First thing to note: Crit chance checks the level of your target to calculate crit chance. For targets higher level than you, 100% crit isn't really 100%
Here's your code with my code implemented:
Code:
<Text DynamicData="/GameData.Stats.Crit_Chance" DynamicDataFilter="FBFF" Font="/TextStyles.Normal.NormalStyle" Location="44,52" Name="Value_CritChance" OnTextChanged="iPct=int(LocalText)
COND=(iPct > 99)
Color=(COND ? '#FF0000' : '#00FF00')" PackLocation="FFF" ScrollExtent="27,16" Size="27,16" TextColor="#C7CFC7">:42aee842884382ba_21:200.0</Text>
It's not tested. But it "should" change the text red if it's over 99%