make armor reduce crit

Guineasaurus Rex·12/25/2014, 8:24:57 PM·8 votes·1,444 views

Crit has always been around and while at times it can get out of hand, but personally I enjoy the random dynamic because it's usually something that you need to consider when deciding your build. The problem I have with crit in league is that crit can be easily stacked to 35%+ without much consideration to your overall build because so many AD items include crit and it is a STRONG stat without anything to counter or reduce it.

What if armor also gave a AD resilience percent too, like in WoW. It would be it's own stat so it's unaffected by armor pen. The more armor you have the less likely you are to be hit with crit and the less dmg the crit would do. Say for every 100 armor someone has, crit dmg is reduced by 30% while crit chance is reduced by 10%. This gives more value to tanky items and other AD items without crit while decreasing the value of crit items.

Also if AD items have crit, I don't see why AP items can't give spells a chance to crit even if only for 25-50% additional dmg, with magic resist items adding magic resilience that would decrease spell dmg and spell crit chance.

This change wouldn't just be a buff to armor/mr items but to tanks too who are dependent on those items. I also think it would make AD's think twice about adding armor or mr into their builds depending who they're against and what their opponent is building

20 Comments

Wizzleboom12/25/2014, 9:12:13 PM5 votes

Tenacity should lower critical damage done to you. Winning

FantasySniper12/25/2014, 9:58:07 PM5 votes

RNG has been a problem since forever, but I don't think making any more anti-crit items is the solution.

item 3047 item 3082 item 3075, then you got Reinforced Armor.

I would much rather fix the real problem rather than make an even bigger problem by focusing on the wrong thing.

Lord Dusteon12/25/2014, 11:19:26 PM4 votes

Hey uh...armor already reduces critical damage.

100 AD + crit vs 0 armor = 200 damage (250 with IE) 100 AD + crit vs 100 armor = 100 damage (125 with IE) 100 AD + crit vs 200 armor = 50 damage (62.5 with IE)

Otherwise, this really messed with everyone who ever used crits. A marksman can expect to crit 55% of the time if they have 55% crit chance; suddenly having 35% crit chance when hitting one target is a rather large and unexpected loss in dps (besides the normal dps loss because you're hitting a tank). Otherwise, reducing crit chance and damage (in addition to the regular loss of damage from armor) is an incredibly large dps spike.

(this is over 5 seconds) 150 AD + 55% crit chance + 1 AS = 1575 damage (1781.25 damage with IE) 150 AD + 55% crit + 1 AS vs 100 armor, 30% crit reduction, 10% crit chance reduction = 661.875 damage (746.25 damage with IE) 150 AD + 55% crit + 1 AS vs 100 armor = 787.5 damage (890.625 with IE).

While that doesn't seem like a lot (only ~120 damage reduction with your change), remember, this is with ONE armor item, and it greatly reduces any autoattacks power (adcs/melee adcs work via the multiplicative scaling of AD, AS, crit chance, and crit damage; you cripple 2 of these, while using the armor to protect to begin with, while (assuming frozen heart, or randuins; both common items) hitting their AS to. This change would literally remove any relevance AD autoattacks have in the game and make critical strikes entirely useless).

Erijian12/27/2014, 9:19:54 PM2 votes

Well, there's %Critical Chance Damage reduction which is currently a mastery. It could perhaps be implemented into the Tenacity stat, where Mercury Treads/Zephyr would allow you to take 35% less damage from Critical Hits (Before flat damage is added) or added as a new stat added to certain items.

The idea would be to not change the base damage whatsoever and only modify the Critical Damage so it's not too hard of a nerf. So instead of having what would've been a 600 damage Crit (Infinity Edge is purchased) gimped into 390 total damage it would instead be (360-126)+240=474, where 240 is the original base damage and 360, the damage added from the Critical Strike, loses 35% of its power and then is added to the base damage, just so there's no potential chance of an actual weaker hit in general just because they bought an item, just weaker Critical Hits.

math stuff Damage with Critical Hit modifier added, which is 250%- 600 Damage if Critical Strike Reduction took 35% total off of the hit itself- 600x.35=210; 600-210=390 total damage. Damage if it only took 35% of the bonus damage away- 600/2.5=240; 600-240=360; 360x.35=126; (360-126)=232; 232+240=474

While the former would be a total 35% damage reduction if you happened to Critically Strike, the latter is only a 21% Reduction which is much healthier in regards to the DPS of champions who rely on Critical Strike.

Creamy Seaman12/25/2014, 8:38:00 PM2 votes

armor should have a % chance to block crit

Done2512/25/2014, 9:11:46 PM2 votes

They need to make an anti critical item. We have anti armor, anti MR, and a spell blocker. So why not an item like thornmail that lowers the damage you take from a critical strike by 30%?

PrinceOfStorms12/28/2014, 12:08:38 AM1 votes

How to fix crit:

Remove Infinity Edge.

Remove Yasuo's passive double crit chance.

Ryuku Cruxis12/25/2014, 10:34:28 PM1 votes

Numbers seem high, 10% crit chance reduction on autos that hit you for every 100 armor seems like it'd suffice without the damage reduction, most dedicated tanks would be reducing crit chance by about 30% then, which seems good considering most crit heavy builds get around 55-70%