As the title says I'm a newbie trying to balance out my characters. I understand to edit each super and special move I have to change the damage of each hit def for all of them. I included an example below from Fighter factory 3.
[State 1000, Air Hit]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 9
ID = 1000
attr = A, SA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 68 < 7, 7, fvar(11) * 68)), 15
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), (13*.5), 13), ifElse(var(20), (13*.5), 13)
guard.pauseTime = ifElse(var(20), (13*.5), 13), ifElse(var(20), (13*.5), 13)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 17 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifelse(var(20), -4.36, -8.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifelse(var(20), -4.36, -8.52)
guard.cornerPush.velOff = 0
air.velocity = ifelse(var(20), -2.36, -4), -8
airguard.velocity = -5, -1.5
air.cornerPush.velOff = 0
airguard.cornerPush.velOff = 0
yaccel = Ifelse(var(20),.5,.6)
air.fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 51), var(36) := -84
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
Based on my google searches I would modify line 10? If so, what's the best way to modify this without damaging the character?