Low Damage = Normal Damage * 0.50
High Damage = Normal Damage * 1.50
Critical = Normal Damage * 2
Deadly = Normal Damage * 3 (or 2.50)
These numbers are way off imo. Might be fine for low damage, but for high damage something more reasonable would be
(or even with a .05 below and above 1.0, I don't know what the numbers look like at higher levels, but the point is a much lower variance.)
unless there is a very low chance of getting low/high, which widely defeats the purpose of having any variation at all.
Just in terms of making it more balanced, I know crit is 2x currently and deadly is whatever number, but 100% (theoretical) crit is so easy to achieve that it pretty much makes normal damage irrelevant. However as I say pretty much every post on a balanced pvp, there are problems greater than things like fixing damage that impact pvp, since most people won't normal anyways, they'll just spam 100% cast with haste 2.
And then people complain about me complaining about cast and haste 2.
Also your formulae completely ignore HP, which is another big factor, because right now your forms aren't helping them at all, aren't helping clerics, do a bit to help temple knights and that's about it.
Solid effort, but if you really want good, balanced forms for ratio to damage/defences/hp, look at Pokemon. Laugh, and then actually look. Now do it. They have it right.