"Why does crit exist?"

Quantum Weeb·1/13/2016, 4:47:19 AM·6 votes·1,104 views

Introduction

I’ve heard this question asked multiple times on this board in one way or another, so I thought I’d make a post addressing the issue. Let’s break it down into two parts:

  1. Why do we need a stat like crit?
  2. Why is crit usually random?

As a preface, the point of this post isn’t to argue that crit is good or bad, the point of this post is to inform players of why game designers generally like crit and incorporate into just about any modern PvP. Whether the benefits of crit outweigh the costs is a discussion for the comments.

1. Crit is used as a way of giving ADCs a sharper power curve

One of the main qualities we associate with ADCs in League is the idea of late-game scaling. In fact, you’ll find that in pretty much any game with crit, it’s usually the late-game damage dealers making the most use out of it. Why is that? Well this is going to involve some simple math and reas-HEY WAIT COME BACK I PROMISE IT’S NOT THAT BAD!

The gist of it is that stats become more efficient when you have less of them compared to other stats. For example, the more attack speed you have, the more each point of attack damage is worth. this means that in most cases, you want a relatively even mix of stats to maximize damage. As a side note, this is why most damage builds incorporate a mix of damage stats and tank builds incorporate a mix of both health and resistances. This principle is what makes crit so important.

By giving ADCs another stat to build, you find that crit becomes extremely efficient to build once you have enough AD and attack speed. In other words, crit causes ADCs to scale better with items. This allows ADCs to have their distinctive power curve, being weaker in the early game but scaling into machine gun/bow/spear monsters. Without crit, ADCs would essentially lose their identity, possibly turning into ranged fighters of ranged bruisers. This is because at one point, buying attack speed, attack damage and armor pen may be less efficient than just buying health to live longer, allowing you to output more damage.

2. Crit is random in order to force players to adapt

This is where crit gets a bit controversial for some people. Crit is inherently random, but it really doesn’t have to be. Think of Ashe’s passive just a few months ago, where targets slowed by her took bonus damage from her autoattacks. Ashe received a flat damage increase based on her crit chance, absolutely no randomness whatsoever. If crit doesn’t need to be random, why is random crit so common in the game industry?

The main idea behind making crit random is to keep players from being able to rely on a 100% reliable source of damage. If a losing ADC gets caught by a fed ADC, but manages to get a crit, it forces both players to adapt. By making players actually play around what’s happening, rather than watching someone get right-clicked to death, it opens opportunities to outplay your opponents. Additionally, it prevents ADCs from being to snowball their lane opponents to death off of one kill, since the ADc that’s behind could always force a fight after a lucky crit.

One concern that people raise is that no other damage stat forces randomness, so why should crit be the exception? The reason is because other classes often have less reliable damage than ADCs. As a mage, you probably have multiple conditions on getting the most out of your abilities, usually in the form of skillshots. Most ADCs get most of their damage just by autoattacking, damage that is pretty much guaranteed. Crit adds uncertainy to an ADCs damage in the same way that skillshots add uncertainty to a Mage’s damage.

This also means that a tank’s main focus, their health, is also unreliable. Other champions receive uncertainty through crit (AD assassins), conditions on their abilities (AP assassins and supports) or both (AD casters). In this way, every class is forced to deal with some level of uncertainty, which means everyone in the game has to adapt depending on how things play out in the spur of the moment.


Tldr/Conclusion

Crit is used for two main reasons. First, it defines ADCs as a class that’s weaker in the early game but scales well into the late-game. Second, the random nature of crit means ADCs aren’t the only class that gets access to 100% reliable damage all the time.

7 Comments

50000000000000001/13/2016, 5:10:05 AM2 votes

Also, crits are difficult to be abused by assassins because of this uncertaintly. Crit Zed build, for example, requires a lot of crit chance to be able to R-crit kill reliably, whereas regular AD/arpen build would do more reliable damage.

ADCs constantly attack, so Law of Large Numbers apply. ADCs are the only class that can use crit as a reliable damage source.

LatetotheRace1/13/2016, 5:11:35 AM2 votes

Nah see, "critical chance" implies there's but a chance to land it. Say I get 100% critical chance, and due to the new wave of bs items I am more than capable of doing this. Is it really still considered "chance?" There should probably just be a cap of 50% max to help balance out max crit champs.

MunchCrunchLunch1/13/2016, 6:25:53 AM2 votes

i feel like crit needs a max. just like cooldown. it needs to have in my opinion. 50% max chance on crit. above that is too much. 100% is not a chance anymore and is stupid. your basically favoring champions that benefit from auto attacks than champions that just want AD. basically to the point where an AD caster does less damage on his cooldown prone abilites than a single adc auto that they spot twice every second

DrCyanide1/13/2016, 7:09:54 AM2 votes

Well thought out, but I have a problem with this section:

If a losing ADC gets caught by a fed ADC, but manages to get a crit, it forces both players to adapt. By making players actually play around what's happening, rather than watching someone get right-clicked to death, it opens opportunities to outplay your opponents.

Does it really force the players to adapt? The more fed ADC likely has at least equal, if not more crit. If they caught the underfed ADC out of position, it's still in their best interest to push the attack, since they'll statistically do more damage.

For it to be a situation where the players adapt, the stronger ADC must willingly break off the attack. The stronger ADC being killed doesn't count, since they're not adapting to it, they're just dead. Neither does the weaker ADC being engaged on count, since that was the plan in the beginning.

Contrast this to taking a skillshot to the face. It's a burst of damage, and it hurts, and you might take more damage for being hit with the first if it was some sort of CC. But after that you've got several seconds to decide what to do. You can back off, reposition behind minions, fire skillshots back while theirs are on cooldown, etc. These are adaption options. With crit it feels like you're locked in once you start, you have to keep auto attacking because it's the only way to balance out the damage again.

Rather than making marksmen rely on a stat that they purchase to help them come back into the game, wouldn't it be better if they relied on the same mechanics that every other class in the game relies on in these situations: their abilities? Abilities are intended to prevent the game from being a stats check in the first place, with their own strengths and counterplay which aren't quite 1-to-1. Their damage can be primarily auto attack dependent, but shouldn't the utility they get from their abilities count for something when behind, rather than building an entire stat, with associated item tree, to try and solve the same problem?

BLU Medic1/13/2016, 1:31:11 PM2 votes

[{quoted}](name=Quinntuple Kill,realm=NA,application-id=3ErqAdtq,discussion-id=VYPkeaMk,comment-id=,timestamp=2016-01-13T04:47:19.749+0000)

The main idea behind making crit random is to keep players from being able to rely on a 100% reliable source of damage. If a losing ADC gets caught by a fed ADC, but manages to get a crit, it forces both players to adapt. By making players actually play around what’s happening, rather than watching someone get right-clicked to death, it opens opportunities to outplay your opponents. Additionally, it prevents ADCs from being to snowball their lane opponents to death off of one kill, since the ADc that’s behind could always force a fight after a lucky crit.

That's stupid. If a losing ADC is fighting a winning one, the losing one should HAVE to outplay the fed ADC in order to win. It makes no sense what so ever that in a competitive environment that people should rely on random chance to win.

It's a horrible feeling for any player to suddenly take lots of damage, die or even lose, simply because the enemy did double damage for no reason apart from pure luck.

Earl Eulrich1/13/2016, 1:50:53 PM1 votes
  1. the powercurve is a lot healthier with just flat-dmg, as you don´t get random spikes that way.
  2. you cannot adapt to getting crited, it´s nothing you can play around - if you all in someone and he just hapopens to crit you 3times in a row the only think you´re doing to adapt to that is dying and then being on the defensive for the rest of what is now a horrible game.
  3. "most PvP games"...that´s really just delusional, no competitive PvP game strifes to use RNG, e.g. TF2 disables it for competitive matches

TLdr/Conclusion

The only reason Crit got into the game is that it had been there in Dota way back when League came to live and it had been the main point of inspiration. The only reason it still is in the game is that Riot is massivly afraid of uninformed backlash from the masses that don´t want to think about it to deeply.

Predacon1/13/2016, 2:39:11 PM1 votes

and then Yasuo has 100% crit.