Thank you so much for your reply. I trial/errored 0-11 instead of 0-11% (AKA val*.11) and it seems to be in range of the numbers I expect. The guide DOES describe expected outcomes for primary stats but not for HP/MP so I guess I've had trouble being sure of the results.
The reason I multiplied by .11 is because the guide specifically says:
The Difference is then capped between 0 and 11%, and the Stat Gain is looked
up on the following tables:
HP MP
Difference Stat Gain Difference Stat Gain
0% 40% 0% 20%
1% 50% 1% 30%
2% 50% 2% 30%
3% 60% 3% 50%
4% 70% 4% 70%
5% 80% 5% 80%
6% 90% 6% 90%
7% 100% 7% 100%
8% 110% 8% 110%
9% 120% 9% 120%
10% 130% 10% 140%
11% 150% 11% 160%
So I see it is not 0%-11%, but rather 0-11 eh? Perhaps an error in the way the guide was written. C# rounds down after converting floats to ints, basically truncation, I can floor it but no need. That's great, though. It answers another question I had about how frequently I should be turning to floats, so it seems the answer is somewhere along the lines of 'never'?
As for why I'm using Unity, it's just my weapon of choice I guess. I've never developed in any other environments, to my detriment. I'm not making a calculator so much as attempting to faithfully rebuild the opening bombing mission for funzies and also to learn and gain insights from the process overall. I love the game so much, I'd consider my life lived by doing this lol.