Why? We can use math to predict the damage dealt by any number of attacks with any % crit chance. RNG is just probability. If I have x chance of an event, and y
That's not finished.
Probability is theoretical for a reason, just because something SHOULD happen by all accounts, doesn't mean it will. You can normalize randomness over a large enough sample size, but i'm assuming you don't want to have to attack your enemy several hundred times to start approaching the limit of your original damage output.
So? It was just a demonstration of the principle. Are you saying that you doubt that expected DPS will always be the same because I used a low sample size? I can prove this with any sample size, any crit chance, and any AD value you choose.
It won't always be the same. Over a large enough sample size it could get close, but if it ever does reach the same value, that in itself is a form of RNG, flip a coin 1000 times recording outcomes twice. theoretically you should get 500 heads and 500 tails, twice. You won't. You also won't get the same numbers. It will be close, but theoretical probability very rarely effects real outcomes.
It's 50% because there are two possibilities... that's not how probability works. If you want to say there would be a class-wide nerf or buff, then you have to explain why. Please do, by the way. Tell me what you think will change. I am willing to discuss this change in relation to any champion, item, role, etc. I do not think that there will be any significant changes, and I am I very willing to discuss that.
Attack speed based champions that build high crit chance would be effected the most, as the game system stands attack speed steroids on high crit chance champions are one of the most broken features in the game, and indeed are the entire argument for removing the randomness in the first place.
Yasuo would be effected the least due to his very rare less than 100% crit chance.
Two things: First, so what? What effect does this randomness have on balance? I submit that has virtually none. People play based on the expected values, and mathematically, the points of major variation from the expected values are by far the exceptions. It's a rare outcome. Additionaly, no one plays around the extremely small possibilities. I don't start a fight with an IE knowing I can only win if I crit 8 times in a row. Likewise, I don't avoid a fight because I might lose it if my 50% crit chance build doesn't crit at all. People always play to the expected value, and the expected value is by far the most common outcome. What champion or tactic is based on variance? I can't think of a single one (expect maybe very arguably Trynd's laning). Why anyone base their tactics on RNG? It has just as much potential to screw them as help them. So, my question is, who do you think would be affected in a way that alters their balance state?
Randomness has a huge effect on balance. It IS imbalance. https://www.youtube.com/watch?v=Exdil7N1Mdo
I'm fully on board with fixing crit, in it's current state it never belonged in a moba in the first place. However, doing so requires not only extensive testing to ensure that damage actually IS similar, not just theoretically similar, but also multiple champion reworks. True, it would be easier than say, removing penetration as a mechanic, which besides being unnecessary would require full revamps of multiple systems, but it's not easy, and it can't possibly happen over night.
Second... no you can't. Not in League at least. League doesn't actually use RNG. It uses pRNG (psuedo RNG). This is a system used to decrease variability in random number generation. The way it works is by increasing the chance of an event every time the event does not happen. For League, this means that if I have 50% crit chance, my first hit may actually have 30% crit chance, then my second will have 40%, then 50%, and so on (the actual algorithm is a lot more complex, but you get the idea). Getting a crit lowers it back to the initial chance. Multiple crits in a row lower the chance even further (in some pRNG systems) After a point, the odds of not getting a crit or getting a streak are mathematically insignificiant. So, we aren't even shifting from true RNG to a normalized system, so we aren't even getting as big a variance decrease as it additionally appeared.
Again, odds aren't a reflection of what actually happens, only what should happen. People win the lottery.
pRNG itself is a more reliable system than RNG, but having the same odds as being hit with a lightning bolt the second after you hear you won the lottery while sitting in a basement, as getting a crit on your next attack, does not make that crit impossible.
This is why anything removing crit's randomness requires extensive testing and not just plugging in numbers.