Help Reduce RNG - Critical Hit Streak Breaker

BradenLord·1/17/2015, 5:18:50 AM·1 votes·1,637 views

Dear Riot,

As a summoner that plays a lot of ADC (and Yasuo on occasion) I have a lot of exposure to critical hits. I know the frustration of missing key critical attacks and your opponent getting more than their fair share (of course this happens the other way too). In a skill based game such as LoL extreme outcomes based on your critical hit percentage might play a pivotal role in an important duel or team fight. In regard to the history of decisions Riot has made towards randomness (removing dodge, normalizing Gangplank 's ult, ect...) I feel that a simple measure to reduce the impacts of these extreme scenarios is in line with that trend. To that end I propose the idea of a streak breaker for critical hits.

The goal of a streak breaker is to help insure a minimum and maximum number of critical hits over a set of critical potential attacks (let's call these CPA's). This is accomplished by keeping track of the previous CPAs and forcing a critical hit on the next CPA if there is an unusually low number of critical hits or preventing a critical hit on the next CPA if there has been an unusually high amount of critical hits. Let's illustrate the usefulness of this with an example:

Ashe has 20% critical chance and fights Tryndamere whose current rage has him at about 80%. Each of them attack each other five times. Based on the percentages you would expect Ashe to score one critical hit on average and Tryndamere to score four critical hits on average. Of course we know this is not always the case. What really happens is they both score three critical hits. Looks like Tryndamere is pretty unlucky. Here's where the streak breaker comes in. To help normalize Ashe 's effective critical rate (3/5; 60%) to her actual critical chance of 20% Ashe 's next CPA will be guaranteed to not land a critical hit. Likewise Tryndamere 's rate (3/5; 60%) will also be normalized to his actual critical chance of 80% by guaranteeing his next CPA will critically strike. Here we see that a streak breaker would help to ensure a more consistent total damage output.

You smart people might notice an issue with the above scenario. Ashe 's passive allows her to save up for a 100% critical strike and Tryndamere 's rage can subside lowering his critical hit chance. If, after the five CPAs, both stop attacking each other for a while it would seem strange that Ashe would miss her ensured strike and Tryndamere would be guaranteed to critical with a relatively lower percentage. This could be solved in a couple different ways. The streak breaker algorithm could reset after a certain amount of time after combat or the algorithm could use the critical chance of the next attack to determine the streak as apposed to just looking at the data for the last attacks (It should be noted that the method used depends heavily on how/if data is stored about attacks. I am assuming some data is stored to this effect as the post-death screen keeps track of damage sources and amounts). Either way each new engagement should be treated as a new entity for consideration to avoid accidental or purposeful abuse of the system.

Another consideration that must be made in implementing this system is how much control should be given the to streak breaker. A character with 50% critical chance actually critical hitting every other hit would defeat the point of the percentage chance and could be exploited, but intervention too infrequently would make any correction of the streak breaker seemingly useless. I have come up with a simple calculation that could be used, but this would be something that should be tested extensively to ensure balance.

(Number of Critical Hits)/(Number of CPAs) x 100 = True Critical Percentage If |(True Critical Percentage) - (Statistical Critical Percentage)|/(Statistical Critical Percentage) > (RNG Threshold Coefficient) then force an action. When True Critical Percentage is greater than the Statistical Critical Percentage that action should be a forced miss. When True Critical Percentage is less than the Statistical Critical Percentage that action should be a forced hit.

In words this means the that if the observed critical percentage is outside of the acceptable threshold for randomness then the streak breaker should take action.

While it might seem like a small addition the critical hit mechanic a streak breaker effectively helps to standardize and control some of the randomness inherent with percentages. In other words it might just save you from getting critical hit three times in a row by that scumbag Zed running the 1% crit rune.

Feel to comment what you think and vote in the poll if you think this is a good idea.

Yours Truly, BradenLord

2 Comments

Talamare1/17/2015, 5:54:25 AM2 votes

Already implemented, but it works more subtly otherwise people would "warm" their low crit chances

Leti the Yeti1/17/2015, 5:21:00 AM1 votes

I always believed luck was part of the game so I really have no issue with crits http://puu.sh/eCCej/1240264362.jpg u know.. get lucky ;l i didnt get out of this shit through pure skill, trust me