Golden Shaman and Missionary once you get one but it looks like you’ll do fine about shifting as needed.
RedHorn: This class pretty much requires their class scroll to be effective. The regular attack and rage art are different in damage output types, so focus on buffing one.
Cube: I never used Cube extensively so I never mapped them out like the other characters.
Tough Woman - Useful if you don’t take her final level 90 skill, her only purpose is to let your team move faster than the enemy. Her DPS will always be trash compared to higher level monsters so forget that idea no matter how strong you stack it.
BunSister - What you are missing with this character is three-fold actually. The first thing is you need to stack VIT on her because VIT is her damage output, not STR. Second is when her regular attack is activated, it creates a stacking defensive buff to the teams resistances. Third, her rage art damage output type is Real Damage, and hits all targets. This should be doing far more damage than the Paladin.
Weapon Affixes: Hard Mode has more items of more types to drop, so it may seem like the rate of useful items has lowered. Personally I mass crafted level 8 gear for the AS level enchantments for quite a while. Certain enchantments and pieces of gear are level gated, the final level of crafting armor and weapons is I think level 21 from level 2500+ in the MD.
Villagers: Max level is supposed to be 10 I think, it’s a bug to get level 11 but it doesn’t offer higher stats than level 10.
Endgame weapons and armor will change as you unlock higher gear crafting levels so there isn’t a hidden Sword Of Ultima or something. I remember I used the highest natural defense and VIT rated for my team with armor that needed it and for weapons the stats or effects added to what my team’s synergy was. Finding out the top 20% of stat range for your gear is critical, so prepare to be constantly crafting.
Don’t forget you can enchant and re-roll certain stats on weapons, gear and items so use that to help dial in your team’s effectiveness.
A lot of your questions were focused on: what’s the best? Well, the best is whatever synergy your team is currently based on. Do some theory crafting and test different things. I always asked myself, what are the core critical functions of my current team? Then it becomes how can I do that more effectively, how can I setup my gear, skills and enchantments towards my known goals whether it was damage output, mitigation, stacking fire DoT’s etc.