Quick answer: Use a single persistent RandomNumberGenerator, call randf() fresh for each hit, and compare it against the crit chance.
If crits come in long streaks or never fire, the random roll is not actually fresh per hit. A persistent RNG rolled once per hit fixes the distribution. Here is how.
How to fix it
1. Roll once per hit
At the moment damage is computed, call rng.randf() < crit_chance so each hit gets an independent draw rather than reusing a cached value.
2. Do not reseed every frame
Create one RandomNumberGenerator with randomize() at startup and keep it. Reseeding with a time-based seed each frame can repeat values within a frame.
3. Apply the crit multiplier in the pipeline
On a successful roll, multiply the post-additive damage by the crit multiplier at the defined pipeline step so crit interacts correctly with other modifiers.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.