An idea for how crits should work

IsakUMan··1 votes·295 views

I had a thought the other day after a vayne with nothing but statik shiv critted me for 33% of my hp. The idea was that maybe instead of having the crit be completley based on rng having it crit every X basic attack. For example lets say you have 25% crit-chance, that should mean that every 4th basic attack would crit. this would lower the rng in League by a lot and people would be able to play around their crits more than they used to. But hey! thats just my thoughts on the topic [slayer-jinx-catface]

IsakUMan

5 Comments

PrinceOfStorms1 votes

Why not just implement diminishing returns on crit chance above a soft cap of 20%? So let's say crit between 20 and 30% is half effective, 30 and 40% is 25% effective, and so on, similar to how you can't really stack absurd levels of movement speed.

Crit as a stat is a problem because it makes champions like ADCs incredibly bursty.

IsakUMan1 votes

I get what you mean, but i think adc's are already at a pretty bad spot this season and making crit worse would just destroy them in my opinion.

Elite4Runner1 votes

I could see your idea working for a champion's passive (with limits, which will be clearly necessary given my following message), but the way you described it would actually become difficult to implement.

You gave an example of a champion having 25% critical strike chance being the equivalent of 1 auto attack being a critical strike out of every 4. Mathematically this is true. However, what happens when you have 30% critical strike chance? now 3 in every 10 auto attacks will be a critical strike. You could do some creative rounding and say that 1 in every 3 attacks will now be a critical strike, but then what happens when you get to 35%, 40% 45%? 50% is 1 in every 2, that is easy enough, but now things start getting even more complicated. What happens when you have 60%? Is it now 6 of every 10?

Do you see why this is confusing?

And imagine trying to keep track of when your next critical strike is going to be.

So ultimately, rng is probably still the best way to go.

IsakUMan1 votes

The way the crit system would probably need a rework if this system is to be implimented, but my main point is that the rng is annoying and riot should have done something about it a long time ago.

Elite4Runner1 votes

Oh, I forgot to mention how this could potentially be worked into a passive.

Lets say, their passive is something like Jhin's where you essentially have a counter for the number of shots you have out of 10 instead of 4, (and we aren't doing anything about his attack/reload speed or scaling his damage on something ridiculous)

Now, for every 10% critical strike chance, 1 of those 10 shots will be a crit.

They will be loaded as evenly as possible, and the ammo counter could display similarly to how Jhin's shows 3 yellow for 'normal' and 1 red for his crit.

10% Y Y Y Y Y Y Y Y Y R 20% Y Y Y Y R Y Y Y Y R

Simple so far, but now 3/10 is 33% which means that if we did Y Y R we would end up with 9 shots. So with this we will load the critical shots toward the end of his ammo counter by placing an additional Y in the front.

30% Y Y Y R Y Y R Y Y R 40% Y Y Y R Y R Y R Y R 50% Y R Y R Y R Y R Y R

Now it gets easy, just fill in the yellows from the back.

60% Y R Y R Y R Y R R R 70% Y R Y R Y R R R R R 80% Y R Y R R R R R R R 90% Y R R R R R R R R R 100% R R R R R R R R R R

There are probably other ways to do this, ... probably even simpler ways, but this was just one idea.

I could imagine the ammo counter being kind hard to read with 10 shots tbh, but this would be the basic concept

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