The easiest (and the most optional) way how to remove the technical max of GR if it is due to reaching the 64-bit integer limit.
At first, the example of the C-code (with the demonstration of the outcome of its work), based on the idea below, that was written by one programmer:
https://i.imgur.com/uWc8cqc.jpg
Idea itself
Let we know that on the certain level of GR (at the certain value of our damage) we will obtain overflow of int64 (and we know exactly when we will obtain such outcome). We will add new variable = coefficient, which we will use to compensate this overflow. Of course, it will be always fixed for the certaion levels of GR (yes, it can be dynamic, but we need the optimal variant of the code). Now - in the process of calculating of HP of enemies and our damage - we just divide (at the needed moment) these 2 parameters on this coefficient and hence - we avoid overflowing of int64 and keep max possible accuracy for our parameters (near to max of int64).
Example of code
To make this idea more clear, I provide below the part of the code for realization something like this in runtime (it is not optimal way, just for example, with suggestion that we do all multiplying in runtime; k is the current coefficient of multiplying; m is the our new coefficient we are talked above):
if (HP >> 62){ HP >>= 1; m++; }; HP *= k; // k = 1.17
DMG >>= m; // modification of our damage to enemy
That’s all.
Conclusion
It is enougn to increase the technical limit of GR at least from 150 to 200. For the GR > 300 and without any further limitations (I am about adequate limitations - i.e. we still will have limitation, but we do not have it at least for the GR of level 1m):
we need the same coefficient as we have for HP of enemies (m), but now - for our damage (let we denote this coefficient as n). After that we just make the difference (m-n) and shifting to the right our damage on this value (of course, in the suggestion that m >= n; if we have n >= m - i.e. extra-damage on the low levels of GR - we just need to subtract (n-m) and to shift to the right HP of enemy, not our damage).