File:Equ.gif

Description
Assuming an implicit "attackDamageDealt =" at the front, this is my representation of the equation used to calculate damage based on v1.1.130102. For the ultra nerds, it was derived from the following re-assembled C# in ClashResolver::GetDmg:

Mathf.Clamp((float) ((double) atkFactor * (double) Mathf.Pow(casterAtk, 2f) / ((double) casterAtk + 2.0 * (double) receiverDfc)), 0.0f, float.MaxValue) * Random.Range(0.8f, 1.2f) + dmg;