Elixir of Agility for Aram/Dominion game modes (a balanced version)
These game modes couldmake for a good setting to try it in. See how it goes.
Elixir of Agility:
400gold 8% crit chance 10 Attack Damage Passive: Multiplies your total crit chance by 1.5 and reducing its crit damage down to 133.333 (from 200%). Also gives bloodlust passive.
Exclusion: in order for this to function the 1.5 multiplier and crit DMG reduction passive would be disabled for Yasuo and tryndamere.
Let me first start by addressing the trynd & yasuo exclusion.
Much like Lucian's q and Vayne's w currently do not work with Runnan's Hurricane. In the same fashion trynd/yasuo will not be able to use this elixir's 1.5 multiplier for obvious reasons.
So in the case of trynd/yasuo , the 1.5 multiplier passive would be be greyed out for them like mana items are to energy champions.
Imagine if they wanted to introduce an item like runan’s hurricane today, people would just say well “That would be insanely powerful on some champions”. But it works fine thanks to the condition placed on lucian and vayne. So long as said condition isn’t complicated and stands out as being for obvious reasons I see no issue with adding said condition. Which I think the agility elixir would fit in that category when it comes to yasuo and trynd. No need to bother explaining why the multiplier needn't apply to them. With so many champions I think its natural to have a few minor conditions here and there. If you want to implement some unique features etc. As opposed to being confined to one recipe for all champions to abide by.
Here’s how the multiplier would work: At any point in the game you can drink a free lesser elixir of agility. This elixir will multiply your crit chance by 1.5. However reduces your crit’s damage by 66percent, giving your crits 133.3333% dmg as opposed to 200%. Your overall damage stays the same. The formula still gives you the same amount of damage amplification.
crit formula for reference:
Damage multiplier = 1 + (Critical chance × (1 + Bonus critical damage))
Lets say I get 25% crit from triforce and ghostblade, and lets add say 1% from 1 crit mark, thats 26% + the 400gold elixir (gives 8%) . so 26+8= 34 times * 1.5 = 50% crit chance. Now that's a number i can rely on.
This effectively reduces your crit damage but increases the frequency at which you can crit. Your overall damage does not change over the long run.
So why is this good?
Auto attack reliant Fighters don't have optimal ways of fitting auto attack amplification without compromising the role as semi front liner.
There’s an optimal crit chance in this game. based on the duration of skirmises and windows during which you can auto attack champions during team fights. If you calculate on average you auto about 15 times in a battle. With just 20% crit, only three auto attacks will crit and theres no way of knowing when you’ll need the crit either. Seeing so many get away with so little health because you couldn’t crit them. Squishy champ have kits that make them slippery and won’t let you hit them for long. 100% crit is nice but if you can auto them twice anyways you’ll get your moneys worth with 50% crit on average. if however you can’t auto them more than twice then just having say 20% crit chance doesn’t pay off even if your crits were to do more dmg.
This would mainly help bruisers/fighters in fact. Without even making them "stronger" all it'll do is help flatten out their damage is all. In fact it will reduce the amount of unexpected crits or consequtive crits that are not indicative of their real dmg potential. essentially making things more balanced.
It also has a sort of built in bruiser aspect to it. since they won't be able to get the bonus ad from the elixir of wrath. so their crits will naturally reach lower values. currently irelia can equip triforce and ghostblade and get 25% crit chance plus 25 ad from elixir of wrath plus her ad marks . this gives her considerably more burst potential.
Whereas the elixir of agility would give her damage values that are more bearable/predictable/manageable for the enemy team.
whats nice is you have the choice of getting either more frequency or more burst. All the while staying balanced
The way I see it, the new elixir could serve as a good stepping stone/way to transition if riot games ever plans on adopting a new crit mechanism, as is currently being explored with ashe with flat crit. And champions like kallista not needing crit at all.
Could play around with the stats. Could perhaps give 10% crit chance with 10% attack speed with 1.33 crit multiplier reducing the crit damage to 150%.