Don't hold me to this, but I've been thinking how SE is going to do the math on the calculations for Crit Damage. One of the ways I envision SE possibly doing the math for Crit Damage is something like

(current Crit Damage formula) = Crit Damage
(some STR > VIT Formula) = % Dmg Reduced
(Crit Damage) * (% Dmg Reduced) = Amount Reduced
(Crit Damage) - (Amount Reduced) = Actual Damage Done

Proving SE actually does something similar to that it could play favorably to MNK's, PLD's, and other High VIT Jobs where Defense does not play a factor.

I can also see SE doing something that might be both good and harmful to players and mobs alike.

(Current Crit Damage Formula) = Crit Damage
(Some Player/Mob VIT +/- Player/Mob STR formula) = Increase/Reduced %
(Crit Damage) * (Increase/Reduced %) = Increased/Reduced Damage
(Crit Damage) - (Increased/Reduced Damage) = Actual Damage

The second example is along the same lines as the first, the major difference though is having low VIT might increase the amount of damage player/mob's will take versus now, and work vice versa for high VIT mobs/players.