

Please don't compare crits in fights with a system like this.Although there would be cases where RNG is nice, for example imagine critical hits running on a cycle rather than being random. 10% -> every 10 hits is a critical. People would load up criticals and you would create a really weird meta game. However, in a pure %/RNG system you could get someone hitting all 10 critical hits in a row and owning someone only due to luck, that is were you could introduce weight %s that feel random but also reliable (will drop % as too many happen, boost % as too few happen - this system may be in place already for criticals as I haven't cared to check, but it is an example you can apply to loot too).
Failure systems like this have one purpose and one purpose only: Creation of a Time/Gil sink with the least dev effort possible.
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