Changes to Critical Strike

Shuyin178·4/9/2017, 1:43:23 AM·1 votes·325 views

Instead of Critical Strike being a straight up damage booster, why not have it be an armor ignoring multiplier on critical strike hits only? Hear me out.

Every 10% crit chance becomes a x1 multiplier, so 10% (x1) 20% (x2) 30% (x3) etc being multipliers x your current level (or the opponent's level, whichever would be decided) So lets say you're level 10 with 40% crit chance, it would look like 10 x 4 = 40 armor ignoring with a maximum of 180 (level 18 x 10 [100% crit chance without IE]). However the value ignored can never reduce lower than 0 armor. For weird crit chance numbers (mainly seen on Tryndamere due to his passive giving crit chance) it could look like level 10 x 3.2 = 32 armor ignoring. If Tryndamere is level 1 with 35% crit (because he's the only one able to hit crit like that early game) the value would be level 1 x 3.5 = 3.5 armor ignoring (for better balancing crit chance multipliers could round down, so that 3.2 and 3.5 would only be a 3). Reminder, these would be on CRITICAL STRIKE HITS ONLY. This means it wouldn't even be free armor pen because you still need to hit crits to get the value.

Just an idea to make crit weaker early and more balanced mid-late.

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