critical chance fix to help bruisers
i wrote the following in another post suggesting to incorporate your % crit chance spread over your auto attacks. to be 100% consistent stat. i suggesting the following comprimise between the two:
i think the solution would be to draw from both. reach middle ground/split the difference. give every auto attack increase dmg based on % critical damage, but only 50% strong, while keeping actual crits in the game just make the actual crits 50% less strong. you can still crit it just wont be thaaat big itll still be noticeable. more like a sheen proc than a trinity force proc.
so in your example Percentage Damage instead spreads the ideal damage over those 4 attacks. So, if you have 100 damage, each of your attacks will do 125 damage, so you would deal 500 damage as well(125+125+125+125=500).
in my case you would do 112.5 damage per auto and have an off chance of doing 112.5 + (100% of base dmg x 0.5) so essentially adding half your base damage to that. so 112.5 plus 50 = 162.5. so the max crit would differ by 200-162.5 = 37.5 dmg. from the traditional/current crit
i think this would help balance adcs without nerfing them. as well as buff bruisers without buffing them. (strangely enough). simply by making crit more reliable. the game consist of far too many micro skirmishes. where you get 2 or 3 auto attascks off here and there as poke or before the opponent flashes etc.
Bruisers have difficulty fitting crit chance into their items. since I.E. phantom dancer and shiv are sub par to ghostblade ttinity force for bruisers ..and due to the recent disapearance of atmas. yet there are many bruisers with kits that provide attack speed steroids. which they cant really use to its full potential. you could go with botrk. but i find botrk works better on champions whose kit benefits from attack speed than provide it.
anyways this chance would make having less crit a bit more reliable and even allow crit runes to be more useful early game.