A way to remove the RNG in crits.

FONHOME·12/12/2016, 7:28:46 PM·1 votes·703 views

So crits are basically filled with RNG, you could potentially get 3 crits in a row with 10% crit chance and 3 normal hits in a row with 90% crit chance. I think I've found a way the remove the RNG in them.

Instead of having your attacks randomly crit you could have a bar that fills up based on your crit chance, say if you have item 3094 item 3031 item 3085 on Caitlyn you would have 70% crit chance so your bar will start at that. You attack and it fills up to 140%. You attack a 2nd time and it crits and then fills up to 210% and goes down to 110% due to the crit. You attack a 3rd time and it crits while your bar fills up to 180% and then goes down to 80% due to the crit.

In another scenario you could have item 3046 item 3031 on Draven, giving you 50% crit chance. You start at 50% because of the crit chance you have and it goes up by 50% again due to amount of crit chance you have. So you attack and the bar goes up to 100%, you attack a 2nd time and it crits and then goes up to 50%. You attack a 3rd time and it goes up to 100% again, causing your next attack to crit.

The bar would also reset to the number your crit chance is at after you've been out of combat for let's say 5 seconds to prevent the abuse of a single 0.93% crit chance rune.

Pros: No more RNG in crits. No more abuse of the 0.93% crit chance rune.

Cons: Some champions (Vayne) can abuse it to cause their empowered attack (Q) to crit whenever they want.

9 Comments

Quepha12/12/2016, 7:42:20 PM2 votes

That is basically how it already works. If you crit the system adjusts your crit chance on your next attack to be MUCH less and if you don't crit the system adjusts your next attack to be MUCH MORE likely to crit. This causes champions with crit chance to get a very regular amount of damage output without the massive spikes and troughs of a purely random system.

There is still some variance, but people crying about RNG determining fights when crits are involved are usually completely wrong.

Sightless6612/12/2016, 8:13:44 PM1 votes

While you are correct that ths syatem would eliminate the problems associated with rng, it does have a glaring issue of its own. The problem with this system is that encourages a "build stacks then poke with an auto" playstyle across all ad carries. That provides some extra power to long ranged carries who have more freedom to poke with stacks. More inportantly though, it's just dull to encourage the same playstyle on all these carries. This is something that belongs on champion kits or specialist items, not on such a fubdamental stat

I prefer a solution that only increases autoattack power, without giving increased rewards based on how you autoattack. Make every 1% of crit give 1% increased autoattack damage. Still eliminates rng, does not force all carries into a new minigame.