the unstyleddamage / damagecap is scaling your style damage with your unstyled damage (base damage).
for example if you have a damage cap of 400 (try it out by hitting a gray mob). then if you hit a enemy for 100 unstyleddamage so you are currently only using 100 / 400 = 25% of your max damage output. this is also aplyed to your style damage there you also get only 100 / 400 = 25% of the max. so if you get more strength and if you then deal 200 unstyled damage with the same weapon you are at 50% of you damage cap and you also deal 50% of sytle damage possible. this is more or less the modifier from strength, armor factor, absorb and so on that keeps you away from the max damage and max style damage. (hope that explained it, ask again if not ^^)
i have not tested ml and cl styles yet. but i would expect them to only have a base value with growth = 0. and i also would guess that toa style bonus will have an impact on that styles as well. but i don't think that it helps a healing class a lot when trying to kill something like pets. adding strength to your template should be more effective i think (but have not tested that yet).
yes some styles can be much better in the beginning (leveling or when being in bg 24, bg 39) then others that start being better at higher levels only.



