What if Crits weren't RNG?

iiGazeii··2 votes·1,236 views

Crit builds will never have a satisfying laning phase because until you get three or more fully-built crit items, your damage output becomes highly dependent on RNG. You might randomly get the damage you need to win a trade or get a kill, and that doesn't feel good for anybody involved.

Imagine if instead, crits were reliable. Every third hit (without leaving combat) would be a crit, and base critical multiplier would be a stat inherent to individual champions. Crit items would boost that critical multiplier (like IE's unique passive), and finished items would create additional crit conditions (e.g., automatic crits on immobilized targets, crits every other auto if you are above 75% HP)

This would do a variety of good things. First, it would remove RNG from marksman damage. Their damage output would be predictable and reliable at every stage of the game. Second, it would make marksman damage less frontloaded. They would need to commit longer to trades in order to get that crit off, increasing interaction in lane and giving both players the opportunity to play around each other's crits. Finally, it would add an additional tuning knob for individual champions. Since each champion would have their own base critical multiplier, the devs would be able to change that to affect the champion's damage output.

Randomness has no place in League.

9 Comments

Pxerkza5 votes

Crits in league aren't RNG

you are expected to crit 1 out of 4 autos with 25% crit chance the odds of landing a crit after a 4th non crit attack become increased until you crit the same as if you crit twice with 25% the odds of continuing to crit for a few attacks are decreased

the first auto crit is RNG but in DPS perspective crit in League isn't RNG 25% crit currently straight means a 25% dps increase you can easily test this in the practice tool and find out

Teh Song1 votes

{quoted}

Crits in league aren't RNG

you are expected to crit 1 out of 4 autos with 25% crit chance the odds of landing a crit after a 4th non crit attack become increased until you crit the same as if you crit twice with 25% the odds of continuing to crit for a few attacks are decreased

the first auto crit is RNG but in DPS perspective crit in League isn't RNG 25% crit currently straight means a 25% dps increase you can easily test this in the practice tool and find out

sure, but when it starts increasing after the 4th fail how long does it take to reach 100%? Because I won't get my crit till it gets there. If I don't have 100% chance, fights will be over before I get my crits.

Pxerkza1 votes

i don't think we have the math but the crit system was reworked because of the 1% crit chance rune that randomly could win peoples lanes

General Critical strike chance will adjust dynamically based on the number of basic attack that didn't critically strike. At 30% critical strike chance you're sure to have 30 or more attacks critical strike per 100 attacks. If you didn't critical strike for a long time your next attacks will have a higher chance. When averaged over a large number of autoattacks and at base critical damage (100% bonus damage), critical strike chance is essentially a damage multiplier where each 1% of critical chance adds 1% bonus damage. source https://leagueoflegends.fandom.com/wiki/Critical_strike

rujitra2 votes

To be completely fair, it is RNG in that you have a 25% chance of critically striking with any individual attack when you have a 25% crit chance stat.

This means that if you take any 4 consecutive attacks, there is a 0.3% chance that all four will be critical strikes, and there is a 31.6% chance that none of them critically strike.

Unless you have a source for this, I have to chalk this up to a common statistical misconception. Odds do not work that way. If you flip a coin 500 times and get all heads for 500 flips, it is not “more likely” you get tails the next flip to “make up” for the fact that you didn’t get one. It’s still the 50% chance of tails, 50% chance of heads. Statistics does not keep track of past or future events, and it certainly does not influence the outcome of one event by considering the outcomes of other events that have already or will later happen.

Your critical strike chance is applied to each autoattack - and each autoattack has the chance to critically strike of exactly your crit chance stat at the time you issue the attack. If your crit chance is 50%, and you crit your first attack, your second attack is not suddenly more likely to not crit just because you crit the first one - your second attack still has a 50% chance of crit (assuming you don’t have runes/items that increase your chance with each attack/second in combat/etc).

Darkdemon6531 votes

{quoted}

To be completely fair, it is RNG in that you have a 25% chance of critically striking with any individual attack when you have a 25% crit chance stat.

This means that if you take any 4 consecutive attacks, there is a 0.3% chance that all four will be critical strikes, and there is a 31.6% chance that none of them critically strike.

Unless you have a source for this, I have to chalk this up to a common statistical misconception. Odds do not work that way. If you flip a coin 500 times and get all heads for 500 flips, it is not “more likely” you get tails the next flip to “make up” for the fact that you didn’t get one. It’s still the 50% chance of tails, 50% chance of heads. Statistics does not keep track of past or future events, and it certainly does not influence the outcome of one event by considering the outcomes of other events that have already or will later happen.

Your critical strike chance is applied to each autoattack - and each autoattack has the chance to critically strike of exactly your crit chance stat at the time you issue the attack. If your crit chance is 50%, and you crit your first attack, your second attack is not suddenly more likely to not crit just because you crit the first one - your second attack still has a 50% chance of crit (assuming you don’t have runes/items that increase your chance with each attack/second in combat/etc).

A long time ago (I want to say in season 2, but I'd have to look it up to be sure), Riot implemented a system for crits that make them slightly less random. Your actual crit chance is based on how many times you've crit vs. the amount of crit chance (the stat) you have. If you have has more crits than you "should" have, your chance to crit goes down and vice versa. We don't know the exact numbers.

rujitra1 votes

I'll look for a Riot source for this, thanks for letting me know.

Darkdemon6532 votes

{quoted}

I'll look for a Riot source for this, thanks for letting me know.

It was in patch 1.0.0.109.

Pxerkza1 votes

there is a system in place that prevents these lucky/unlucky streaks in 1000 auto attacks with 25% crit chance you would be nearly guaranteed that 250 of those auto attacks would be critical strikes this effectively means that 1% crit is = 1% damage increase

source https://leagueoflegends.fandom.com/wiki/Critical_strike

Cameramon1 votes

If crits werent RNG, the game would improve massively. Its the worst possible implementation for what crit is supposed to do, that is give ADCs a stat to hyperscale with that assassins and bruisers dont want to use. Strictly speaking, Ashe system is superior. It has a ton of upsides, and not a single downside. And the worst part is that Riot is aware that crit being random is bad for the game. They told us that they planned to rework it to not be random anymore. But, for some reason, that has not materialized yet, and Riot has been adamant about not answering any questions about this promised rework.

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