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.
It would probably be better that instead of crit chance over 100% leading to double crits just have it get converted into Crit Damage. Double crits can actually result in damage being even more spiky which is what they want to smooth out. Whereas crit damage simply functions as a ordinary damage boost for auto-crits while leaving the increased crit chance for everyone else for flavor.

Though that could just make auto-crit and crit booster party setups to go from being not synergistic to suddenly very synergistic in a single change.