Ok, no one has deigned to answer your question in the last few months, so I'm going to give it a go…
 
	 
 
	Damage, as designed by the Paragon Studios staff, was a rather complex beast pulling from multiple tables with a host of variables, both logical and illogical.
 
	 
 
	It all starts by determining the base health of a generic entity at a given level.  From there, base damage for a generic entity is determined by the formula:
 
	 
 
	BaseDMG_Generic = (HP_Generic * 0.3) / 3
 
	 
 
	This is equal to the base damage for temporary powers for each archetype.
 
	 
 
	From there, the individual archetypes then undergo the formula:
 
	 
 
	BaseDMG_Class = ((BaseDMG_Generic * (1 - LevelModifier)) + (BaseDMG_Generic * ATModifier * LevelModifier)) * (UnspecializiedLevelEffectiveness/100)
 
	 
 
	Where: 
 
	LevelModifier = 0.20 @ level 1; 1.00 @ level 20+
 
	UnspecializiedLevelEffectiveness = 100 @ 1; 51.93 @ 50
 
	Sounds like a lot?  Good thing I already did it for you.
 
	 
 
	This is then applied to the scale value derived from the RechargeTime and Endurance equations for PVE.
 
	 
 
	PVP damage undergoes an additional formula:
 
	 
 
	(CastTime*0.7+RechargeTime*0.04+0.4)*AdjustedATDamageMod*DamageType%*(1/3.25)
 
	 
 
	AdjustedATDamageMod
 
	Tanker           1.267988141 Scrapper       1.147593307 Blaster           1.229564258 Defender       1.560600789 Controller      1.676678533 Brute              1.352520684 Stalker           1.014390513 Corrupter       1.352520684 Dominator     1.4 Mastermind  1.50901068 Kheldian        1.2 Veat                1.2 Pet                  1
 
	 
 
	Maybe that will help some?