An Idea About Critical Chance

TehNACHO··8 votes·1,118 views

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.

28 Comments

Sneak Dog3 votes

Seems like a boring but efficient solution. Boring because having this burst of damage every now and then is more exciting than just getting X% more damage.

I've been suggesting around threads to replace it with a stat that backloads adc damage. This because currently adcs brute force tanks down with raw flat dps. The only thing they buy to specifically counter tanks is last whisper (and sometimes bork). The other items help them burst squishies as much as damage tanks. So while an adc is supposed to counter a tank and kill him in X seconds, the only thing capable of withstanding an adc is a tank. If the tank is five times as tanky as a squishy (reasonable with multiplicative scalings), the squishy will die in X/5 seconds.

Replace critical chance with, lets call it critical strike. This stat would work as following:

You have 30% critical strike. Your first attack against a champion will deal 100% damage and give you a stacking buff increasing your autoattack damage by 30% Your second attack will deal 130%. Third 160%. Fourth 190%. and so on.

This means an adc can still kill a tank in X seconds, but a squishy will die in X/3 seconds instead of X/5 seconds because the damage of the adc ramps up. Now a tank will counter everyone BUT the adc and the adc will specifically counter a tank and not just anyone that can't stop them from autoattacking.

Edit: Made a separate thread for my suggestion: http://boards.na.leagueoflegends.com/en/c/champions-gameplay/JbmFbaNw-backloading-adc-damage

Earl Eulrich2 votes

hmm quite an interessting solution, i like it. It´s really ridiculous that ADCs burst harder than AD-Assassins lategame.

TehNACHO1 votes

But what about the ADCs who very specifically function like Assassins? (See Twitch)

Sneak Dog1 votes

Build items like Bork/BT/Youmuu's for earlygame assassination then scale out of your assassination role into an adc role. Isn't that what they currently do as well?

TehNACHO1 votes

Even by the late game, Twitch still relies quite a bit on his pseudo-assassin play style. In other words, Crits are still a relevant topic to this sort of discussion even if we can get over this early game hump.

Plus he's an auto attack champion. Infinity Edge, a Crit stat giving item, is often extremely relevant to bolstering his DPS enough to threatening levels, at least for the 1v1 situations that an Assassin Twitch would be sticking his head into. While I do suppose he can take his route, it won't necessarily be an optimal route to take.

Sneak Dog1 votes

Ah, my apologies, I'd meant suggest building one, maybe two of those items before going into classic adc items. Your 1v1 damage should still be allright (equal as live until you build your infinity edge, nobody buys Youmuu's for the crit, it's just a nice addition) but you won't be able to duel mages/assassins without outplaying them (just like on live?) and you won't melt tanks as fast as a traditional adc build. I see these downsides as trade-offs for building an assassin adc though.

TehNACHO1 votes

I guess, but it still hurts this route on Twitch's Assassin-like qualities, so it's a little sad to see.

Thunder Dreamss2 votes

I agree that changing Critical Chance is a good way to remove an annoying rng and address adc problems as well. The version I like best goes like this:

Critical Chance from all sources is dropped by ~33% while the mechanics of Crit Chance are changed such that your aa's deal bonus true damage equal to CC% of your total AD. This way adc's who build Crit Chance are much better at taking down tanks (true damage ignores armor) without getting disproportionally more damage to squishies.

Math example: ADC has 300 AD and 50%/33% Crit Chance. Crit % is now/new system.

Squishy has 2000 HP and 50 Armor.

  • Right now it would take 5-10 aa's to kill the squishy.
  • With the change it would take a reliable 7 aa's to kill a squishy.

Tank has 4000 HP and 200 Armor.

  • Right now it would take 20-40 aa's to kill the tank.
  • With the change it would take an even 20 aa's to kill the tank.

In general it would mean adc's need to decide who they want to cut down. If they want to remove squishes they want to build raw AD for maximum damage but to cut down tanks Crit would be more valuable.

Sneak Dog1 votes

True damage works as well but changes the balance between health-tanks and resistance-tanks a bit more. It's also a stat that does not scale with arpen, making the whole lategame quadruple-multiplier scaling weird (right now it's ad/as/crit/arpen all multiplying eachother). Might be a good thing though, putting the power spike of an adc a bit earlier in the game.

TehNACHO1 votes

Might be a good thing though, putting the power spike of an adc a bit earlier in the game.

Then again, that sort of flies in the face of the point behind ADCs in the first place. Late game champions with titanic budgets whose items will carry them in the late game and all.

Thunder Dreamss1 votes

Well it would kinda give two paths, either focus on Armor Pen or on Crit. Crit cuts through armor completely but don't help you kill squishies as much, Armor Pen shreds squishies and tanks alike just like adc's do now. If you want to be best against tanks you need to give up some damage vs squishies and visa versa.

YouLostMe1 votes

This is a really cool idea. It would also make low-crit items (Brawler's Gloves, Avarice Blade) useful and prevent them from feeling swingy.

If you haven't made a post about this already, can you do so?

TecToNiiC2 votes

This game uses PRNG not RNG for crits.

Lets say im an adc who has IE and Zeal at the moment. I have 35% crit chance. For the sake of simple math im gonna pretend its 1/3.

I go up and attack an enemy and get a crit. My next two autos after have something like a 99% chance not to crit.

Similarly I attack an enemy twice and dont crit either time, my 3rd auto now has a 99% chance to crit.

Still not a perfect system but it isnt really as bad as a lot of people think.

Most ADCs will have IE and PD as their crit items. IIRC: 55% crit chance is close enough to 50 for most fights that it should not make a dps difference. I dont feel like calc'ing if it is a significant difference...

TehNACHO1 votes

It would greatly help to explain fully.

TehNACHO1 votes

Okay so it looks like you explained it.

Earl Eulrich2 votes

Though he explained it wrong...PRNG usually starts with lower numbers than you´d expect and goes up as you don´t crit. If you then crit it resets...making streaks a little more unlikely to happen, expecially on low-numbers. But not removing the chance compeltely.

TehNACHO1 votes

I see.

In other words, just like my other comment, even though it does help to alleviate the issue, it still runs into the same problems generated by Critical Chance's RNG nature anyway.

TecToNiiC1 votes

Crit still has problems, especially in the early game. Late game with an adc around 50% crit it isnt that big of a deal. I was way oversimplifying the math just to show that prng tries to bring your crits inline with the actual crit chance but like you said doesnt help in the early game where that 1% crit can make the difference if you win or lose the lane early

Earl Eulrich1 votes

Which doesn´t change the fact that it´s entirely luck-based as long as you don´t run 100%critchance. And no PC will ever run True-Rng, that´s just impossible.

TehNACHO1 votes

Well, this, regardless.

Smooth transitions in power vs spikes that "look" random. It doesn't matter whether it's PRNG or RNG, what you (TecToNiiC) describe still has a lot of the problems behind actual RNG anyway.

Brindale1 votes

Stattik Rush is back!

TehNACHO1 votes

:D

Wait is that a good thing?

Knight SoIaire 1 votes

atack speed items giving you ad instead of crit ? yea its good, totaly good (sarcasm intennsifies because statik will give you more damage than bloodthirster)

TehNACHO1 votes

AD?

My suggestion would only affect auto attacks, like our current iteration of Critical Strike Chance. Not sure where you are trying to get to with your statement.

SerBlaise1 votes

Auto Attacks work off of AD. so yes, they wouldn't apply to physical damage abilities but it still be technically giving AD to your Basic attacks. Still, I like this idea.

Earl Eulrich1 votes

http://boards.na.leagueoflegends.com/en/c/live-gameplay/hbEj1jWi-can-we-finally-phase-crits-rngesus-out-of-the-game for a very detailed discussion of crit and it´s place in the game. And yea, having it an %AA-dmg-amplifier would be the easiest solution to the problem in my opinion.

TehNACHO1 votes

Best in my opinion. Easiest to calculate numbers so that DPS is otherwise completely unchanged, and it's a lot easier to value and balance Critical Chance since it is consistent across the board, vs our current clusterf- of a system or trying to stack all that extra "critical damage" into a single bonus after a set delay.

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