I will use the following data becouse I eliminated my character long time ago but for some reason im still checking game updates once every several months.

Player A

647 - 718 Damage

683 Average DamagePlayer B

26000 Armor

393 Average Damage Reduction

To get values such as normal hit we must give some frequency to given player for chance of hitting. Since the quoted attributes are from a high level player I will estimate what a capped player vs an uncapped can aspire for.

Say player A is capped and player B don't (also player B doesn't have 50% critical hits, but other attributes are on top, like % blocking normal attacks, etc.)

So for most of as in battle our advantage will look something like this:

1) 10% Hitting chance

2) 8% Double Hit chance

3) 8% Critical Hit.

1) 10 percent comes from 55% minus 45% giving a 10% advantage. (Witch is roughly a 20% advantage vs opponent agility. See 50/50+40 = 0.55 periodic)

2) 8 percent comes from a 1.5 advantage in double hits formula. See: (75/50) * 10 = 15%. And, (50/75) *10 = 7%

3) 8 percent comes from 50% minus 42% (I choosed this number for player B, seems razonable).

So now we will estimate how much damage advantage we have from each class per round if **damage and defense values for A and B are roughly close**.

__A normal hit on B:__

(((683 - 393)*0.275)*0.10)*0.5) = 4

__A hit was blocked by B:__

683 - (393 * 2) = 0

**Total normal hit = 4 + 0 = 4**

__A critical hit on B:__

((((683 * 2) - 393)*0.275)*0.75)*0.08) = 16

__A critical hit blocked by B:__

I know this by memory it's roughly equal to a normal hit, so this will be 4. (I don't remember the formula, if someone think this is considerably wrong correct me).

**Total critical hit = 16 + 4 = 20.**

__A double hit on B:__

**(4 + 16 + 4) * 0.08 = 2**

So this will give player A an advantage of 26 points per round or 390 points per battle. (26 * 15 rounds). This suggest player A is a small favourite to win the fight. (If you are curious then calculate for total % not just the advantage, for example, first class will look like this for player A: (((683 - 393)*0.275)*0.5) = 40, and so on) Then divide A battle damage with B battle damage and do: 1 / ((result of division) + 1) and lastly (1 - result) * 100 = percentage for winning a battle for A, percentage of winning for B is the complement.

As for what is being discussed I also think critical hits occur way too often and it doesn't resembles a fight (in fact when attributes are topped it's the most frequent hit). Also important, trainable stats should not be capped (this is the only way to __improve % of winning for the better player__, aside from crafting)** solely focusing on critical hits will just skew how points are dristributed per round but will not affect the end result**. For this to be efficient ruby items should not be able to trade for gold.