QUOTE(Ichy @ Jun 29 2012, 01:49)

What kills you are series of good hits. With a better evade formula and you increase your Equipments evade it will be doable.
Assuming the current evasion formula involves picking a random number (0..999) and checking if it falls below the Evade stat x 10 (e.g. 10.7% becomes 107), I have a way that could skew the RNG into being more "fair".
Each time a number is chosen, if it equals or exceeds the Evade Threshold (Evade stat x 10), shrink the ceiling of the RNG to that number. So, if the ET is 107, and the RNG rolls, say, 643, the RNG readjusts its range to (0..643). If it next rolls a 355, it shrinks to (0..355) If the RNG continues to roll above the ET, the range will continue to shrink, to the absolute limit of (0..107). where evasion is all but guaranteed.
If the RNG ever rolls below the ET, the range immediately snaps back to (0..999).
It works the other way, too. If the RNG gives the player a successful evasion while the ceiling is at 999, the floor of the RNG will equal the last result. So, if the RNG, at (0..999), rolls a 21, the RNG range becomes (21..999). A 105, and it becomes (105..999), a nearly guaranteed hit in the next turn. Similar to the shrinking ceiling, once the player is hit, the range snaps back to (0..999).
Now, what if we test this with an absurdly high Evade stat of 75.0%?
Using random.org, I'll test out this system.
(0..999) = 186. Evade.
(186..999) = 916. Hit.
(0..999) = 758. Hit.
(0..758) = 479. Evade.
(0..999) = 530. Evade.
(530..999) = 982. Hit.
(0..999) = 302. Evade.
(302..999) = 339. Evade.
(339..999) = 930. Hit.
(0..999) = 915. Hit.
(0..915) = 558. Evade.
(0..999) = 172. Evade.
(0..172) = 174. Evade.
(0..174) = 490. Evade.
(0..490) = 766. Hit.
So, it tends to be skewed against higher numbers, but the RNG still mostly prevents more than 2 hits from coming in at a time. Seems balanced enough.
TLDR: When you get hit, you're more likely to evade next turn. When you evade, you're more likely to get hit next turn.