What I did for Crit damage is all in the googledoc in the OP
Code:
Critical hit Crit High/Low Normal High/Low # of Crits Multiplier
@757 Crit 511 / 462 331 / 300 967 M - 1.5419968304278922345483359746434
@754 Crit 517 / 468 336 / 304 509 M - 1.5390625
@738 Crit 510 / 461 331 / 300 1190 M - 1.5388272583201267828843106180666
@715 Crit 505 / 456 329 / 298 841 M - 1.5326953748006379585326953748006
@649 Crit 617 / 558 406 / 367 3179 M - 1.5200517464424320827943078913325
@540 Crit 497 / 437 340 / 293 1369 M - 1.4755134281200631911532385466035
@491 Crit 612 / 551 429 / 372 488 M - 1.4519350811485642946317103620474
@354 Crit 538 / 487 371 / 336 732 M - 1.44978783592644
Using this: ((CRT-354)*0.0002717)+1.4370748) to compare:
757 - 1.54657
754 - 1.54575
738 - 1.54141
715 - 1.53516
649 - 1.51723
540 - 1.48761
491 - 1.4743
354 - 1.4370748
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There are some variances that don't necessarily make sense in my own data; this could be due to an insufficient number of critical hits to gather all damage points, it could even be due to some other stats forcing something to be higher or lower than it should be. (eg, rounding)
The first thing that immediately jumped at me when I did this a week ago was how closely related the potency of each point of Critical Hit seemed to be to Critical Hit Rate and Critical Hit Damage.
What I failed to do was resolve the difference in apparent potency at lower critical hit values, though I primarily did that so I could have a number to work with at more realistic (future) values.