@DoorknobMLF
if you do tests like this you must start at some given point and prove this point first. then you can go on and find out more new stuff (this is by far not all what i found out yet, or even not all what i know for years now). for example the "* 3" at the end of the cap damage calculation is the factor for your "real" none caped damage. if you have low strength (and other stuff that effect damage: af, absorb and so on) you will only get a low factor like 1.43 (then you deal 1.43 / 3.00 of your caped damage). if you get a all maxed and good hit on a low defense target you will get a factor of 4.23 (or even more) and this is caped down to the max of 3.00 (so you will still only deal 3.00 / 3.00 of your cap damage). at this point i only looked at caped damage and the parts of the "code" that i can analyse with it. because i know cap damage is always cap damage :-) i can not try out how strength, af, absorb and so on effects the damage if i do not know this basics first. because now i can setup testing cases that use the stuff i got sofare. they start their damage calculation with strength and end at style damage. i start my calculation on their calculation with style damage and end at strength

at this point i also did some tests with none caped damage to look if my calculations are working (and they do). but i still have no calculation how none caped damage works exactly (even if i got many factors and how they work together already).
to your question about equal change of hitting each value: if you use a 70% con weapon (because weapon damage is getting lower with every hit you do, until you reach 70% con, even if the weapon still displays 100% con its already broken just a little bit, but enough for me to see this in the numbers. so you do all tests on this stuff with a 70% con weapon to avoid this error source). then you will always only hit for 50 different values which are equal split between min and max value (as long as you do not hit cap damage of course ^^). for example if your min damage on a target is 100 and your max damage is 300 and your max damage is 447 (with this 70% con weapon) then you will only deal: 300, 303, 306, 309, .. 444, 447 damage. you will never hit your enemy for 302 or 305 (careful if their armor breaks down you will, but this only because their armors is breaking down from the first hit on. so use 70% con armor as well!)
and if you got wyrd spec correctly (btw you may need enemy level + 2 to reach the cap, but wyrd only told +1) the min and the max level are connected like this: MAX = MIN * 174 / 125 (lowest possible variance on melee hits). and the different 50 values are: MIN * (125 + X) / 125 where X = the number of the value starting with 0 and ending with 49. if you only got half of the wyrd spec then you get MAX = MIN * 149 / 100 and MIN * (100 + X) / 100 for the different values. btw. their where some grab bags many years ago which nearly told this already. and if you look at the differences between full and half wyrd spec you see that this increases the damage variation. on full wyrd we only got 1.392 variation and on half wyrd spec we have 1.49 variation and without any spec in it you get 1.653333 variation between min and max.
hope this is understoodable ^^
@GardianAngel
http://camelotherald.wikia.com/wiki/Crush
look at the "Damage" cell of each style. the value in the top line is the max style bonus you can get from this style when you are a rr13 + 11 items + 50 spec character. you can very closely say that the style with the highest value there will do the most style damage overall.
the first number of the 2. line shows you the BASE value of the style and the 2. number the GROWTH. so if you wanna compare the styles for your arms you have to do: BASE + GROWTH * spec.
so for example "Skull Breaker" on your rr 5 arms with +11 items and 50 crush will have: 11 + 9 * (4 + 11 + 50) = 596. if you reach rr6 you will get: 11 + 9 * (5 + 11 + 50) = 605. so you get +9 for each spec point you gain. on the other side your anytimer style "Protector" will have at rr5: 55 + 6 * (4 + 11 + 50) = 445. if you reach rr6 it only gets +6 so 451. so to max your damage you have to use the styles with the highest value for your spec level. so the damage of skull breaker is growing "faster" then the one of your anytimer protector. but you also see most styles got the same growth they only differ with the base value.
did this answer your question?
@DoorknobMLF
as i said they do a lot of round down. this makes it hard in some cases but helps in other cases. i only did not figure it out how exactly the round style damage and how they add the values together there. this will result in +/- 1 in some cases. but in the end i can even life with that ^^
@NeehiK
-.-
there is no difference between classes in this parts of the calculation. you only need it for each spec ^^ if you want it for a given spec, please do:
* log on pendragon
* create a character and level it to 50 and get RR13 from the npc
* train 50 in your spec line
* equip a weapon which is not "bugged" as i told in the first post. and has no: toa style damage, toa melee damage, toa melee speed, quickness or a damage increasing proc (af, absorb, resi pirce or so) on it. for example a crafted weapon (but careful there are bugged crafted weapons too ^^ hell that cost me so much time until i saw that this profanity crafted weapon was bugged

)
* write down the quicness value of your character, dps and speed of your weapon
* hit a gray mob or a naked buff bot unstyled. write down the damage you do
* use each style and write down the damage values of them
* get +11 all melee (or what every your spec is) from items (can buy items in the catacombs city, but be carefull again no: toa style damage, toa melee damage, toa melee speed, quickness on the items)
* hit a gray mob or a naked buff bot unstyled. write down the damage you do
* use each style and write down the damage values of them
* post the values you have written down their and i will calculate growth and base values for the styles. (and well a chart could be painted with them too^^)