This is more a note for myself so I don't forget it. For a very long time I've been working under a false pretense on how Defense worked and I assumed it was just like Attack. Attack x Attack Multipliers = Base Attack
Defense x Defense Multipliers = Base Defense
This was wrong. While I was right with Attacks, Defense works much more differently than I had thought. I had thought Defense worked in this manner...
Attack x Attack Multiplier vs. Defense x Defense Multiplier = Base Damage.
They aren't Defense Multipliers at all, but Evasion Multipliers and I feel rather silly for never realizing this until now.
So it's literally
Defense = Base Defense / Evasion Multiplier x Base Evade = Evasion possibility.
So it works like this...
Attack x Attack Multiplier vs. Defense & Evasion Multiplier x Base Evade = This mitigates damage by straight "misses" that are caused from attacks.Due to the systematic way in which FFIV handled Evasion and Evasion Multipliers on monsters in their data it's clear they never really thought either system out. Defense is simple enough, but the original game Barely uses this, with even end game enemies having a max of 12 Defense, that's not going to stop a 200 Attack Power Weapon with over 10 Attack Multipliers from cutting through the enemy like butter. If Evasion was properly added two or three of those blows may have a chance to miss.
I wish I had discovered that this is how the system worked out a long time ago It's not 4x4 Defense Multipliers with a 20% chance at Evasion, but is 4 Defense with 20% chance in four multipliers to cause a Miss. Like that will make a difference Square! So it's clear if I want enemies to have strong physical defense I'm going to need to rewrite those values rather than leave them at default.
This was probably common knowledge to others, but I am shocked it took me so long to realize this.

Also enemies could be capable of critical hits, if there was a way to set that up for them. I'd have to take a look at the general building of enemies (as I did when I restored the Evasions) and see if there's room to put in a static Critical Hit Chance.

2 Well, after a little digging I found this bit of silliness. It's the routine which puts Level+10 into Steal Defense. I'm pretty sure I could change this to just putting that 0A into the Critical Hit chance while putting the base level into Steal Defense.
Steal Defense Start Routine
$03/9035 9D 02 20 STA $2002,x[$7E:2282] A:000C X:0280 Y:0014 P:envMxdIzc - Store Level in Level Byte
$03/9038 18 CLC A:000C X:0280 Y:0014 P:envMxdIzc - Clear Carry Flag
$03/9039 69 0A ADC #$0A A:000C X:0280 Y:0014 P:envMxdIzc - Add 10 to A.
$03/903B 9D 2F 20 STA $202F,x[$7E:22AF] A:0016 X:0280 Y:0014 P:envMxdIzc - Store A in Steal Defense Byte.
Enemy MP Start Routine
$03/9050 C2 20 REP #$20 A:0000 X:0280 Y:0014 P:envMxdIZc - Reset Processor Status
$03/9052 AD 9D 28 LDA $289D [$7E:289D] A:0000 X:0280 Y:0014 P:envmxdIZc - Load Max HP of Enemy
$03/9055 20 84 84 JSR $8484 [$03:8484] A:0028 X:0280 Y:0014 P:envmxdIzc - Jump to /8 Routine
$03/9058 9D 0B 20 STA $200B,x[$7E:228B] A:0002 X:0280 Y:0014 P:envmxdIzC - Store this as MP for Enemy.
$03/905B 9D 0D 20 STA $200D,x[$7E:228D] A:0002 X:0280 Y:0014 P:envmxdIzC - Store as Max MP
Enemy Spell Power Start
$03/9164 B9 A6 28 LDA $28A6,y[$7E:28A9] A:0010 X:0280 Y:0003 P:envMxdIzC - Load Enemy Spell Power
$03/9167 9D 12 20 STA $2012,x[$7E:2292] A:0014 X:0280 Y:0003 P:envMxdIzC - Store A in Base Wisdom
$03/916A 9D 13 20 STA $2013,x[$7E:2293] A:0014 X:0280 Y:0003 P:envMxdIzC - Store A in Base Will
$03/916D 9D 17 20 STA $2017,x[$7E:2297] A:0014 X:0280 Y:0003 P:envMxdIzC - Store A in Modified Wisdom
$03/9170 9D 18 20 STA $2018,x[$7E:2298] A:0014 X:0280 Y:0003 P:envMxdIzC - Store A in Modified Will
The first two entries are superfluous and could be safely changed, this would make a good place to store Critical Hit chance and Critical Hit Bonus Damage, though they would be equal to enemy Spell Power.
As such...
$03/9167 9D 2D 20 STA $2012,x[$7E:2292] A:0014 X:0280 Y:0003 P:envMxdIzC - Store A in Critical Hit Chance
$03/916A 9D 2E 20 STA $2013,x[$7E:2293] A:0014 X:0280 Y:0003 P:envMxdIzC - Store A in Critical Hit Bonus Damage
And it works perfectly!