The Removal of Crit from League

TheHappyReaperz··3 votes·771 views

So, crit is one of the few remaining RNG parts of League. Not only that, but it allows for some ridiculous burst damage, cough Vayne cough. So, here's a take on a bit of a change for it. The idea here is to take both the insta-burst and RNG out off crit, but still allow for ADCs and the like to deal good, consistent damage.

Change Crit to Ramp. The way Ramp works, is that it increases your damage, by 0-100 increase, for AA, scaling up as your in combat. The way it works is this: Max Ramp is capped at 100, and you can acquire Ramp through items/runes. Ramp increases your damage, proportional to the amount of Ramp you have stacked up. In order to stack Ramp, you must AA an enemy champion, large or epic monster. Attacking minons won't give you Ramp, but it will keep what you have at its current level. Ramp doesn't apply to turrets or structures. Ramp stacks up at 10% of your max Ramp per auto, and decays by 10% every second, when out of combat. Now, for an example:

If your an ADC with 70 AD. You have 30% Ramp. Fully stacked up your AA do 70 + 21 physical damage. However, you have to stack up Ramp. So, your first AA does 70, your second 70 + 2.1, your third does 70 + 4.2, and so on and so forth.

Another example: Later game ADC with 250 AD and 70% Ramp. First AA deals 250, second deals 250 + 17.5, third deals 250 + 35, fourth deals 250 + 52.5, fifth deals 250 + 70, sixth deals 250 + 87.5, seventh deals 250 + 105, eighth deals 250 + 122.5, ninth deals 250 + 140, tenth deals 250 + 157.5, and your eleventh deals 250 + 175. You cannot exceed the damage of your eleventh attack, Ramp-wise, but every AA after your eleventh deals your max amount of Ramp damage, until you leave combat and your Ramp starts to decline.

However implementing something like this would require a change to several champ passives, so I'm going to run through them quickly here. If there are any I forgot, please let me know, an I'll add them. Item wise, Crit chance just transfers over to Ramp damage, at a 1 : 1 ratio. IE passive will allow you to exceed the Ramp cap, bringing it up to 150%.

Gangplank : since his Q and barrels can't crit, and he doesn't really have a way of stacking Ramp, his Q and barrels do twice his current Ramp, as bonus physical damage. However, this passive only effects his Q/E not his AA.

Jhin : Gains 4 + 10% Ramp as bonus AD, Fourth shot deals max Ramp damage, regardless of current Ramp, and can deal Ramp damage to turrets, reduced by 44%. Whenever Jhin's Ramp is above 50%, his shots give him bonus MS. However, Jhin's Ramp is capped at 75%, not 100%.

Shaco AA from behind deal 20% - 55% of Shaco's AD as bonus magic damage. This effect can only occur on the same target once every few seconds, but the CD is reset if the target is feared by Shaco. Deals 100% of his AD as bonus magic damage to monsters.

Ashe AA slow champions for 10 - 20, based on level, and deal 10% + Max Ramp x (1 + Current Ramp bonus damage). Ashe's auto's don't inflict Ramp normally, instead, when she is above 50% Ramp, her AA slow is tripled.

Tryndamere : Passively, Trynd gains fury at a rate of 5 fury per auto, 10 per AA + 50% Ramp, and 10 each time he kills a unit. After not dealing/taking damage for 8 seconds, Trynd loses fury at a rate of 5 per second. Passively, Trynd's fury granst him 0.35% Ramp cap for every 1 fury he has, up to increasing his Ramp cap by 35%.

Yasuo Ramp gain from items/runes is doubled, but is capped at 90% for AA, and 75% for Steel Tempest.

6 Comments

HectonD1 votes

There are champions have crit that use it in ability purpose:Garen Pantheon XinZhao Graves

The most important thing:item 3031? increase RAMP by 50%?

what's your deal?

Yaśuo Main1 votes

i thought garen cant use it anymore

TheHappyReaperz1 votes

So instead of having it max out at 100, it maxes out at 150. That's pretty much what IE does now.

JustJayson1 votes

You can not take away crit. It would take chance/luck out of the game. Then every adc vs adc match up would be swayed by attack dmg and attack speed only. If yours does not exceed the enemy then do not fight. You need to have variables in the game otherwise its too straight forward and too easily calculated. It removes excitement from the game. Dodge was one of those stats which did the same, but the dodge rate was too high and it was difficult to balance so they removed it.

APrinnyDood1 votes

I agree with the idea of derandomizing crit, but the numbers on your proposal are terrible. It's so much weaker than crit that it would feel terrible to be forced to build it.

Right now, every point of crit is a 1% increase to your expected dps, applied randomly. IF you have 100 AD and 50% crit, then over 10 autoattacks, you expect to crit for 200 damage 5 times and hit normally 5 times for a total of 1,500 damage, which is a 50% increase over the 1,000 damage you would have otherwise. Given that AD carries get large crit amounts, attack quickly, and that crit rng is limited by a prng system, crit usually ends up matching the expected damage pretty well. The RNG is systematically neither a benefit or a hindrance.

With your system, every point of ramp would be a 0.1% - 1% increase to expected dps. If I had 100 AD and 50% ramp, then over 10 autoattacks, I would do 1,275 damage. That's just strictly weaker than crit. Additionally, your system is guaranteeing that you'll be getting low values at the start of a fight. In strict damage terms, it's basically like if you kept the current crit system, but guaranteed that the first 4-6 attacks couldn't crit.

There are two ways to fix this problem. The first is to increase the damage that ramp scales up and speed up the scaling so that it can produce more expected damage than crit in some situations, instead of always producing less expected damage.

The second option, and the one I prefer, is getting rid of a ramping idea. Just derandomize crit. 1% crit chance would equal a 1% increase to autoattack damage. Exactly the same expected dps, no RNG.

Shac Norris1 votes

Shaco Lmao.. bonus MAGIC damage on his backstab? That's so troll

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