Reworked Critical Strike Chance Concept

Velzard of Koz··2 votes·346 views

#Accuracy


Basic attacks against enemies of the same type stack Accuracy up to 6 times. At 6 stacks, subsequent basic attacks against enemies of the same type like the ones it was stacked on are critical attacks. Basicattacking enemy from different group will clear the stacks and it must begin from start. Minions, monsters, epic monsters and champions are groups of their own.

This way stacking on minions doesn't enhance jungle clears, stacking on monsters doesn't enhance lane clear, stacking on minions or small jungle monsters doesn't enhance objective taking and you can't stack it on minions and then bring as advantage in trade against champion.

While this would maintain ADC role as sustained damage to multiple targets one at a time, so they gather stacks on any champion to get advantage against champions in teamfight (still basicattacking one enemy at once, though), in duels they wouldn't crit right away but would need six basic attacks before critting, giving the enemy time to use this weakness.



#Crits


Basic attacks would be critical attacks at 6 stacks of Accuracy, although at different occasions, abilities can also be critical abilities. Both deal percentagely increased damage (increasing thus with both the damage of the attack/ablity itself and the percentage called critical damage) scaling with critical damage and they also apply critical effects.

Ability could crit unconditionally:

  • Always crits, thus its base damage and ratios must acknowledge it scales naturally with critical damage, too. The point is that these abilities apply critical effects reliably. They would replace on-hits on ADCs. For example, Ezreal's Q always criting, always applying critical effects, but no longer applying on-hits.

Ability could crit conditionally:

  • Crits at certain circumstances. This allows higher reward for skill expression. For example, Jinx's W (with adjusted ratios) critting if hitting from further than half of its range, thus hitting target that had higher chance of avoiding it.

Ability could crit by Accuracy:

  • This ability would not stack Accuracy, but would crit If 6 stacks of Accuracy were gathered. For example, Jhin's Q critting when Accuracy is stacked.


#Critical effects


Special passives that only apply on crits, be they critical attacks or critical abilities. This way the power of ADC items would be delayed in fights. These effects would help them with attacking speed, damage output and mobility for kiting. They would be cenetered around items that provide critical damage.



#Critical damage


Proper stat that replaces critical strike chance. Since now all champions can crit from the start of the game, although those that aren't ADC won't have AD and AS strong enough to use them to their full potential, everyone has initial 10% critical damage so that crits would do something although not so powerful early without any items built. Critical damage would then be increased as percentage through appropriate items.



#Crits beyond ADC


ADCs, regardles of whether they are Slayer Skirmisher like Yasuo or Marksman, will have better synergy and scaling with crits, more items with critical effects that benefit them and thus would be focus of crits. However, crits would become niché for other champions of other classes.

Other classes, If they focus on damage, would have innate crits If it is part of their identity and would have available one or two items that provide critical damage and critical effects. They might not scale with it so naturally, be able to accumulate high amounts of critical damage or use variety of critical effects, because they are not the focus, but they would be able to use it should they have identity in it. For example Ryze (Q critting on targets with E), Anivia (criting on chilled targets), Karthus (critting when hitting single enemy with Q) [so far these are just visual crits], Talon (critting on melee Q), Xin Zhao (critting on final empowered attack), Garen (critting with Q against Villains) etc.



#Itemization Examples


Phantom Dancer +40% Attack Speed +25% Critical Damage +5% Movement Speed UNIQUE Critical Effect - Stormy Waltz: Grants unit collision ignoration and +5% Movement Speed for 2 seconds.

Runaan's Hurricane +40% Attack Speed +25% Critical Damage +5% Movement Speed UNIQUE Critical Effect - Stormy Waltz: Grants +20% Attack Speed for 1 second.

Statikk Shiv +30% Attack Speed +35% Critical Damage +5 Movement Speed UNIQUE Critical Effect - Static Burn: Energizes targets for at least 4 seconds. If at least two Energized enemies are near each other, they are tethered (maximum 3 enemies). Basicattacking_ Energized_ and tethered enemy shocks all tethered Energized enemies for 20 magic damage.

Rapid Firecannon +30% Attack Speed +35% Critical Damage +5 Movement Speed UNIQUE Critical Effect - Static Burn: Energizes target for at least 2 seconds. Basicattacking Energized target enhances next basic attack to deal bonus 40 magic damage.

Essence Reaver +45 Attack Damage +15% Critical Damage +10% Cooldown Reduction UNIQUE Critical Effect: Restores 2.5% Missing Mana. UNIQUE Quest: Restore via this item total of 500 Mana to unlock Sated Reaver. UNIQUE Passive - Sated Reaver: +20% Cooldown Reduction.

Bloodthirster +45 Attack Damage +15% Critical Damage +5% Lifesteal UNIQUE Critical Effect: +10% Lifesteal. UNIQUE Quest: Heal via this item total of 1000 Health to unlock Sated Bloodthirster. UNIQUE Passive - Sated Bloodthirster: +15% Lifesteal

Infinity Edge +55 Attack Damage +15% Critical Damage UNIQUE Quest: Deal via this item total of 6000 Health through critical attacks in physical damage to accumulate +30% Critical Damage (+5% Critical Damage per 1000 Health). UNIQUE Passive: +X% Critical Damage (accumulated via quest).

5 Comments

Khristophoros1 votes

Too complicated. Just change crit to a percentage increase to basic attack damage. Nothing fancy is needed.

Radiant Seraph1 votes

So cool! Although if Riot were to rework crits, they would make it more effective agains tanks than against squishies, since ADCs are supposed to counter tanks.

Elsewise1 votes

I like the idea of "Critical Effects," something beyond a simple damage multiplication.

Chembaron Yamada1 votes

I see some problems with this concept.

  1. Why did you think it's necessary to decrease the AD portion of the items that much? The change from the 200-250% damage to additional damage per item and just critting with every 6th attack will decrease the damage of marksmen by alot already. I think that it's way too much downtuning.

  2. This suggestion demands some kit reworks and I see the strong possibility that there will be reworks making some champions way better than other with the new crit mechanic. To give an example: Thematically it would make sense to rework Caitlyns headshots into crits. Therefore she has a tool with her E to get a crit on demand. And if you don't want to give her passive a major rework, she would be the only ADC able to prepare her next auto attack to be a guaranteed crit.

  3. The numbers of the energized attacks... 40 extra magic damage and 20 extra magic damage on RFC and Shiv seems really really weak....

  4. Especially since you are decreasing the stats and the damage output of these items by alot, it hits extra hard that marksmen have to attack 6 times before they get the benefits of the crit special effects. I don't see these items to be really viable....

Basically, if that suggestion shall work, the numbers have to be higher. This combination of tuning the damage down by worlds on top of delaying almost all beneficial effects of these items doesn't work like that in my opinion.

Velzard of Koz1 votes

and just critting with every 6th attack

Not every 6th attack though. Just not first 6 attacks, then every attack is crit as long as you keep attacking the same enemy group (clearing minions or fighting champions, etc.). It's supposed to delay the crits.

Item suggestions given are just as examples so no AD decrease might happen at the same time, as for the crit decrease, one of the many complaints is that ADC, while supposed to have sustained damage and give enough time to react, have too much burst and it all comes from combination of decent AD and 250% or even 200% crits.

That is also why the numbers on Shiv and RFC are weak. They are not supposed to be burst, but after delay of six attacks, you can accumulate 100 extra damage to three different people over 5 attacks or 200 extra damage to single person over 5 attacks. Such damage no longer is non-existent ans actually requires multiple attacks.

I do agree though that it may cause some ADCs benefit more than others and might require heavy reworks. Yasuo was one that came to mind that would need special treatment with this.

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