My proposed fix and rework of critical strikes.

Juicysteak117··2 votes·201 views

I know many hate the current crit because of its rng and inherent luck > skill. There are many reasons why rng is bad, and if Riot intends to remove it from spells such as Gangplank's ult and fears, then I think they should also take a look at crits which arguably are in need of change. I intend to provide a solution to this. This is copied from a comment, but I don't believe I say anything that needs context of the thread:

The simple rework for the vast majority of champs is to change crit chance to a damage modifier with an obvious cap of 100.

Let's say you have 10% crit, 100 AD, and attack 10 times. This equates to 1100, because 1 of those 10 will do 200.

If we change it to be a damage modifier, then each attack will do 110 damage, so when multiplied by 10 it equals 1100. Same damage, no rng. Simple fix.

Yasuo would need change, but it would most likely be just doubling the percent like normal, but capping the amplifier at 1.9 instead of 2.0 for everyone else. Something like that. Well actually no, that wouldn't work. I think that one would have to be a separate bunch of code that specifically reduces the amplification damage by 10% instead of the overall. I think THAT would work.

Oh, and I think it would be a given that the amplifier would NOT affect ad, but be calculated every auto attack.


That's the comment. I realise now there is more that needs to be talked about, such as critical damage from runes/IE. I'm trying to think of something here. I don't have the time to test this fully, but I THINK crit damage could work as a second modifier, where the crit damage is a percent of AD added.

So let's say 10% crit, 10 autos, 100AD, and the extra 50% crit damage from IE. Using the current crit, this gives us 1150. 9 of those 10 are at 100AD, so 900 plus 250 from the crit auto.

Using the one I'm proposing, with the same situation. 110 each auto, which would give 1100. Then we add the crit damage modifier, so 50% of 100. Add that on, then bam 1150.


I don't have the time to test other numbers or write the full equation/formula, but I hope you get my general idea. Suggestions appreciated.

Oh yea, Ashe's passive. That needs to be reworked anyways, but that's a different thread. Relating to crit, move it away from crit so when she hits 100 stacks her next auto does 2x damage.

TL;DR: Math.

3 Comments

67chrome2 votes

The simple rework for the vast majority of champs is to change crit chance to a damage modifier with an obvious cap of 100.

Simple mathematically, sure. Very sensible.

But from Chainmail to Dungeons and Dragons, Diablo to Warcraft III, critical strikes have largely worked the same way.

Which makes altering how critical strikes operate kinda like making raisin cookies instead of chocolate chip cookies, but calling them chocolate chip cookies anyways.

Changing how crit operates seems to require re-naming critical strikes to something universally understood and acceptable.

Juicysteak1171 votes

Good point you bring. The difference between League and the games you mentioned, is that League is a competitive game. Even if it's worked the same for so long, you gotta do what's healthy for the game. I agree though that we should rename it, if this were to follow through.

Raptamei1 votes

{quoted}

Simple mathematically, sure. Very sensible.

But from Chainmail to Dungeons and Dragons, Diablo to Warcraft III, critical strikes have largely worked the same way.

In D&D you roll a new character when you die, and in Diablo you have no items until you get back to your corpse. Just saying.

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