Could you take a look at this and see if it looks pretty balanced?
mob/var
toughness = 1//Damage multiplier
protection = 1//Damage divider
precision = 1//how much of a chance you have for hitting
vitality = 20// how much life points you have
max_vitality = 20
swiftness = 1// how fast you can attack,ability to evade
recovery = 1// how fast you regen health
endurance = 1// how long you can last
proc/damage(mob/attacker,mob/victim)
var/damage=rand(attacker.toughness/4,attacker.toughness/1.5)/victim.protection/1.2
var/accuracy = attacker.precision/2
var/evasion = victim.swiftness/3
Does that look like it would work out? What would you do to improve it.