Quote Originally Posted by cjbeagle View Post
I've seen some games solve this problem with the concept of "double-crits", which I like.

For example, let's say a crit deals +60% damage based on their crit rating and they have a 30% chance to crit.

Then, something buffs them with +100% chance to crit, their new crit chance is effectively 130%, but that becomes a 30% chance to double-crit for +120% damage with the remaining 70% chance guaranteed to crit for +60% damage.
Except then you're reducing the potency of something to make it a guaranteed crit, allegedly to reduce the frustration of performance variance from crits, just to then again allow it to crit. You will have added a step of convolution for... absolutely zero change, save that it'd cause the Crit scale to scale even better (more wildly/quadratically).