Hit Table:
Miss - 28% (9% for specials or when not dual wielding)
Dodge - 5.6% (see below)
Parry - 0%*
Glancing - 25% (25% vs a mob 3 levels above you, unchangeable)
Block - 0%*
Critical - Varies (this varies from player to player)
Crushing - 0% (players cannot Crush)
Normal Hit - [100% – {Miss + Dodge + Parry + Glancing + Block + Critical + Crushing}] (this is the leftover)
*Not actually 0%, but for all intents and purposes mobs cannot Parry nor Block attacks made from behind, which is where you should be dps'ing from.
That's the priority for attacks. Players cannot land Crushing Blows, mobs cannot land Glancing Blows. Mobs can't Parry or Block from behind, which is where your melee dps should be done. Dodge is assumed to be 5.6% for most bosses. Important to note that additional +hit does NOT increase your chance to land a Normal Hit, but rather DECREASES your chance to Miss.
In this fashion, under extreme circumstances you can become "crit capped" where additional Crit will not increase your chance to land a Critical Strike. This occurs if the total value of the options above Critical Strike on the attack table become sufficiently high as to reduce the possible Crit below it's normal value. Example:
Miss - 28%
Dodge - 5.6%
Parry - 0%
Glancing - 25%
Block - 0%
Critical - 50.5%
Crushing - 0%
Normal Hit - 0%
Under these circumstances, Crit will be capped at 40.5% even though you have a 50.5% listed chance. This is because the total cannot be more than 100%. 100% - (28% + 6.5% + 0% + 25% + 0%) = 41.4%. For most sensible levels of gear and under most circumstances, you will not reach the crit cap unless affected by something along the lines of Recklessness which would grossly inflate your Crit chance.