Using the version:
Expected damage = Base damage * ((0.50 + (Critical Damage / 100)) * (Critical Chance / 100) + 1)
You just have to expand base damage out some. Base damage does not correlate to power on a 1 to 1 scale. But it is a linear relationship. From the wiki:
Base Damage = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)
All it does to the result is change how heavily power is a factor vs. bonus damage%.
The order of stats would still be damage%, CritDamage, Power, Precision.
In addition, while this doesn’t effect berserker geared players it is good to note that the optimum amount of critical damage vs. critical chance is about even (keeping in mind the stat ceiling of 100% crit chance). So if you had a choice between equal amounts of Crit Damage or Crit Chance you’d choose whichever is lower. Might be a factor for someone using Cavalier and Knight’s mixes.
The difference is using power as damage which slightly over values power and undervalues damage%. The most accurate would be power times the averaged attack chain weapon modifier.
As to the crit damage vs. Damage% at 100% crit chance crit damage will be worth half as much as damage% and the less crit you have the worse the ratio gets.