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I was also able to discover several other parameters for defense and additive multipliers. Most bonuses are additive, but weakness/resistance are multiplicative. I probably wont discover them all but if it's not in the damage formula it's most likely in the additive multipliers.
An interesting discovery is that weapon quality will increase final strike damage. A normal weapon gives a +20% damage bonus, HQ or MW gives +30% and EX gives a +40% bonus to final strike attacks.
Defense does not subtracted from damage, it is a multiplier that mitigates damage. Ironically, AOE damage is not 'split among targets' but seems to have a mitigation factor in the defense formula.
1) ArtScaler is based on current position level like you said. It is not a fixed value.
2) The previous ArtScaler in the table is not. It is the starting attack position level. The other two columns next to it is the starting guard level and the starting support level.
3) The formula for ArtScaler is not 1:1. There is a minor conversion that takes place, but effectively every level is a 2% damage increase.
To help you out, I've introduced a calculator you can link to in the sheet.
This means that +1 level in a position is about the same as +2 in a stat.
This was discovered because I'm at a point where I can make changes to the game files and see them reflected in the game. Minor modifications can be done to the game that does not involve scripting - you can change stuff (loot, stats, equipment, art effects), but you can't add new ones. Although with some creativity you could do something like 'breaking weapons make them stronger until you repair them again'.
But I know this is just a guide for scaling so if you just want to see only the Etheract items, I took a quick snapshot here: https://i.imgur.com/95NK5U2.png