I thought about randomness of stats and decided that characters with average magic as 118 is considerred easily remedied with one or two magic stones which won't cost much effort, in comparison to pumping up someone with 93 skill to 132 (average standard)
Ornan is a special case, i think of his potential like a Magic sword user and worse. If this was S1 game which battle usually take more than 2 turns, i could have easily take an average score per turn for him but in S4 here, battle always last one turn and Ornan spends it to sleep, litterally his damage potential becomes 0 for the turn 1 which is crucial. In the end, i still calculate his damage potential upon awakenning however he gets a serious nerf for his trouble.
*characters with bad accuracy or whatever other factor that might limit their actual effective damage should simply be denoted with a minus, so for example, Ornan would be a D- character. That way you still know what kind of damage he deals, but that he is at a disadvantage over other characters in the grade.
in my opinion, just a minus symbol in rank won't be enough since hit rate surely is very important to those who use normal hit. Imagine that every 3 hits that character misses one, relatively he commits negative damage modifier himself as making his result multiply with 0.67(2/3). Just because the game doesnt give out an exact formula for hit rate according to skill stat so i couldn't calculate this damage modifer.
I think this more accurately reflect what a player should expect from a particular grade with a much smoother bell curve so that C has been better split into D and C, and A has been better split into SS, S, and A, so that you don't have so many characters occupying a single grade anymore.
D =1501-1900(9 characters)
C =1901-2150(14 characters)
Agree, i will take note and probably be thinking about a new grade chart. However i tend to keep the ranking range in a balanced looking way, but not wildly vary as you proposed so it will take time to think about this.
Link fixed, thank you.