you may want to take a crack at coming up with "typical" damage range, considering crit rate and such.

like if your crit rate is 30% vs resilienced targets, there's gonna be a

(0.7^4) = 24% chance for 0 crits
(0.3) * (0.7^3)*4 = 42% chance for 1 crit
(0.3^2) * (0.7^2) *6 =26% chance for 2 crits
(0.3^3)* (0.7) *4 = 7% chance for 3 crits
(0.3^4) = 0.8% chance for 4 crits

then you could multiply out by the base damage

typical 0 crit damage = base damage * 4 (24% chance)
typical 1 crit damage = base damage * 5 (42% chance)
typical 2 crit damage = base damage * 6 (26% chance)
typical 3 crit damage = base damage * 7 (7% chance)

that way you kinda know what to expect. Lets say the tool gives you 1.1k for base LB damage, you know that you will get at least 4.4k damage in 1 volley. You can hope for a double crit giving you 6.6k damage in a volley. If your target has over 6.6k health left you can be sure he will survive (since triple crit has such a low probability).

I think that would be pretty neat info.

If you want i can cook up a formula for the probabilities i listed above. (probability for 0, 1, 2, or 3 crits)

all-in-all a nice spreadsheet though!