Interesting. Until then you should avoid that progress at non advanced dungeoneer CLOSES rooms instead of opening new ones. So either you open up rooms one by one with new fame level (and end up at the current situation) or you make the boss ruin weapons like the dragon chest and mithril not lootable (and freeze the boss?) and keep that rooms lootable and passable. Progress should not take content away. I am sure that avoids negetive votes etc.
AND insert this famous dice-counter somewhere to “proof” that the game is fair. E.g. number of hits taken, expected number of hits (in the exact same situations) and the same for damage done and expected value of that damage.
You can also sum everything up towards a number “total luck”: You add the number of possible worse results per positive “dice event” (means if you attack with 99% chance and hit, you add +1 for the dice pair (1,10) ) and subtract the number of better outcomes for negative dice events (means if you attack with 99% chance and fail, you subtract 99 for all dice pairs except (1,10) that you got). In total this number should dance around zero. Positive values represent the number of better outcomes you could have (in total) had and negative ones show a net sum of bad luck. This way you can also include skills like resist, uppercut, cleave and so on (just also add the number of better or worse outcomes). You can also normalize e.g. by dividing through the root of the total number of events. But whatever you normalize: Positive numbers should mean good luck and negative ones bad luck and you have everything in one number that way.