I'm trying to think of a way for you to understand how the RNG requires a statistical analysis and not the turning hit into block thing.
Lets try considering what the game actually does (or would have to do for your statement to be true). For it to "turn a hit into a block" the server would have to randomly generate its number, check what the result would be on the attack table then do another check of what buffs are up that effect the attack table then recalculate the attack table then apply the same initial number that it generated and then turn it into what the new result would be.
What I'm saying is that the game looks at your combat table once when it's instigating a swing. The only thing you can compare is what one combat table looks like (with buff) vs what another combat table looks like (without buff) at the moment the attack is made. Each swing that occurs has the full range of 100 options.There is no turning one outcome into another outcome, just apply random number vs apply random number.