Aren't certain percent based stats (ie crit, dodge, spell crit, etc) kinda flawed in the sense that it's possible to get close to the cap?
Here are some random builds I just threw together, probably not even the best stuff, just used thottbot and grabbed what looked best out of the top 4 purples or so.
(click on the little boxes underneath the resists for the % reports in ctprofile)
Crit warrior:
http://ctprofiles.net/590782
42.25% base crit
(+more from crit buffs i'm sure)
Dodge rogue:
http://ctprofiles.net/607074
54.98% base dodge
(+50% from evasion?, gg 100% dodge)
Spell crit mage:
http://ctprofiles.net/607346
28.99% base spell crit
(i'm sure there's a better build by far, I don't know much about mages)
etc...
Not saying that it's a walk in the park to get that gear, but just using it as a point...
Let's take the rogue for example, since he's easiest to pick on...
If my math is right, and they keep the same ratio for agility per dodge...
With generous buffing, and over the spread of 18 item slots... on average, items could never go past ~20 more agility (per item, and assuming agility trinkets never come out), ever, or it be possible to have constant 100% avoidance. That's certainly a lot of agility, but we've been seeing about a +7 (i'd say) jump in stats per new dungeon. Interesting...
I suppose they could solve this two ways:
1. When the cap is raised to 70, increase the needed points to get an increase (very likely, but also lame)
2. Put in soft caps, which some people say are there, and some people don't, still havent seen a dev confirm it or not.
Then again, my math could be off, and i'm sure i've missed things. Thoughts?