Idea of Critical Strike Chance rework

ReltihNilats·10/27/2015, 4:21:43 PM·2 votes·576 views

Contents

  1. Introduction 2.Possible scenario 3.Question 4.Proposition 5.Conclusion ( tl;dr )

1.Introduction So i saw a lot of threads/posts about Critical Strike Chance being an unhealthy mechanic, and that it should be changed so it’s not random. While i agree that such randomness is unhealthy i do not think it should be completelly removed. Right now having 10% crit chance mean that out of 100 AA’s about 10 will be critical. But since it’s random you can crit even 3 times in a row(and there is nothing that hard-prevents you from doing it) with only 10% crit chance. Only if you do so, most likely you won’t have a crit over next 27 AA’s. Meanwhile, champion with 90% crit chance can have 3 non-crit AA’s in a row. Which means that probably your next 27 AA’s will be actually critical (but there is still nothing to Garen -tee it).

2.Possible scenario This leads to the next situation: Two marksmen. Lets take Tristana and Sivir. They won’t use any abilities and summoner spells, so we can take out any out-play variable. Lest say, Tristana is ahead, and invests in AD, AS and crit while Sivir tries to keep up, and invests in same stats, but leaves critchance behind. So first has 200 AD, 1.5 AS, 80% crit, second has 200 AD, 1.5 AS, 20% crit (both have no lifesteal). At the moment each has 1100 HP (not 1200 to offset hp/5, but to still keep numbers round :) ). And so they start a fight. Normally (without any crit) it would take one of them 6 AA’s to kill the other, 3 critical AA’s, 2 crits and 2 normal AA’s, or 1 crit and 4 normal AA’s. And obviously Tristana has more chance to win the fight, since she has more critchance. But we have the variable of „RNGesus”, as people tend to call it. And suddenly Tristana doesn’t shoot crit AA’s at all, while Sivir gets lucky and gets all 3 AA’s crit (it is very possible, and i experienced that on myself). So Sivir wins the fight, while being quite a bit behind.

3.Question We have a question: is this fair? And we have two opinions. First – yes, since it gives a chance to comeback. Second one is no, because a champion that was obviously behind just got lucky, no outplay, just luck. I saw many suggestions of crit replacement. Precision, dexterity, other stuff. Most of them propose to remove randomness completelly, while creating a stat that will simply increase AA dmg by percentage. I personally think that simple dmg increase will make some champs( Riven ) extremelly OP, while nerfing to the ground the other champs and even rendering some items useless ( item 3031 ).

4.Proposition My idea lies not in removing randomness, but in adding far more reliability to it. In real RNG is not actually completelly random. Every non-crit AA increases chance of next AA to crit. That is how pseudo-random works. But i propose to make this hidden mechanic actually legit. First of all we need new champion statistic. I think „Dexterity” (most RPGs use this) is most suitable name for it. It will replace any critical strike chance granted by items and runes, while keeping same numerical amount (and cap of 100). For example: item 3046 > Phantom Dancer > +50% attack speed > +5% movement speed > +35 Dexterity > Passive UNIQUE: Your champion ignores unit collision.

And then every item that gives critchance receives SAME Unique passive:

   > **  Passive UNIQUE – Critical Strike:** Your basic attacks have a chance to deal double damage. This chance is equal to your _Dexterity_. Every non-critical basic attack increases Critical Strike Chance by _Dexterity_. Every critical basic attack reduces Critical Strike Chance by (100-_Dexterity_). After 6 seconds of not attacking Critical Strike Chance resets to the amount of your _Dexterity_.

This can be either passive on every crit item or just a global passive for every champ/map that just doesn't display if your Dexterity is at zero. Critical Strike Chance itself remains as it is right now. What this gives: If you have 40 Dexterity, your Critical Strike Chance is 40%, just like now. 40% Critical Strike Chance means average 2 crit out of 5 attacks. If you attack once and this AA isn’t critical, your Critical Strike Chance is increased to 80%. If you attack again and its still not crit – your Critical Strike Chance is increased to 100%, as it is a chance and chance by definition cannot surpass 100%. This means that you can be sure about your next attack that it WILL crit. You attack and it crits - Critical Strike Chance is reduced by (100-40) and is now 40%. If your next attack crits, Critical Strike Chance is reduced again and now it is 0%. This in turn means that you have no hope that you next AA will crit. You attack and it obviously doesn’t crit. Critical Strike Chance increases by Dexterity(40) and is now 40%. I hope you got the idea of this cycle.

5.Conclusion tl;dr Basicly this allows you to be sure that you won’t have 5 regular AA’s in a row while having 90% critchance, and that you won’t be hit by 5 crits in a row by person with 20% critchance as this system simply won’t allow more than 2 crits in a row if you have less than 50 Dexterity as well as more than 2 non-crits with more than 50 Dexterity.

I hope i wrote this all in understandable form (english isn’t my native language).

5 Comments

Chuck Charles10/27/2015, 4:27:01 PM2 votes

I like your enthusiasm and your idea isn't as bad as some I have seen or the same rehashed bullshit of making it an ashe passive like I have seen...but the issue with what you are doing is this:

a player can essentially get low crit chance. hell even 8% early game or 1% with runes and then just keep autoing till their "dexterity" got really high and was a nearly guaranteed crit or a high chance crit and then start an all in with enemy adc in lane.

not only that if you have 50% crit, DONT crit, then you know your next attack or even the one after that is borderline certain so while the idea isn't as bad, crit is fine as is.

There really is no issue with crit other than how it feels in game. it just FEELS unfair because when you get lucky you feel lucky and when you get screwed you feel like the RNG gods are against you. But in all reality in my experience, it really has balanced out. in games sometimes I get 3 crits in a row with only 30% crit chance, while other time with that same amount of crit, I get zero crits in 8 attacks ruining my all in against an ADC I am way ahead. It doesn't feel balanced which is the issue, but it actually is. Just feels super duper shitty.

Earl Eulrich10/27/2015, 4:32:26 PM1 votes

as always...here´s the in-depth discussion with back and forth on all of the ideas to replace crit that so far have appeared - available for Riot to study since more than a year now sigh

-> http://boards.na.leagueoflegends.com/en/c/live-gameplay/hbEj1jWi-can-we-finally-phase-crits-rngesus-out-of-the-game

yogozin10/27/2015, 4:38:59 PM1 votes

OK, so nowadays it's barely build crit accidentally, build no crit, or build full crit.

I think I might have a different solution. Every ?th attack will be a crit, depending on crit chance, or as in this article, dexterity.

5% crit will crit every 20 attacks, 10% every ten, 25% every four, 50%+ every other, and 100%, well, y'know.