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Bell curve hit and crit
#1
What I'm suggesting is scaled fall off for hit and crit rates, so that you cannot easily gain 100% crit, 100% crit defense, 100% hit, 100% dodge ect.

Similar to the scaled stat fall off formula but in a classical bell curve.

50 being median, fall off starting at 25 and 75

getting hit/crit higher than 75% becomes harder the higher it becomes, 2 hit per hit for the first 10, 4 hit per hit for the second 10, and 8 hit per hit per hit for the last 5 to 100 hit. This means to hit 100% you need the current equivalent of 200% hit.

Same for the bottom curve.

The fall off calculation would go into effect, after hit vs dodge.

I feel this would balance some of the extreme numbers that get thrown offensively and defensively.
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