Wow! Had no idea that all of that went into calculating Limit Break.
How did you find the expected value of RandomMod? Crisis Level wiki lists this as random number between 0 and 255 + 160.
When you write "treat crisis level 4 using that RandomMod as 50%," do you mean percent of character's max HP? (so, if a character had max HP and had limit, it would be crisis level 8?)
Why treat LimitLevel (StatusBonus + DeathBonus - HPMod)/RandomMod as scale of 0 - 2300?
Edit: Ten seconds later, discovered that 2300/8=287.5 Still trying to figure out how this could yield "damage threshold -> limit" mechanic. Might need a bit more help on that one
Edit 2: I think I see what RandomMod would achieve. Changing the divisor allows a higher or lower LimitLevel, and therefore, you can edit the threshold at which LimitLevel 5 is reached. I'm tired though, so that might be incorrect. Still wondering how a "damage counter" could be created (because healing changes HPMod and erases/resets progress toward limit).