Came up with some ideas for the Crit Chance system (Beware, math talk)

ƒoes··1 votes·349 views

#Introduction Thought of some cool ideas for the crit chance system, and I want to see what you guys think :)

#Base system Here's a common idea for a crit chance system: Basically, if you have, say, 50% crit chance, a generator chooses a number every time you AA. If the number is below 50, you crit. If it is above 50%, you don't. When you critically strike, you deal double your attack damage (and then +10% damage or -10% damage if you've built IE or are playing Yasuo). This can end up being incredibly rewarding for lower levels, so having high crit chance in the low levels is good.

Now, I have a couple of friends who take 1% crit runes. I came up with an idea to make that seem slightly more rewarding; here goes:


#Method 1: The system stays the same; if you have 50% chance, RNG chooses a number, etc.. Based upon your total critical strike chance, damage will be negated from your crits depending on how much you have (and some other factors I'll elaborate on).

  • If you have more than 50% critical strike chance, damage will be negated equal to % of crit chance x 1.5. (60% critical strike will negate 90 damage).
  • If you have less than or equal to 50% critical strike chance, damage will be added equal to % of crit chance x 2 (45% critical strike chance will add 90 damage, 50% crit chance will add 100 damage, etc.)

This way, lower chances are more rewarding than higher chances. This would also make it so 100% critical strike chance wouldn't be as overpowered as it currently is, doing massive amounts of damage every single auto attack. Lower critical strike chances (like my friends with 1% crit runes) would deal more damage and the rune would be more efficient in terms of IP. It does pay off now, but spending that extra bit of IP would make it even more rewarding, but not by a whole lot to where it's overpowered.


#Method 2: Again, the RNG system stays the same, but this method talks about damage negation all-together.

  • Damage is negated based upon how much critical strike chance you have, on a 1:1 ratio. If you have 100% critical strike chance, 100 damage is negated. If you have 1% critical strike chance, 1 damage is negated.

This method also makes lower crit chances more rewarding as less damage is negated from the total outcome. It isn't as drastic as Method 1, but it makes sure that lower chances are more rewarding, and higher chances aren't as problematic.


Of course, the system in place right now is perfectly fine, but I thought that this would be an interesting idea. What do you guys think?

5 Comments

PDE5 Inhib2 votes

Yeah, make a level 1 crit hit harder. Because I definitely want to be forced out of lane at level 1 due to some bullshit lucky crit.

SithesisLord1 votes

Tryndamere mains would love that one.

ƒoes1 votes

Looking back at it, I could see why that would be frustrating. Of course, there could be some kind of buffer put in place.

Sneakyy XD1 votes

{quoted}

So, right now, the crit chance system is actually really clever - I like it. Basically, if you have, say, 50% crit chance, a generator chooses a number every time you AA. If the number is below 50, you crit. If it is above 50%, you don't.

That's not even close to the current crit system.

Also, punishing a player for gaining more of a stat and rewarding players for not gaining more of a stat is bad.

ƒoes1 votes

Yes, I see your point. Again, this was just some idea I had. Whatever works :)

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