Please tell me why no one talks about the quick, easy, super-effective solution to crit
Due to the Boards' tendency to give little or no opportunity for latecomers to a discussion to gain visibility, it seems my posts about entropy, or periodic, or stabilized-no-randomness-critical-that-is-still-critical, aren't making the impact that they should, so I thought I would make a topic about it instead. Below is a copypasta of a reply I made to a recent crit thread:
I'm really surprised that I still don't see anybody supporting an entropy-based system. An entropy-based system has the following advantages: -----normalizes average damage output -----is not luck-reliant AT ALL unless desired. If some luck is to remain, then all luck is removed except, for example, the first critting attack in an engagement or the first critting attack of the game. It's completely deterministic for either an engagement, the entire game minus the first crit, or the entire game. See below for details. -----------completely or nearly completely deterministic also allows higher degrees of counterplay and rewarding knowledge of mechanics which adds depth to competitive play -----includes the periodic burst damage/damage-spike element of crit -----allows crit's other current benefits to remain (not effective on towers or most spells) -----------Someone brought up in the Dexterity/Precision thread that crit depends more on attack speed than pure AD. Basically, melee bruisers and assassins tend to get off fewer hits in a fight, so crit is disincentivized since it's all-or-nothing, while crit is more "expected" with a high attack speed. The periodic/entropic system retains this expectation. -----------Doesn't require strange adjustments like with the Frenzy Mastery in the Precision thread.
An entropy-based system has the following disadvantages: -????? -beats me -go ahead and tell me if you can think of one
What I mean by an entropy-based system, for people who aren't massive Path of Exile nerds like me, is that your first hit is random, but then each shot afterwards follows a regular period. So suppose you have 33% crit chance and you just got a critical. Then, your next hits will be: N-N-C-N-N-C-N-N-C or normal-normal-critical-repeat.
The mathematics of coding it are pretty simple. Path of Exile does it something like this: For initial strike, generate a random number between 0 and 99. For each hit, add your chance of event (in this case, critical hit). When number exceeds 99, event happens and you subtract 100. So assuming you want to retain some luck, maybe your first hit is a normal hit, but generated entropy 90, and your critical chance is 25%, so you add 25 - your next hit crits and you have (90+25-100 = 15) entropy now, which means it will take you 4 more hits to crit again. The benefit of coding it this way instead of a simple 1-2-3-4 counter is that you can dynamically adjust critical strike expectancy with changing critical strike chance (when you buy a new crit item, for example), and work with numbers like 24.3% for critical chance.
For League, if we wanted to remove luck completely, we wouldn't even need the original random number. It can be completely deterministic. We start at 0 and keep track of entropy for the whole game. For example, people who currently take 1% crit runes could expect to get a crit on their 100th strike (well, it's a bit more than that because I think the rune only gives 0.95% crit chance or something) every game, and 200th and 300th if they don't buy any crit items.
No roll of the dice.
Still get the thrill of chunking people's health out of nowhere.
Instead of entropy-based, we can also call it a periodic system.