crit chance help with randomness

LilxPaprika··2 votes·362 views

First find and set integers/frequencies that can realistically be worked around in game. I picked 33.333%, 50% and 66.66%, since i think one in three is a good sweet spot for this game. and is easy to work with in terms of creating a stacking system.

at 33% chance you could implement a stacking system (similar to krug buff) such that you crit on every third hit.

  • at 33% chance your stacks require you to hit twice/fill two stacks before your next crit.

  • at 50% chance you need only 1 stack/ (hit once before next crit)

  • at 66% you now crit twice followed by 1 non crit. (so every time you have to use up a stack you'll then crit twice).

If you have 34% chance you have a 1% chance that the auto attacks that don't crit have a 1% chance to crit. anything in between say 51-to 65% and 67% to 99% will be a chance that said non crit will crit.

**EDIT : ** Or, the values in between the major intergers could be flattened. I think this would be best to entirely get rid of rng.

the opening auto attack on anyone is based on how much chance you have however. so if you have 42% chance to crit that's how likely your opening hit will have. whether it crits or not will determine where the counter starts. if the opening hit crits, you'll start a 2 stacks until you can crit again (with 42%-33% = 9% chance that your non critting autos will crit) if opening hit does not crit youll only have 1 more auto until your next crit. that one "non crit" auto will have 9% chance to crit.

the reason your first/opening auto is left to chance is so people can't "charge" their autos so they open with crit every time. stacks last 5 seconds without auto attacking.

this solution would pair really nicely with this: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/tbEWpbfb-new-crit-formula

as everyone would start with 33% chance to crit.

7 Comments

JRobin312 votes

Currently, crit strikes are not balanced... how many LCS games have been determined by whether or not the adc got lucky? It is not uncommon for the casters watching a team fight to talk about how the outcome was determined by a lucky crit or sequence of crits. Crits may be balanced in the statistical sense that over time you got as many crits as your crit chance allowed, but in specific instances crits or lack of crits directly influence the outcomes.

I agree that something should be done and implementing something that removes RNG, something along the lines of every third hit being a crit, is the sort of thing that could help.

The opposite point view would be that having the outcome of games determined by RNG is okay, because it is a risk players choose to take... but adcs universally have to build crit, so they don't really have an alternative but to rely on RNG.

LilxPaprika1 votes

@ JRobin31

thanks for a well rounded post on the topic i updated the formula you can have a look at it here: i think it does a good job of capturing the best of both worlds. It pretty much entirely removes RNG, except for the openJRobin31. The first auto helps set the pace for your stacks and helps prevent charging up crits.

http://boards.na.leagueoflegends.com/en/c/gameplay-balance/AnahPTYo-riot-team-i-think-i-have-something-solid-here-rsvp

http://boards.na.leagueoflegends.com/en/c/gameplay-balance/9E7manhv-would-this-be-a-better-lifesteal-approach

I'd be okay if they went full flat like with Ashe Since if its a question of keeping it as is or flattening it then I'd favour fairness any day. essentially converting all crit items into something similar to recurve bow.

Whereas this rework would deal with the bulk of this unfairness factor and adds a fun mechanic to it that can feel like a mini game of sorts once you get in rhythm with the stacks.

What unflatten crits do is store a bit of damage and releases it (in this new case) at consistent intervals, this adds a threat lvl that give marksmen their edge. Also helps assassins who need some burstyness/micro spike to help them execute their job.

Its just right now what we have is recipe for disaster when a riven can store an immense amount with just 15% crit and unleash all at once to delete someone.

LilxPaprika1 votes

this change could also tie in really nicely with item 3707 Warrior. since even if you have no crit chance you have 33% chance to crit even if it does no bonus damage what so ever. Warrior could apply a bleed onto enemies you "crit". Maybe warrior could give 1% crit just for kicks too. so you could get warrior and no crit at all from items/runes and still be able to apply bleed every third hit.

Sachabot1 votes

It would be better to remove the RNG system altogether and rely on some other AA- damage modification system, similar to Ashe's passive.

LilxPaprika1 votes

{quoted}

It would be better to remove the RNG system altogether and rely on some other AA- damage modification system, similar to Ashe's passive.

Come to think of it the in between hits could be flatten. So say between 33% and 50% any crit chance extra is flattened into your regular auto attacks. So from (~34% to ~49%) minus 33% = how much % will be flattened into your autos.

Now there's no more RNG.

Crits could also work like maybe silverbolt but every time to switch targets it like your opening hit. And when you switch the marks you left on another target do not dissapear for another 3 seconds or so. Would be sort of a mini game.

67chrome1 votes

This doesn't address the chief gameplay issue with crit.


Crit's main problem is that, in-lane, a little crit can lead to disproportionate levels of power if you're lucky. It's in such low quantities, whenever it does happen it's pretty game-changing.

After lanning phase is over, crit is in such reliable quantities through items it largely ceases running into chance issues. Fights after lanning are at least 3 parts skill, 1 part luck. If a crit is going to tip the scales - you were taking a huge risk in the first place, more akin to mis-judging the direction an enemy was going to juke than being fleeced by a casino.


With this change?

Crit just offers a disproportionate level of power in lane. Anything above 5% crit chance is pretty much a 100% DPS increase when poking your opponent in lane, especially for ranged champions (which already have a solid edge during the lanning phase).

You'd even make low levels of crit a very appealing thing for mages in the lanning phase. Doubling your AA damage with a QWE burst could be very appealing.

Crit chance in your proposed way is pretty much a free Shen - except with no mana cost associated (or wasted gold on mana), and scaling off your total AD rather than just base AD. Also can apply with a Sheen, for fun-times Fizz/Nid. And all for as low a price as a few runes of a 400 gold Brawler's Glove, rather than a 1200 gold Sheen.

LilxPaprika1 votes

This doesn't address the chief gameplay issue with crit.

Crit's main problem is that, in-lane, a little crit can lead to disproportionate levels of power if you're lucky.

You need to check out the attached link, because it addresses precisely that.

This one

It would give the opponent a good way to gauge how much damage they can take right now with crit the way it is its hard the gauge and the adc can get their moneys worth out of 15% crit or so and out of the blue burst someone. This would address that.

Building crit will be no more potent than flat ad. Remember ad also scales with your spells.

Crit value only spikes when you have IE. In which case see this thread http://boards.na.leagueoflegends.com/en/c/gameplay-balance/O8Em0gKA-meddler-or-whoever-ie-idea-let-it-marinate-in-your-brain

Would also help open up build paths a bit for ADCs, which is dull at the moment. Largely because of how crits work at the moment. ADCs are very stat ratio dependent, they need a good balance of crit chance, lifesteal, ad and attackspeed to be strong but no where along the line can they really progressively attain this without completing say 3 items.

This way if you want life steal instead of as runes. They can buy zeal instead of bf sword to makeup for their lack of attack speed, and still remain relevant in lane.

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