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NEW SYSTEM: Bonus Damage on basic attacks INSTEAD of Critical Chances

Flamer Lord··4 votes·2,918 views

This may look a little bit complicated, but I ensure you it is very simple when you get the logic behind it. To better resume all the work below, I would like to see Critical Chance and Critical Damage replaced by another system, the system I've created which I called Dexterity and Dexterity Damage. It is very similar, but has a major difference: Luck is not implicated.

I've done a few tweaks to champions directly impacted by that global mechanic change in the Reworks section. Please feel free to comment, ask and propose anything you think about this system. Also, the more people we get in agreement with this, the bigger our chances for Riot to take a look at this and do it.

I will add any suggestion to improuve this new system and any correction that makes sense, let's start with the current system, Critical Chance:

The current Critical system on basic attacks currently works like this:

  • ''You have X% chance to get a basic attack dealing 200% of your normal basic attack damage. By default X is 0 and caps at 100.''

Say, for example, that you buy an item 3093 on a level 5 Lucian on your first recall. (you already have a Doran's Blade in your inventory); you now have 71 AD (64 (Lucian's base AD at level 5) + 7 (Doran's blade bonus AD), your Critical Chance (X) will increase by 10% from the default 0%.

  • ''You now have 10% chance to get a basic attack dealing 200% of your normal basic attacks' damage.''

This means, theoretically (and let's ignore armor), that on 100 basic attacks, 90 will deal 71 damage (6390 total) and 10 will deal 142 damage (1420 total) for a grand total of 7810 damage. BUT THIS IS PURLY THEORICAL, since it is a system based on LUCK, you may get more critical hits as you may get less or even none, depending on how LUCKY you are. And this is what I want to see changed (randomness).

** The new Dexterity system would work like this:**

  • ''You get X% bonus damage on every basic attack you do. By default X is 0 and caps at 100.''

Basically this would lead into replacing words ''Critical Chance'' in every item by ''Dexterity''. So, in the same previous scenario; with 71 AD at level 5, a Doran's Blade and an Avarice Blade . Your Dexterity (X) is increased by 10% from the default 0.

  • ''You now have 10% bonus damage on every single basic attack you do.''

This means, not theoretically anymore (still ignoring armor), that on 100 basic attacks, 100 WILL deal WITHOUT ANY DOUBT 78 damage for a total of 7800 calculated damage. *This is actually the same exact damage output Critical Chance SHOULD add to any champion, but CALCULATED unlike random chances.

***If the system would to be implemented, Riot would just have to remove words ''Critical Chance'' in item descriptions, replace them by ''Dexterity'' and fix a few items, champions, runes and masteries which I listed below.

REQUIRED REWORKS:

1. ITEMS

  • item 3087 UNIQUE Passive: Grants Static Charges upon moving or attacking. At 100 Charges, basic attacking expends all Charges to deal 100 bonus magic damage to up to 4 targets on hit (this damage deals bonus damage equal to Dexterity). Example: You have 22% Dexterity and you make a basic attack at 100 Charges, you will deal 122 bonus magic damage to up to 4 targets on hit.

  • item 3031 UNIQUE PASSIVE: Critical strikes deal 250% damage instead of 200% > ** Increase Dexterity's damage by 50%**. Example: You have 50% Dexterity and 100 AD, you will deal 100 basic damage PLUS 50 from Dexterity and 25 from Infinity Edge.

  • item 3104 UNIQUE PASSIVE: Critical strikes deal 250% damage instead of 200% > ** Increase Dexterity's damage by 50%**.

  • item 3185 UNIQUE PASSIVE: **Basic attacks deal 0,9% bonus damage per 1% Dexterity as physical damage and reveal enemies hit for 1 second. ** Example: You have 61% Dexterity, your basic attacks will deal 55 bonus physical damage from this item.

2. CHAMPIONS

  • Ashe PASSIVE - FOCUS While out of combat, Ashe gains stacks of Focus. When Ashe has 100 stacks of Focus her next basic attack will deal 200% damage (this damage scales with Dexterity damage buffs). Example: You have +20% Dexterity Damage in your runes, your next basic attack when Ashe has 100 stacks of Focus will deal 220% damage.

  • Garen E - JUDGEMENT Garen rapidly SPINS his sword around his body for 3 seconds, dealing 20/45/70/95/120 plus 70/80/90/100/110% of his attack as physical damage to nearby enemies every second. Garen can move through units while SPINNING but moves 20% slower when travelling through minions and monsters.** Judgement deals BONUS damage equal to Garen's Dexterity**. Judgment deals 25% less damage to minions. Example: Garen has 100 AD and Judgment is level 1, it will deal 90 damage per second with 0% Dexterity and will deal 106 damage per second with 18% Dexterity.

  • MasterYi Q - ALPHA STRIKE Master Yi teleports to strike up to 4 enemies, dealing 25/60/95/130/165 (+100% ATTACK Damage) physical damage to each and an additional 75/100/125/150/175 damage to minions and monsters, while simultaneously becoming untargetable. Alpha Strike deals BONUS damage equal to 60% of his Dexterity. Basic attacks lower the cooldown of Alpha Strike by 1 second. Example: Master Yi has 100 AD and Alpha Strike is Level 1, it will deal 125 to champions and 200 damage to minions and monsters if Master Yi has 0% Dexterity, and it will deal 148 damage to champions and 236 damage to minions and monsters if Master Yi has 30% Dexterity.

  • Pantheon E - HEARTHSEEKER STRIKE Pantheon focuses and unleashes 3 swift strikes to the area in front of him, dealing double damage to champions. Pantheon also becomes more aware of his enemy's vital spots, ALLOWING him to always crit enemies below 15% Health. Passive: Pantheon's basic attacks and Spear Shot gain 100% Dexterity against TARGETS below 15% Health. Active: Pantheon focuses and deals 3 swift strikes in front of him for 13/23/33/43/53 (+60% BONUS Attack Damage) physical damage per strike. Deals double damage to champions.

  • Shaco Q - DECEIVE Shaco teleports nearby and becomes invisible for 3.5 seconds. His next basic attack within the next 6 seconds will deal 140/160/180/200/220% damage (this damage scales with Dexterity damage buffs). *Example: Shaco has an Infinity Edge (+50% Dexterity Damage) and has his Deceive level 3; his next basic attack within the next 6 seconds after teleporting will deal 230% damage.

  • Tryndamere PASSIVE - BATTLE FURY Tryndamere gains 5 points of Fury for each attack (+1 per 20% Dexterity) and an additionnal 10 points for killing a unit. Every point of Fury increases his Dexterity by 0.35%. Example: Tryndamere makes a basic attack with 50% Dexterity, he will gain 7 points of Fury. If he last hits, it would rather be 17 points of Fury.

  • Yasuo PASSIVE - WAY OF WANDERER Yasuo's Dexterity is doubled. Additionally, Yasuo builds toward a shield whenever he is moving. The shield triggers when he takes damage from a champion or monster.

3. RUNES

  • Greater Mark of Critical Damage: +2.2% Critical Damage > Greater Mark of Dexterity Damage: +2.2% Dexterity Damage

  • Greater Seal of Critical Damage: +0.78% Critical Damage > Greater Seal of Dexterity Damage: +0.78% Dexterity Damage

  • Greater Glyph of Critical Damage: +0.56% Critical Damage > Greater Glyph of Dexterity Damage: +0.56% Dexterity Damage

  • Greater Mark of Critical Chance: +0.93% Critical Chance > Greater Mark of Dexterity: +0.93% Dexterity

  • Greater Seal of Critical Chance: +0.42% Critical Chance > Greater Seal of Dexterity Damage: +0.42% Dexterity

  • Greater Glyph of Critical Chance: +0.28% Critical Chance > Greater Glyph of Dexterity Damage: +0.28% Dexterity

4. MASTERIES

  • Frenzy: Critical hits grant +5% attack speed for 3 seconds (stacks up to 3 times) > Frenzy: +1% attack speed per 5% Dexterity.

  • Reinforced Armor: Reduces total damage taken from critical strikes by 10% > Reinforced Armor: Reduces bonus damage taken from Dexterity by 20%.

If you have any question or comments, don't hesitate, I want Community and Riot's feedback on this, I really do think it would improuve the game. Thanks alot !

18 Comments

WeihGuy2 votes

Yes. Thank you. I thought about this a long time ago, just never wanted to bother posting anything about it because I'm fairly sure they won't change it. However, you're absolutely right, this is the way crit should work. Not as a chance to get massive damage boost, but a damage multiplier.

League does have a system for balancing out crit which helps though. If you crit at 10% chance, you will have less chances to crit twice in a row. It works well, but it is still no where near the level of balance that having consistent DPS does. As an ADC, if you encounter squishies, since every attack counts, you don't want to rely on crit and it is frustrating to fail because of chance.

+10000000000

Flamer Lord1 votes

Thanks for your comment, if we get a big bunch of players who wants this to happen, maybe it will.

Angry Monster1 votes

Um so what is going to stop melee champs from buying ADC items? I am not talking about yi, fio or other MADCs, but the xin, j4, hec, oalf,ect champs.

Crit is somthing that you have to build into. No ADC gets 1 crit item. They get IE for higher multiples and 1 or 2 other crit items to make sure they crit consistently with their high rate of fire. This system delays power of the ADC to after level 12.

WeihGuy2 votes

Good point. If it's about delay, than it would be a case of fixing numbers I guess. As for IE, you would just multiply the damage multiplier by 50 (so much math). Champion like that still have to build pure damage items like IE or Shiv and they will have the same weaknesses as an ADC in that case.

So +50% AA multiplier + IE = 75% AA multiplier

Flamer Lord1 votes

Yeah that's exactly that, just I didn't showed it on the post as people would just think it's over complicated...

Angry Monster1 votes

Sry but i think the system is pretty flawed as presented. You do not address how to keep these items out of brusiers hands. The whole crit system is gated to make you comment to the build. Your idea just gives free power to anyone who just picks up an item. Unless a more detailed explanation is made no one can/should consider your idea seriously.

If your system is overly complicated that is why a similar system is not currently in place. Any idea you have to change league has to be simple enough that people can understand. Crit is a pretty simple system to understand and is designed to lock out certain type of champs from abusing it. Though a lot of people do not understand how the lock out system works.

Flamer Lord1 votes

Well, Kchaosrei, it would be the exact same way, not more op, not less good, it would just be a SAFE pick, instead of hoping you will get lucky enough. It is not because it would change that melee champions would automatically rush those items, it is not any better on them since they need defensive items not to get kited down before alling-in. This system would work the same way, AD Carries will need to have attack damage before buying too much critical has it scales with current AD, and the more you buy, the greater your bonus gets.

Angry Monster1 votes

that is not true. Rivan for an example would abuse any item you put out their. Her q does on hit. You giving her a ton of extra damage. That is just a quick example their are more less obvious ones.

Your giving flat % extra damage any auto attacker that builds a Tri-force can make use of the stat.

Why should early game extra damage be consistent? Part of your premise that is better, but should it be? The game damage is designed right now so it is not consistent. This is a limiter placed on ADC so they have a early game weak phase.

And last thoughts... Downvoted again for asking questions.....

Kuroi861 votes

Um... you would have to rework more than item 3031 item 3087 item 3104 item 3185 Ashe Garen MasterYi Pantheon Poppy Shaco Tryndamere Yasuo

I'm not saying it isn't possible, but you're talking a lot of work to completely rework an entire system in the game.
How would you make it worth while to build crit over pure AD. Not to mention figuring out the damage multiplier on item 3031 Just oy.

Flamer Lord1 votes

Thanks for your comment, I've updated the post to add addtionnal required reworks ! What about Poppy?

Kuroi861 votes

I remember her Q can crit, had to look it up, the attack portion crits, the magic damage doesn't, so my bad, no issue there.

Also, are you removing the bleed damage from item 3122 and item 3185 ?

The abilities listed, are they still affected by item 3031 ?

Flamer Lord1 votes

I remember her Q can crit, had to look it up, the attack portion crits, the magic damage doesn't, so my bad, no issue there.

Also, are you removing the bleed damage from item 3122 and item 3185 ?

The abilities listed, are they still affected by item 3031 ?

Please continue on my second post, I've updated every item to answer your questions: boards.na.leagueoflegends.com/en/c/gameplay-balance/QBHOYhmA-new-system-dexterity-replacing-critical-chance

shppy1 votes

Um... the only thing you've pointed out that is remotely difficult to find a place for in a de-randomized crit system is Trynd, because of the way he gains extra rage and cd reduction from the chance of critting. Even so, his rage passively can generate .35 Dex per point for the same effect as now, his rage-per-attack could be amplified based on his current Dex (in lieu of gaining extra rage from crit procs) and his Spin Slash cooldown could simply be reduced by all basic attacks instead of only crits (and possibly have that reduction increased based of his current Dex as well). Not too tough, really.

As for the others...:

Ashe: Same starting stacks (based on Dex), when it's built to 100 stacks her next attack strikes as though it has 100 Dex and the stacks reset. Hell, in her case they could even go back to her old passive again, having her Dex just increase over time while not attacking and reset to her base Dex value after she does attack.

Garen: Judgment deals .5% increased damage per point of Dex. Exact same average damage as now (Although IE works a little differently for judgment, that aspect might need a little formula rebalancing as his usage of IE would get nerfed with this crit system)

Yi: Alpha Strike deals .006 AD extra damage per point of Dex. Exact same average damage as now.

Pantheon: ...uh, there was never any crit chance with Panth's kit, just crit damage. HSS's passive would cause him to hit with 100 Dex again target's below 15% health, easy enough.

Poppy: There is no crit concern on Poppy.

Shaco: Decieve's attack simply sets his Dex to 100 and the bonus damage from Dex is multiplied by .4/.6/.8/1/1.2. Would work a little differently (better, at max rank) with IE, but otherwise the same as now.

Yasuo: Yasuo gains 80% more Dex. Exact same average damage as now for the most part, except he'd be able to buy a little more crit chance/dex before reaching 100 (but the damage reduction on crits would be gone, factored into the 80% multiplier, meaning he'd be able to reach a higher damage cap than right now).

IE: Bonus damage from Dex is multiplied by 1.5. Exact same average damage as now.

Static Shiv: Proc damage benefits from Dex in the same way basic attack damage does. Exact same average damage as now.

Wicked Hatchet: Attacks cause targets to bleed for .006 AD physical damage per point of Dex over 3 seconds. Bleed stacks are independent of one another (dunno how the stacking works right now, but I'm guessing this would be a buff, as I'm assuming the new stacks override old ones right now. Aside from that, exact same average damage as now)

Lightbringer: Attacks cause targets to bleed for .009 AD physical damage per point of Dex over 3 seconds and reveal the target for the duration. Bleed stacks are independent of one another. (buff to the vision, and as above I'm assuming this would be a buff to the bleed stacking. Aside from that exact same average damage as now).

And no, that's not much reworking. Just simple damage formulas, extremely basic stuff.

Anyway, to the OP, this has been brought up before (including by myself on several occasions), but it never seems to draw any Red attention nor does it ever get much support from forum-goers (largely because they can't understand the exceptionally basic math behind it and can't realize that it's the exact same expected damage, only fully de-randomized).

Kuroi861 votes

Actually it's a good bit of reworking. :P It could be done, though I've never seen any issue with the current system, if you do some looking, you'll see the system isn't random.

shppy1 votes

not really. The vast majority of the changes would be a simple matter of removing checks for crit chance and adding a small fragment into some damage formulas (and modifying some tooltips). Only particularly heavy changes would be to Lightbringer and Wicked Hatchet, and even that stuff is just an addition of a basic on-hit-proc similar to something like Wit's End or Nashor's. Really simple stuff, should only take an hour or two for a single person to cover everything besides Trynd.

And I'm aware the existing system isn't full-random, but it's still problematic.

For instance, say you're a bruiser... chances are, with all the mobility and range in this game, when you engage on an opponent that isn't too keen on standing toe-to-toe with you, you're probably only going to land a few autos, lets say 3 or 4. 10% crit chance from something like Trinity's NEVER going to give you the expected damage in a (very common) situation like that, whether the system is full random or pseudo/assisted random or entropy or whatever. If you land at least one crit, that exchange will give you much more damage from autos than the 'expected' damage. If you don't, you'll get a little less damage than the 'expected' damage.

Ever harassed an opponent when all you've got is a Zeal or Cloak for crit and scored a crit? It's a lane-changer, it opens up windows that neither player really had any control over opening. There's a reason Riot got rid of the old 4% chance to crit from masteries, because people that didn't give a sh*t about building crit would still take it and, provided a fortunate yet completely uncontrollable crit, could snowball a lane.

Doesn't matter if it's true random or not, the reality is the short-run and the long-run are still different; the actual damage patterns don't match the expected patterns, especially in a limited number of attacks or with a low amount of crit, and the variance from the expected damage is not within any player's control.

A de-randomized system like OP's brings all factors into player control, while not affecting the expected output. No more lucky spike damages or lack thereof, no more changing lanes and games because an uncontrollable variable said so.

Kuroi861 votes

Dude, having done a little programing, you're not talking an hour. Unless they already have something in place, you're talking about starting a new program from scratch. Just a simple window like this web page here, unless you've already got tools for putting everything together, if you're talking using programming language, you're talking at least a days work. For something as interactive as a game, oy. You're talking a lot more work.

Thresh Outta Fux1 votes

So out of all the champions you looked at, you didn't even look at the master of crits?

Gangplank

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