Ratings in Castle Ravenloft are higher than 13,000.
Pictures in 2nd post
They are between 45,000 and 50,000 based on my data. The exact number is hard to pinpoint in a few hours or testing.
There are two hard caps represented for the players and for enemies.
Even though ratings for Players are hitting 50% mark once it is 13,000 ratings above the highest point attainable by the Players (and Players alone), which results in having 63,000 rating to cap a 50% mark for variety of Powers / Dungeon itself and Enemies themselves still have higher ratings than what is initially represented in the Queue for the said Dungeon.
This means that Players need above 45,000 ratings to actually meet the real Cap that enemies have in Castle Ravenloft, but are currently unable to do so as Caps for Players are hardcapped @ 13,000 mark and visually + systematically represented as 50% chance mark.
As far as I know and had will to test, this is the only dungeon where said stuff happen and the only dungeon where Player hardcaps on ratings simply do not meet enemy rating caps.
This is why enemies in CR will hit harder and stronger than enemies with similar ratings in other dungeons.
TL:DR : Enemies in CR have unreachable rating cap, and players are prevented from reaching it by default design.
How did I find this out?
I used Storm Spell feature to find out the actual Caps of enemies and their ratings were in said Dungeon. Since Storm Spell POST MOD 16 isn't WAI as an Inherited power that critically strikes by default design, we can achieve 100% of Critical Chance (that should be there in the first place) once we reach enemy rating cap.
In other words, I used a poorly designed feature power in order to bypass an induced hard cap on powers across the board because the flaw that exists in Storm Spell allows me to see Critical Chance rolls. Since Storm Spell is inherited proc, its representation of Critical Strike can be manipulated with Critical Chance where it works like a clockwork.
The WAI Storm Spell should work is like this:
a) Encounter or At-Will Critically Strike b) 20% chance for Storm Spell to Activate c) Storm Spell Activates and does Critical Damage as an Inherited proc. d) ACT shows that Storm Spell hit a Critical Strike 100% of times at a 20% chance to proc.
The NON-WAI Storm Spell is working like this now:
a) Encounter or At-Will Critically Strike b) 20% chance for Storm Spell to Activate c) Storm Spell Rolls to check if Critical Strike or not. d) ACT shows that Storm Spell has a chance to Critically Strike based on whether a player reaches out enemy rating caps or not.
I used part c) of NON-WAI Storm Spell feature power in order to measure the actual ratings of enemies in the Castle Ravenloft dungeon.
This is how I know that Players can receive hardcaps on powers EVEN though enemies have far higher caps than what is initially shown. In other words, we as Players are debuffed twice in a row with a system like this because we don't even have a chance to actually meet the actual caps in given dungeon.
I'm not saying CR is hard or anything alike, however this design is flawed and shouldn't be encouraged because it is misleading.
An explanation of why CR is a special case in terms of enemy's extremely high ratings and player-wise manageable ratings should be explained or fixed by developers.
Current CR ratings: 90k+ Arpen 90k+ Crit 90k+ Acc 90k+ Def 140k+ CA
What you can reach as a player before you hit a cap: 63k Arpen 63k Crit 63k Acc 63k Def 113k CA
Enemies will STILL hit you as if you do not have maxed out your Defense by their Standardized attacking pattern. By this system's design, you, a Player, will constantly lack around 27k+ defense that you can never achieve because of a hardcap induced by a faulty systematic design.