Hi NoFear / anyone else interested - so I spent the day doing a bunch more experimenting around with Puzzles and Dragons and wanted to share my findings. The TLDR: I could not manage to get anything to work properly...
There are only a few items that I think are worth exploring in-dungeon (focusing only on in-dungeon since that is the period when the game is not connected to the server):
Attack / damage / 1-shot
Player's health ([current / max])
Time to move orbs
On attack / damage 1-shot
The damage calculation for PAD is quite complicated. Essentially each team is consisted of cards (up to 6), of which 2 are "leaders" and 4 are "subs". Each card has one or two elements (colors) and does damage when orbs of that color are matched in-dungeon. During a dungeon level, once orbs are matched, the calculation of damage factors in the following (not an exhaustive list):
Each card's base attack damage stat
Each card's unique properties
The multipliers granted by the "leader skill"
The number of combos made during each turn
The colors of the orbs matched
Elements of each card vs. element of the enemy
Any use of "active skills"
A number of other things...
Each card's damage is calculated separately and each card attacks the enemy's overall health pool during each turn. The challenge is that a lot of the calculation elements here (such as base multiplier, each card's attack stat, etc.) are static, so I could not figure out a way to find the variables to make my team 1-shot the enemy.
Player's Health
So this is an interesting one that I thought would have been easy to do, since both the max health and the current health are shown, and the numbers always change. I was able to use GG to find the health variable and change / freeze the values. Here is the interesting part: the freeze / value change seems to impact the display only, and not the actual underlying health. When I get hit enough times that I should die, I don't actually die, but instead the solving board is frozen and I can no longer match the orbs anymore. The display still shows the values that I froze the variables at, but the dungeon becomes unplayable. Now, if I use an "active skill" to heal back to above 0 health, the orbs becomes movable again, and the game is able to continue. I tried both direct search and encrypted value search, but still can't seem to make myself "truly invincible" - when the "background health" figure reaches 0 the orbs become frozen and I can no longer continue...
Time to Move Orbs
The time to move orbs per turn is dependent on the cards you bring to the dungeon, so once you enter a dungeon, the time becomes fixed (for example, 8 seconds). However, there are active sills that the player can use to change the time to move per turn temporarily, so I used that to search for the movement time variable. However, no matter how many times I refine the results, I just cannot seem to pinpoint that variable, and my time to move orbs still remains at the default amount...
Sorry for the long report - I just found it quite interesting. I saw a bunch of old posts here where people tried to hack PAD (many years ago) and couldn't find success. I wonder if anyone is interested in giving this a shot out of curiosity
Thanks!