I was made aware of this a while back. I expected this to be some form of exploit until I realized there was no exploit and it was just poor game design. I think we can retain the diverse multipliers, but TheXnator should instead define the chances for each multiplier manually, instead of having all the chances equally distributed, (3.33%) each. The chances of getting anything <=1 should be slightly higher than the base percentage of each number in (>=1.1 X >= 1.9), so <=1 =+ <=1 + x. Then, >=2 =+ >=2 - x as a result of <=1 =+ <=1 + x.
I guess to explain this in a simpler way I'll put it like this:
There should be a "base value" (In this case, chance/percentage) for all numbers. All numbers from 1.1 to 1.9 would hold this value.
As for the numbers below or equal to one (0-1 or <=1), they would have the base chance plus an additional percentage (<=1 + x)
Lastly, the numbers equal to or higher than 2 would do the complete opposite. By this, I mean that since there is a higher possibility of obtaining a number from 0-1, that we would need to borrow these percentages from somewhere. And essentially, we choose to borrow those percentages from >=2.
This ensures that there is a better distribution between all the numbers. While the chance of getting something below or equal to 1 is higher, you still retain a smaller possibility of getting higher than or equal to 2, in addition to all the numbers from 1.1 to 1.8.
This is a rough idea but hopefully, you get what I'm going for and are willing to try it out. I believe we should test this fairly extensively before going ahead and adding it to the live servers to avoid the mistake that is mention in the original post.