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Not exactly. It would be: (Skill's Level 1 Fixed Damage/Your Independent Attack) + (Independent Attack Level Multiplier) * (n-1)
To solve for the Independent Attack Level Multiplier: Let's treat the 'Independent Attack Level Multiplier' as 'X' and 'n' as the skill's current level.
X = ((Skill's highest possible Fixed Damage/Your Independent Attack) - (The Skill's Level 1 Fixed Damage/Your Independent Attack))/(n-1)
OR
X = (Skill's highest possible fixed damage - Skill's Level 1 Fixed Damage)/(Your Independent Attack * (n-1))
Also, we do have template to calculate the Ratio for Independent Attack called AbsoluteDamage.
{{AbsoluteDamage|472|472}} + {{AbsoluteDamage|472|472}}*(n-1)
Yeah something like that. Thanks for pointing that out to me.
It might even be easier if we just omit the 'Your Independent Attack' from the equation I stated earlier.
So it turns out like this:
X = (Skill's highest possible fixed damage - Skill's Level 1 Fixed Damage)/(n-1)
As mentioned in your example, it would be basically this:
{{AbsoluteDamage|Skill's level 1 Fixed damage|Your Independent Attack}}+{{AbsoluteDamage|X|Your Independent Attack}}*(n-1)
Hey, I've noticed that certain skills like Aura Javelin and Lollipop Crush have quite extensive tables that might hover off the page once we put in the expressions. Do you think it would be better if we keep this information in a table or list them out similarly to the 'Skill Options' in-game?
Because we are now using a single formula instead of listing each level in a table, we don't necessarily need to use tables at all. It's just that the current skill page template automatically takes a table. I actually tried putting two separate tables on the Lolipop Crush page, but the skill page refused to display a second table correctly. I ended up squishing both tables into the single skill growth table.
I guess the question is if we're going to create a new skill page template.