Critical Strike Solution - No more random, yet still awesome!

58304318_DEL·11/3/2014, 10:22:07 AM·5 votes·1,193 views

We all know that Critical Strike is completely random and it's not possible to predict when it's going to strike. While such randomness doesn't suit this type of game, we wouldn't want it to get removed, simply because it's just awesome to strike one and deal massive chunk of damage to the enemy!

Here's the solution, that would end this problem once and for all, while keeping all the item stats, damage ratios and coolness of this stat!

 

               You would always strike on the 3rd attack,

           but you'd decide what damage does that strike deal


 

After obtaining any amount of Critical Strike Chance, a new formula applies to your Champion:

Every 3rd attack against the same target will critically strike, dealing damage based on these last 3 attacks. All of these 3 attacks has to have capability to critically strike (auto-attacks and some abilities). Maximum gap between each of these attacks can be 2 seconds ... otherwise the counter will reset. Changing the target will reset the counter as well.

Examples: (excluding reductions)

Champion with 200 Damage and 20% Critical Strike  - 1st Attack = 200 DMG  - 2nd Attack = 200 DMG  - 3rd Attack = 320 CRIT   [200 AD + 120 CRIT]

Champion with 200 Damage, 25% Critical Strike and +50% Critical Damage:  - 1st Attack = 200 DMG  - 2nd Attack = 200 DMG  - 3rd Attack = 425 CRIT   [200 AD + 150 CRIT + 75 C-DMG]

Champion with 200 Damage, 30% Critical Strike and ability, that can critically strike:  - 1st Attack = 200 DMG  - 2nd Attack = 320 DMG (Parrrley)  - 3rd Attack = 416 CRIT   [200 AD + 216 CRIT]

or  - 1st Attack = 200 DMG  - 2nd Attack = 200 DMG  - 3rd Attack = 536 CRIT (Parrrley)   [320 AD + 216 CRIT]

If you have any questions, don't hesitate to ask. I think that there could be a lot of new strategies coming out of this, with no more randomness and unexpected damage spikes that could ruin the battle for you!

18 Comments

Earl Eulrich11/3/2014, 11:34:10 AM3 votes

this won´t work, as AutoAttacks are designed to be relatively independant on target-changes + creating reliable brust on sth. primary ment as dps (auto-attacks) should probably be avoided...not to mention permanently counting autos to fall back/disengage every 3rd would really be annoying on a mikro-lvl.

disregardable11/3/2014, 10:52:52 AM1 votes

Critical strikes don't naturally happen that often though...

Leti the Yeti11/3/2014, 12:15:13 PM1 votes

Idk but luck is part of my play style lol

Zielmann11/3/2014, 12:18:27 PM1 votes

But crit chance is not completely random. It used to be, but they changed it to improve the reliability. I can't find the patch notes or posts that explained it when they made the change, but they set it up so that your chance to crit ramps up with each auto-attack, resetting after you do land a crit. The end result actually feels better for both those using crit and those playing against it.

If you're running crit, you shouldn't find yourself in an unlucky streak where you get far fewer crits than your crit chance would theoretically give you. On the flip side, it's nearly impossible now to get two lucky crits in a short time span early in laning (when your actual crit chance is very low). This actually was a problem a while back, because one or two lucky crits could win you the lane.

The end result of the normalization of crit is that you get fewer cold streaks but also fewer hot streaks. But over hundreds or thousands of autos throws out, you'll still average out to whatever your overall crit chance is.

Knight SoIaire 11/3/2014, 2:25:17 PM1 votes

too spiky and too bizare