Something else I noticed while going over the calculations for the Effective Crit Rate:
Looking at the Unbuffed DPS sheet, Cell C15, the calculation is as follows:
[top](MIN((1-C12 - C13 - C14), (M8+Q6*0.0004))) - (Q5-300)*0.0004
Where C12
Miss %, C13 = Dodge %, C14 = Glancing %, M8 = Listed Crit Rate, Q6 = MH Weapon Skill, and Q5 = 63 Mob Defense Skill.
Now we all know every point of Weapon Skill you have over 300 will give you +0.04% Crit, and every point of Defense Skill a Mob has over 300 gives you -0.04% Crit. So with a listed Crit rate of 25.00%, it would be lowered to 24.40% against a Level 63 Mob with 315 Defense. Now if you had +8 Dagger Skill (ACL + Death's Sting), it would be raised 0.32% to 24.72%, which would be your Effective Crit Rate vs. a Level 63 Mob.
Now the calculation in the Cell takes this number and compares it to the "Crit Cap." Precedence for attacks is:
Miss > Dodge > Parry > Block > Glancing > Crit > Hit
Base Miss Rate vs. a Mob while Dual Wielding is 24% + 0.04% per point of Defense Skill over 300, so 24.6% for a Level 63 Mob. Base Dodge Rate for vs. a Mob is 5% +0.04% per point of Defense Skill over 300, so 5.6% for a Level 63 Mob. Glancing Rate vs. a Level 63 Mob is always 40%. Each point of Weapon Skill you have over 300 also reduces your Miss and Dodge Rate by 0.04% per point, so with +8 Dagger Skill your Miss Rate against a Level 63 Mob assuming +0% Hit from Gear/Talents would be 24.28%, and the Dodge Rate would be 5.28%.
The "Crit Cap" is defined by how much use you actually get out of your Effective Crit Rate. For example: In the above given scenario, out of 100% of your Attacks, 24.28% would Miss, 5.28% would be Dodged, 40% would be Glancing Blows, leaving you with 30.44% of your Attacks leftover. After all those are factored in, what's left is Crit, then Hit. So if you had a 35% Effective Crit Rate, only 30.44% of it would actually be of any use, and every Attack that wasn't a Miss, Dodge, or Glancing Blow would be a Crit. Now obviously the way to counter the Crit Cap is to get more +Hit %, as that would lower your Miss Rate and give you more allocated space for Crits. If you picked up +15% Hit from Gear/Talents, your Miss Rate would be lowered to 9.28, and out of 100% of your Attacks, 9.28% would Miss, 5.28% would be Dodged, 40% would be Glancing Blows, leaving you with 45.44% of your Attacks leftover. Now you'd be getting the full use out of your 35% Effective Crit Rate, and have 10.44% of your Attacks leftover for Normal Hits.
The error I see with the calculation in the Cell is that you're applying the - % Crit from the Mob's Defense Skill to the Crit Cap, when it should only be applied if the Crit Cap doesn't come into play. If that were the case, then the Crit Cap from the first example would be lowered from 30.44% to 29.84%, which isn't how it works. The - % Crit from the Mob's Defense is already being applied to the listed Crit Rate, so there's no need to apply it again to the Crit Cap. With the example of a 35% Effective Crit Rate with +8 Dagger Skill, your Listed Crit Rate would be 35.28%, the Mob's Defense Skill would lower this to 34.68%, and your Weapon Skill would raise it up to 35.00%. All the Crit Cap means is that your Crit Rate is still 35.00%, you just only have enough Attacks leftover to make use of 30.44% of it -- it isn't effected by the Mob's Defense Skill at that point.
Chalon, I know you and Valar have a knowledge and understanding of everything I elaborated on, as it's reflected in the Spreadsheet, but I just wanted to provide some basis for what I was trying to demonstrate. This isn't really that big of a deal, as the Crit Cap rarely comes into play for a well-geared Rogue unless you're sporting some serious buffs, and even then the difference is fairly small, but just thought I'd bring it to your attention.
Oh, and one other game-breaking change: You've got the Strength and Agility swapped on Qiraji Execution Bracers ;).