What the dice actually roll
Every hit, evade and resist on Aelrynth is one curve on the gap between two skills. Punch in the two numbers and read the odds — the same arithmetic the server runs, nothing rounded off. Use /inspect in game for a creature's effective numbers.
Their swing against you
Your effective defense — the skill after your weapon's defense mod, burden and stance, imbues added; exhausted counts as zero — against their attack. The same box serves all three: melee against melee D, missiles against missile D, spells against magic D.
Your swing against them
Your effective attack — the weapon skill times its offense mod, and for missiles the accuracy bar — against their defense from /inspect. Melee against their melee D, missiles against their missile D. Spells are a two-step, below.
Casting a spell at all
Before a spell can be resisted it has to come off. That is the same curve on your magic skill against the spell's difficulty, but steeper — a 0.07 factor instead of 0.03 — so a spell 20 points over your skill fizzles four times in five, and 20 under lands four times in five.
Working backwards
The number you actually want when tuning: given one skill and the evade chance you are aiming for, what must the other be?