An Idea About Critical Chance
So I've been seeing some stuff about Critical Chance and I wanted to give my two cents.
Instead of making it double your damage based on probability, why not have it be a multiplier for auto attack damage? Think of it like this: If you have 10% "Critical Strike", instead of an auto attack doing double damage 10% of the time, all of your auto attacks do bonus damage equal to 10% of your champion's AD. What's interesting is, mathematically speaking, your DPS does not even have to change at all. Let's say you have 50% Critical Strike Chance and 200 AD (AS is not important in this example):
If we're doing probability based Crit Chance, the numbers would be: (1/2)x200+(1/2)x400=300 If we're doing my suggestion to use Critical Strike as a multiplier: 200+1/2x200=300
In both situations, your auto attacks will do an average 300 damage per auto attack, but by having probability based "Critical Strike Chance" become a damage multiplier "Critical Strike", it removes the RNG element of the game.
While this does solve the RNG problem created by Critical Strike Chance however, we have a couple of problems created by Critical Strike Damage: Shaco's Deceive Yasuo's Intent Infinity Edge Critical Damage Multiplier Runes
See, these champion abilities, this item, and this set of Runes already works on the principal of using percentage bonuses, and make no sense working with this new form of Critical Strike since their functions rely so entirely on how the Critical Strike Chance we have now works. This champions, abilities, and items need to be reworked as:
Shaco's next auto attack within 6 seconds of activation ignores any bonus Critical Damage he has. Instead, it deals a set bonus modified Critical Damage (affected by Critical Bonus): BASE CRITICAL DAMAGE: 140 / 160 / 180 / 200 / 220% CRITICAL DAMAGE WITH BACKSTAB BONUS: 168 / 192 / 216 / 240 / 264% -Numbers completely unchanged btw. So long as the next auto attack is to ignore bonus Critical Damage (which I define to be what you get from items/runes), the numbers that Shaco already provides ironically makes this ability almost identical to what I am suggesting, although taken through a completely different approach. I will explain Critical Bonus with the Infinity Edge.
If Yasuo has at least 12.5% Critical Damage, his Critical Damage is doubled. However, his Critical Damage his total auto attack damage and Critical Damage are multiplicatively reduced by 10%.
- Because of how Yasuo's passive will work, Yasuo's numbers means he will end up doing less damage using my version of Critical Damage when he has less than 12.5% Critical Damage (from items and runes, aka before it is doubled). In order to circumvent this, his passive will only kick in after he's surpassed 12.5% .
Infinity Edge: Unique Passive: For every 1% of Critical Damage you have, you gain 0.5% Critical Bonus (Critical Bonus grants Critical Damage to your auto attacks equal to the percentage of Critical Bonus you have. However, it is not restricted by a hard cap.
- Let's assume you have 120 AD and you buy an Infinity Edge. You now have 200 AD, 25% Critical Chance, and your Critical Strikes do x2.5 damage. This means you do 0.75x200+0.25x200x2.5=275 An average of 275 damage per auto attack. Now let's assume you do the same with this new Infinity Edge. You have 200 AD, 25% Critical Strike, and 12.5 Critical Bonus. 200x(1+0.25+12.5)=275 275 damage per auto attack, in other words, the math checks out. Similar to how the new Critical Strikes grant your auto attacks extra damage proportional to the percentage of Critical Strike %, Critical Bonus basically functions the exact same way. Basically put, if you have 25% Critical Damage, your auto attacks will do 25% extra damage. Similarly, if you have 25% Critical Bonus, your auto attacks will do 25% extra damage. Finally, if you have 25% Critical Damage and 25% Critical Bonus, your auto attacks will do 50% extra damage. This exact same principle can be used to modify the existing runes.
Other champion effects need to be modified slightly. For example, if Tryndamere has 50% Critical Damage, his E's Cooldown will be reduced by 0.5 seconds. Ultimately however, by treating Critical Strike Chance not as a probability based multiplier, instead treat it as Critical Damage, dealing consistent damage every auto attack proportional to how much Critical Strike you have, we can achieve a gamestate where Critical Damage is an active element in this game without any luck factor.