Critical Rework Idea
I noticed a lot of people don't like the RNG mass damage you can get from critical damage, which lead to ADCs being nerfed in the first place and contributes to the burst meta we're going through. This post turns the critical mechanic into a gradual growth of increased damage to 100%, instead of an RNG factor that gives you 100% even in early game.
Critical Strike Chance -> Critical Strike Damage
The % critical strike damage you have increases the amount of damage dealt by the qualifying attack or ability by that %. The maximum amount of critical strike chance you can have is 100%.
Ashe's Frost Shot:
Frost Shot: Ashe's attacks apply Frost to affected enemies, slowing them by 10 - 20% (based on level) for 2 seconds and causing subsequent basic attacks to deal (10% AD) (+100% critical strike chance) bonus physical damage while they remain slowed.
Critical Slow: Ashe's critical strikes deal no additional damage, but instead increase Frost's slow strength by 1% per 2.5% Critical Strike Damage (max 40% increased slow at 100% critical strike damage).
For more champions, there is a list here. Like Ashe's above, they're just simple conversions. Yasuo and Jhin are the only ones whose damage changes, where Yasuo's basic attack damage reduction goes from 1% - 10% over time instead of just 10%, and the reduced damage that Jhin deals with Every Moment Matters and the fourth shot on towers only applies to the extra critical damage and not the total.
Brawler's Gloves
Total 400 Gold
+5% Critical Strike Damage (priced at 80 gold per 1% Critical Strike Damage)
https://i.imgur.com/jSmEo4e.png https://i.imgur.com/qG0kwj3.png NEW: Graviton Hammer
(1300) +
(1100) +
(350) + 950 Gold Total 3700 Gold (78.15% gold efficient)
+75 Attack Damage +10% Cooldown Reduction
UNIQUE Passive - Super Smash: Your bonus Attack Damage is increased by 25%. Disables Super Strike.
Infinity Edge
(1300) +
(875) + 1325 Gold Total 3500 Gold (70% gold efficient)
+70 Attack Damage
UNIQUE Passive - Super Strike: Doubles your % Critical Strike Damage.
Phantom Dancer
- +30% Critical Strike Chance -> +30% Critical Strike Damage.
Rapid Firecannon
- +30% Critical Strike Chance -> +30% Critical Strike Damage.
- Firecannon's bonus magic damage has been reduced from 60 - 140 (based on level) to 45 - 105 (based on level). This is to make sure that the damage stays between 75% - 150%.
Runaan's Hurricane
- +30% Critical Strike Chance -> +30% Critical Strike Damage.
Statikk Shiv
- +30% Critical Strike Chance -> +30% Critical Strike Damage.
- Shiv Lightning's bonus magic damage has been reduced from 60 - 140 (based on level) to 45 - 105 (based on level). This is to make sure that the damage stays between 75% - 150%.
Zeal
(400) +
(400) +
(300) + 200 Gold Total 1300 Gold
+15% Attack Speed +15% Critical Strike Damage
Stormrazor
- The cost has been increased from 3200 to 3300 gold.
- Stormrazor's current unique passive has been completely changed in order to adapt to the critical rework.
- UNIQUE Passive: 1.5 seconds after damaging a champion (scaling down with your attack speed), gain Storm's Edge for 3 seconds. Attacking a champion extends the effect to 6 seconds. Storm's Edge has a cooldown of 6 seconds, which activates once the effect has ended. Storm's Edge: You can temporarily exceed the attack speed limit, while also gaining a decaying 5% movement speed boost that disappears after 0.75 seconds.
https://vignette.wikia.nocookie.net/leagueoflegends/images/f/f2/Lethal_Tempo_rune.png/revision/latest/scale-to-width-down/36?cb=20171126182145 Lethal Tempo
- Turns into the old Frenzy.
- Your basic attacks grant you Bonus Attack Speed by 4% (+0.4% per level after 1st) on hit for 3 seconds, and can stack up to 4 times.
- At level 18 at 4 stacks, you would have 43.2% bonus attack speed.
(1300) +
(1100) +
(350) + 950 Gold
Total 3700 Gold (78.15% gold efficient)
(875) + 1325 Gold
Total 3500 Gold (70% gold efficient)
(300) + 200 Gold
Total 1300 Gold