Critical Damage versus Percentage Damage
I have seen a lot of threads lately about how critical damage is unfair/unreliable and should be changed. I am going to go over the pros and cons of changing Critical Damage into Percentage Damage(not to be confused with Percentage Armour Penetration). There will be a little bit of math, but I will keep it simple for the most part.
So, lets take a very basic look at what a critical is now: Say you have 100 damage and 25% critical rate, means that every 1 in 4 attacks should crit, but that does not mean they necessarily will. With in the attacks, all 4 could crit or none could, which would be the extremes. Ideally though, if 1 attack in the 4 crits, then you would deal 500 damage, due to one of the attacks damage being double and without factoring in armour and the like(100+100+100+200=500).
Percentage Damage instead spreads the ideal damage over those 4 attacks. So, if you have 100 damage, each of your attacks will do 125 damage, so you would deal 500 damage as well(125+125+125+125=500).
With Critical damage, if none of the attacks crit, you are only out 100 damage(100+100+100+100=400), but if all the attacks do crit, its a 300 damage gain over Percentage Damage(200+200+200+200=800).
Now say your critical chance is 50%. In those same 4 attacks, you should crit 2 times(100+200+100+200=600), and likewise this ideal damage is the same in Percentage(150+150+150+150=600). If none of those attacks crit though, which is quite possible, you are out 200 damage now(100+100+100+100=400) with only an upswing of 200 damage over Percentage(200+200+200+200=800). When you reach 100% crit rate, the damage evens out(200+200+200+200=800) versus Percentage(200+200+200+200=800). After 100%, critical damage no longer increases, as you can not crit any additional amount then the attacks you make, but percentage damage will continue to increase. So at 105%, you are dealing 20 more damage(205+205+205+205=820).
For the most part though, these are to different paths to the same result. So what does it come down to?
Well, Critical Damage is random, but gives ADCs potential burst damage, and given continued building, will eventually become consistent damage. Percentage Damage is very consistent, and eventually scales better than Critical, but very calculable, thus very unforgiving of those who are behind. However, there is one other way: Making Critical Damage constant. In other words, make it the ideal damage, which is something a few people have suggested.
What does this mean? If you critical chance is 25%, then your 4th attack will automatically crit, while the previous three will not. This allows ADCs still have burst, but still makes your damage predictable, thus easily telegraphing when you have your crit up. This also creates a higher skill threshold for new players as well as haven potentially devastating burst mid game, until it evens out late game.
Personally, I am a bit of an old school gamer, so crits do not bother me really, as they are just another part of the RPG experience. I have just been interested in the discussion though, and wanted to shed some light on the subject. So the long and short of it:
Critical Damage Pros: Potential Burst Keeps the game from being perfectly calculable A Standard of RPGs
Cons: Potentially unreliable Potentially over powered
Percentage Damage Pros: Consistent Damage
Cons: More difficult on those who are behind Easily calculable
Ideal Critical Damage Pros: Consistent Burst
Cons: Potential mid game issues Easily predictable
Note: If the current critical quints remain the same, and you had three, they would become more efficient at 120 damage than 3 flat damage quints.