Suggestion of how to make Crit healthier (Interactive spreadsheet)

RomanorumLegio·12/2/2017, 6:19:28 AM·2 votes·229 views
Crit 2.0

For as long as I've been viewing the boards, the topic of crit chance is one that frequently cycles through. The main argument I've seen against it is that "RNG is bad for a competitive game", and the main argument for it that "Crit chance adds much needed variation to otherwise boring auto-attcking." Well, I think that I've come up with a middle-ground solution:

Critical chance slightly increases the damage of every auto attack with the chance of doing additional damage (not double).

Having crit function this way would provide several benefits:

  • You still have variation between autos (and can still use crit animations).
  • Decreasing the difference in damage from critical and non-critical attacks reduces the effects of getting lucky/unlucky streaks of criting/not criting.
  • Decreasing the maximum damage a single crit can do will lead to fewer situations where a single auto feels like hard burst.
  • With my current formula, Riot would have an additional balancing lever between crit and non-cit ADCs. By changing the ratios around, it is possible to add or subtract early game or late game.

I am not going to pretend that I know enough to choose the specific ratios for proper balance, but I've linked my spreadsheet with the inputs unprotected. Feel free to play around entering various combinations of numbers. You chance how much crit chance effects non-critical autos, the relative magnitude of critical autos, and the how strong Infinity Edge's passive is (just in case it needs to change for balance). If current crit used the formula, it would have values of 0, 100, and 50, respectively. You can also change the "champion's" AD and AS values to see how things compare. The bottom table has the values with my proposition, and the top table uses the current system so that you may compare the differences. Top table will always use 50 for the IE passive unless you enter 0 or a negative number (why would you?).

Notes:

  1. The math for crit being more complicated is a non-issue. It doesn't change build or combat choices for virtually all players. Lethality is proof of this. I doubt you know the formula without a lookup, and even if you do, you cannot reasonably tell me that you calculate the percent damage it gives you on each enemy every time you trade.
  2. The additional damage on non-critical autos would be on-hit. Abilities will not benefit from it.

1 Comments

Mokuto Bunshi12/2/2017, 6:32:12 PM1 votes

Actually I DO know the formula for lethality without looking it up, but that's because I have several times in the past. Regardless, this is AWESOME. Many have proposed this, but you are the first to make a spread sheet that I have seen.