An idea on reworking Crit.

cookies4you·7/10/2015, 11:07:53 PM·3 votes·580 views

Instead of Critical Chance, champions get Critical Rate (CR).

At the start of an attack, the Critical Counter (CC) increases by Crit Rate.

If the basic attack is cancelled, the Crit Count is refunded.

When the Crit Count hits or exceeds 100, the attack becomes a Critical Strike (CS) and the CC resets.

If a champion with 60 Crit Rate gets a Crit Strike with 120 Crit Count, the extra 20 CC carries over to the next cycle.

A Crit Strike does +50% damage, which increases by +1% for every 2 Crit Rate, maxing out at +100% damage or 100 CR.

The idea is that there are meaningful differences in damage at high Crit Rates. At 100 AD, the damage dealt is 190 for 8/10 attacks versus 200 for every attack, which totals up to 1720 damage versus 2000 damage over 10 attacks.

5 Comments

LilxPaprika7/10/2015, 11:14:43 PM1 votes

I posted a similar rework that also helps with creating meaningful differences in damage at high Crit chance vs less(while remaining as cost effective in either case): http://boards.na.leagueoflegends.com/en/c/gameplay-balance/tbEWpbfb-new-crit-formula

Bârd7/10/2015, 11:17:43 PM1 votes

but....

no more GP lightning crits

Knight SoIaire 7/10/2015, 11:20:37 PM1 votes

thats so new ... noone ever thought of that

you did refresh the idea thou so you get the bonus style points

LilxPaprika7/10/2015, 11:39:40 PM1 votes

in my example he can still crit lightning ;p the first hit would be random and then the rest would have a stacking based on if the first auto crit or not. Say it did crit then the crit counter would take two more regular autos before next crit. If his first auto does not crit it will only take one more auto maybe you could add something like this to it.