New crit formula

LilxPaprika··4 votes·1,698 views

before you look at the attached picture here is the reasoning that went into it:

before i set out to create this formula there were few goals i wanted to achieve (or should I say Criterias)

  1. Locate a chance frequency sweet spot and set it as default. (I picked 1 in 3 autos, much like jax's ultimate, udyr's phoenix)

  2. Make it such that crits are bit less left to chance while still keeping the element of variety/fluctuations in your auto attacks. ensuring that crits still stand out enough to live up to the name critical. (Done by attempting to incorporate a bit of flattening)

  3. Lessening the penalty for those seeking to reach max crit chance. (similar to finding a sweet spot but for not missing as opposed to sweet spot for critting) an example of this: say i'm tryndamere and i use qss just right excellent timing/reflex, also execute a sweet juke/dodge a binding or hook.. all in an attempt to reach the adc (who i noticed is down summoner/disengage), only to find out that all this was in vain because even though i have 80% crit chance my few crucial hits did not crit in the short window i had.

In the attached picture below, Its written:

30% of the total amplification is distributed into your auto attacks, while the remaining 70% occues on when you crit

So i added some flattening. maybe it could be 180% and 120%. or 175 and 25%. whatever feels satisfying. At 33..33%crit chance you have 2 regular autos for every crit so (30% / 2) + 100% = 115% = regular autos flattened. At 50% crit chance you crit every other autos so autos get 30%.

Above 50% chance i'm looking to ensure that crits progressively flattened such that by 100% crit chance its completely flattened. so the 30%/70% distribution/split will progressively become 100%/100% the more chance you get.


Edit: added portion to comments below

9 Comments

Rueian1 votes

I think at some point Crit might be phased out.

LilxPaprika1 votes

{quoted}

I think at some point Crit might be phased out.

I would like a confirmation of this. And an ETA would be nice too. There's a lot in pipeline already that they are working on. Phasing it out might entail a lot more than this fix which isnt that complex. All they would need to do is chance the formula.

Rueian1 votes

There is no real confirmation or ETA. Just how they have been handling balance changes makes people think they might want to phase out crit or atleast change how it actually interacts with certain champions as 'randomness' negatively effects competition. Look at when they removed dodge a long while back, also look at the change to ashe, which literally phased out how crit normally functions for her. I think they are doing small tests before rolling out something as large as phasing out an entire mechanic.

Bârd1 votes

Draven

Dragonlord71371 votes

One idea I had would be to replace the random chance with stacks similar to item 3087 and item 3285. How it would work is that every champion has a stack counter visible only to them and once they reach 100 stacks they get a crit. (Champions would acquire stacks through auto attacking.) Crit chance would be changed to stack reduction ex. item 3046 gives you 35% crit chance - changed to - 35 stack reduction. This means that building a phantom dancer would reduce the required stacks from 100 to 65. This method isn't balanced yet but it is just a suggestion to remove the randomness and implement a new mechanic as you would want to get enough crit stacks before a fight so you can open with a crit and you would have to choose between a crit on a champion or on a minion. edit: it would also help with cs since you know when your crit is coming up.

10Tickler1 votes

Pre-Rework Ashe

What you're talking about is Pre-Rework Ashe

Dragonlord71371 votes

Yes except it would only gain stacks on auto attack rather then just passively out of combat. So it would be stronger.

LilxPaprika1 votes

yup that could work as well. In the example that's essentially what i have for the 1 in 3 chance to crit portion. You could extend it via your method to any amount of crit chance past 33.33..%

RNG helps to take care of the randomness too though and probably plays off your idea its just invisible to us.

LilxPaprika1 votes

Edit: moving this for OP to here. As this is in need of work.

Below is a way to add a penalty to high crit chance for people who think one is needed (though i do think the old penalty/risk is too great). Again i most certainly welcome ideas as i'm a bit dry atm.

Implementing a tiny penalty to high crit chance when your critical chance ranges from 50% crit chance to 100% critchance you have 100 to 0% chance that your crits only deal 70% crit damage. as opposed to 70 + (0.6 per crit chance0 100 to 0 could accelerate too. be parabolic instead.

at 80% crit chanceyou have 40% chance that your critical strike will only be amplified by 70% instead of 70% +0.6 (per crit chance) why 0.6? because at 100% crit chance all your auto attacks crit. To reach 100% amplification at 100% crit you need to give the add 0.6 to 70 for every crit chance.

this is the way to implement a penalty but not nearly as severe as it currently is. so at 100% crit you have 0 % chance that your crits will deal 70% of however much your crits amplify by Whereas currently at 80% chance you have a 20% chance of dealing nothing so this is a nice improvement

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