What if Crit was reworked into an autoattack amplifier?

Pie Cubed··29 votes·1,950 views

By this I mean 10%=110% damage per auto. Having a stat based on chance in a game about skill is kind of bad, and this adds a more predictable and less RNG pattern. Basically, each % of crit gives your autoattacks that much extra damage. So at 100% crit your autoattacks will deal twice the damage. Obviously, some things will have to be moved around to accommodate. Just an idea. Thoughts?

112 Comments

D3m37r17 votes

Then it wouldn't be crit anymore.

IcyPepper8 votes

Precision.

nm10104 votes

I liked accuracy personally, you become more accurate and your autos do more damage.

IcyPepper5 votes

But when unhindered by debuffs, all champions have 100% accuracy

https://celebrating200years.noaa.gov/magazine/tct/accuracy_vs_precision_220.jpg

i cant move wtf2 votes

Adding accuracy as a factor would be really interesting. That would further solidify ADC's as dps champs since it becomes more imperative to hit as many aa's as possible to collapse the RNG to the expected value, further serving the same role that crit items already do (the RNG encourages a dps playstyle over guaranteed burst). Crit % essentially increases a champions damage by that % (linearly), and accuracy % would increase a champions damage logorithmically (the ceiling being the champion's damage itself at 100% accuracy), both requiring sustained fire to be realized.

The other interesting thing it could add is that it would inherently remedy much of the balance between melee vs ranged. Base accuracy of a champion could be how often they hit a target point blank from no distance away, and degrading the closer it gets to the champion's max range. Melee champs could have superior base damage, tankiness, or attack speed and near 100% accuracy point blank. Then at the most fundamental level a melee vs ranged matchup would involve the melee using a miss from the ranged champion as a window to engage and close the distance, counting on their better attack-speed/damage/tankiness to win trades up close.

It seems to work on multiple levels, both thematically and in the gameplay itself. And I think this should only apply to auto attacks of course. Skill shots should be as they are now and not subject to accuracy since they're literally aimed by the players themselves.

This Is Your Dad7 votes

I disagree. If you make it totally formulaic people will figure out the absolute mathematical best attack damage possible with a certain build and ruin diversity.

nm10104 votes

Passives exist, someone is always going to want different passives. Besides you adcs ruin every non marksmen item you touch, it'd be nice to make you stay in your own area for a change.

This Is Your Dad1 votes

I don't really play adcs though. I mean I only touch the melee adcs and only one of them builds crit items.

nm10103 votes

It's worth mentioning this is only a %damage increase on auto attacks, not attack damage itself. If you don't build crit now it won't affect you at all.

If you build crit you will do more damage all the time instead of big spikes of damage with low damage times.

Sightless6613 votes

People already do that. ADC builds already are made around expected damage, and for that purpose, you treat every point of crit as a 1% increase to autoattack damage. This wouldn't change a single ADC or melee ADC build because it doesn't change the expected dps. The loss of pRNG doesn't change the builds because building around expecting mathematically unlikely events to commonly happen is nonsensical, so people don't.

Crett5 votes

Ashe

Pierce The Veal2 votes

{quoted}

Ashe

I mean, her passive could always be changed.

rtbf2216514123 votes

{quoted}

I mean, her passive could always be changed.

Don't touch my non-waifu.

Pierce The Veal3 votes

{quoted}

Don't touch my non-waifu.

Oh yeah? Then I will :3

Champion Skin2 votes

Well her passive already slow and give +10% AA damage (on top of the extra damage from crit) but only on targets which have her passive slow applied

So her passive is fine as it is

DerrickjRyF3 votes

This would be neat, but 135% AA damage level 1 on Tryndamere? I don't think so. Maybe make the amplified stat a unique stat, only for ranged champions.

morris15 votes

Would you rather he gets lucky and crits you twice for 200% damage?

Pierce The Veal2 votes

[{quoted}](name=Pie Cubed,realm=NA,application-id=3ErqAdtq,discussion-id=ulZM1U6e,comment-id=,timestamp=2017-07-06T01:52:45.689+0000)

By this I mean 10%=110% damage per auto. Having a stat based on chance in a game about skill is kind of bad, and this adds a more predictable and less RNG pattern. Basically, each % of crit gives your autoattacks that much extra damage. So at 100% crit your autoattacks will deal twice the damage. Obviously, some things will have to be moved around to accommodate. Just an idea. Thoughts?

The issue with this is that it actually nerfs crit strike in the hands of its primary users, and buffs it for people who want to build a little of it. Because crit is prng, 70% crit is actually stronger than 70% auto attack damage amplication.

But on the other hand, if we implemented what you said, I could take Riven for example and consistently build Infinity Edge and maybe even essence reaver on her. This would increase all my auto attacks by either 30% or 60% depending on if I got the essence reaver. Since the rng is gone, it would then be worth building on her.

However, as it is now, I feel like it would be the most appropriate nerf to adcs. For compensation to the melees who depend on crit, melees could benefit more from this stat.

Sightless664 votes

Because crit is prng, 70% crit is actually stronger than 70% auto attack damage amplication.

That's totally wrong. Every point of crit equals a 1% increase to average expected dps. All the pRNG system does is make streaks of crits or misses less likely. All it does is bring the result closer to the average expected value and decrase outliers. Removing this system does literally nothing to your expected dps. Mathematically, the expected dps is exactly the same.

But on the other hand, if we implemented what you said, I could take Riven for example and consistently build Infinity Edge and maybe even essence reaver on her. This would increase all my auto attacks by either 30% or 60% depending on if I got the essence reaver. Since the rng is gone, it would then be worth building on her.

No it isn't. If it was, we'd be doing it now because the expected damage is exactly the same and we'd be hitting higher values than expected at the same rate as lower values than expected. The real reason we don't do that is because of her high AD ratios, AoE abilities and very ability-focused damage pattern. Anyone who used the removal of RNG as an excuse to build IE on Riven would have a very poor understanding of how to make a functional build.

Pierce The Veal2 votes

{quoted}

That's totally wrong. Every point of crit equals a 1% increase to average expected dps. All the pRNG system does is make streaks of crits or misses less likely. All it does is bring the result closer to the average expected value and decrase outliers. Removing this system does literally nothing to your expected dps. Mathematically, the expected dps is exactly the same.

Yeah. Over a ton of auto attacks. But I can prime it by not critting on one auto to enhance my chance to crit on the next. Thus I can artificially increase my dps by a lot more than my % rng.

No it isn't. If it was, we'd be doing it now because the expected damage is exactly the same and we'd be hitting higher values than expected at the same rate as lower values than expected. The real reason we don't do that is because of her high AD ratios, AoE abilities and very ability-focused damage pattern. Anyone who used the removal of RNG as an excuse to build IE on Riven would have a very poor understanding of how to make a functional build.

Riven easily gets 500-600 AD with no items.

With her ult she gains 40% more AD. Assuming she had only 500 AD, she now has 700 AD. IE would increase all her auto attacks by 30%. Her damage on autos would go to 910 as opposed to 700. A significant increase. Basically, champions who have less ability to prime autos would prefer new crit.

Sightless662 votes

But I can prime it by not critting on one auto to enhance my chance to crit on the next.

Dude, I think you've got it backwards. If someone could prime crit (which you can't, because minions and champions prime crit independently and you're not going to prime it on the enemy you're trying to kill), that would actually mean Riven would like the %autoattack damage increase LESS than the current system. She could prime crit on minions right now, but there's no priming anything on a %autoattack damage increase system.

High AD champions who autoattack less would want a system that lets them prime crits. You're argument that we'd be going away from a system that Riven should theoretically like more, and that this would somehow buff her. What exactly am I missing?

With her ult she gains 40% more AD. Assuming she had only 500 AD, she now has 700 AD. IE would increase all her auto attacks by 30%. Her damage on autos would go to 910 as opposed to 700. A significant increase.

Which is exactly how much we would expect her autos to do on average with the current IE, and given that she'd expect more beneficial results exactly as often as less beneficial results, there's really no argument for the new proposed system helping her. Like I said, she doesn't build it because of her ability-centric, AoE, high AD-ratio nature. RNG is not a factor.

Pierce The Veal1 votes

So I can just prime crits easily FROM FAR away on nearby champs then hit squishies for huge damage? I guess it still works for me.

Sightless662 votes

You'd be better of just hitting them and guaranteeing all the damage goes onto them, but whatever floats your boat.

Champion Skin1 votes

So Crit is for some reason weaker on Ashe than other ADC's??

Since Ashe already gains +1% increased AA damage (1.5% with IE) per 1% crit instead of the usual of gaining 1% chance of dealing 200% damage (+100%)

I Stealth I1 votes

Seems like a good idea but Yasuo?

He gets double crit chance

So he could just stack crit and destroy the game

Sightless666 votes

It would be exactly the same for him. All this system does is remove RNG, but it doesn't actually affect expected dps. You don't have to change a single number to get exactly the same expected dps for him.

Besides, he tends to max out on crit every game anyway, so he's basically playing with this system to start with. He'd probably be the single least-changed champion in the game.

Danjeng2 votes

Ashe actually already has a damage multiplier instead of crit.

Subdue2 votes

{quoted}

It would be exactly the same for him. All this system does is remove RNG, but it doesn't actually affect expected dps. You don't have to change a single number to get exactly the same expected dps for him.

Besides, he tends to max out on crit every game anyway, so he's basically playing with this system to start with. He'd probably be the single least-changed champion in the game.

No, it's not exactly the same, because counterplay changes. Here's a simple analogy:

Consider 2 players, both with 100 HP. Player 1 deals 40 damage per shot, while Player 2 deals 20 damage per shot with 50% critical strike (double damage).

If they exchange blows, Player 1 will always kill Player 2 in 3 shots (120 damage). That doesn't mean, however, that Player 1 will always win the fight. 25% of the time, in 3 shots Player 2 will deal 60 damage (0 crits). 50% of the time, Player 2 will deal 80 damage (1 crit). And 25% of the time, Player 2 will deal 120 damage, resulting in a tie (3 crits).

Now if the situation is changed, and instead Player 2's damage is "amplified" by 50%, then Player 2 will deal 30 damage every shot, or 90 damage every 3 shots. In this scenario, Player 1 will now ALWAYS win in a fight against Player 2, which means a change from critical strike to amplification is a nerf to Player 1.

The existence of chance in the interaction changes how both players will play. With critical strike as a factor, Player 1 is forced to respect Player 2's damage, even if 3 out of 4 times, Player 1 would win the engagement. When it's not, Player 1 has no cause to fear Player 2 and will just curb stomp him on sight.

Sightless662 votes

When it's not, Player 1 has no cause to fear Player 2 and will just curb stomp him on sight.

This scenario exists as a hypothetical construct, but it's incredibly unrealistic. In reality, there are virtually no scenarios in which crit chains are going to decide fights that could not also be decided by good or bad play. If a player had to respect someone because of the chance of random crits, then definitely had to respect them because of something else anyway.

Even if we acknowledge that these situations exist, then in these situations, the ideal action for player 1 is to NOT respect player 2's damage because the functional difference between a completely guaranteed fight and a very-near guaranteed fight is practically nonexistent. You should always be taking both of those fights.

It should never change player actions, and it definitely never changes counterplay. Counterplay would change the actions you should take, and this doesn't because it will never change when you should be taking a fight. It may change outcomes, but only in a way so that randomness A. stops punishing players for taking actions that are indisputably the correct actions to take, and B. stops deciding close fights that should come down to player skill. I view it as a pure positive.

Subdue2 votes

{quoted}

This scenario exists as a hypothetical construct, but it's incredibly unrealistic. In reality, there are virtually no scenarios in which crit chains are going to decide fights that could not also be decided by good or bad play. If a player had to respect someone because of the chance of random crits, then definitely had to respect them because of something else anyway.

Even if we acknowledge that these situations exist, then in these situations, the ideal action for player 1 is to NOT respect player 2's damage because the functional difference between a completely guaranteed fight and a very-near guaranteed fight is practically nonexistent. You should always be taking both of those fights.

It should never change player actions, and it definitely never changes counterplay. Counterplay would change the actions you should take, and this doesn't because it will never change when you should be taking a fight. It may change outcomes, but only in a way so that randomness A. stops punishing players for taking actions that are indisputably the correct actions to take, and B. stops deciding close fights that should come down to player skill. I view it as a pure positive.

I wrote it as a hypothetical because that explains it most clearly. In generic terms though, when a champion's damage output is a range rather than a fixed amount, it affects how the opponent must gauge the situation. If Cait's Net > Headshot combo will deal 750 damage and I've got 1000 HP, I'll probably jump on her, as she won't do enough to kill me. If on the other hand she deals 500-1000 damage, there is now a chance, albeit unlikely, that she'll kill me, and I'll have to weigh the risk when deciding whether or not to jump on her.

Not only is this situation not "incredibly unrealistic." It's a situation that occurs in every lane with an AD champ, every single game.

Sightless662 votes

I wrote it as a hypothetical because that explains it most clearly.

It also oversimplifies it and removes the extra information that actually makes this nonsense.

If on the other hand she deals 500-1000 damage, there is now a chance, albeit unlikely, that she'll kill me, and I'll have to weigh the risk when deciding whether or not to jump on her.

This is still a cherry-picked and unrealistic scenario. You're defining an engagement by one attack (aka, the situation where crit has the highest possible variance), which is almost never how this shit works. Even in your scenario, I'm more concerned about whether or not I'm going to get my engage off in time before she hits me a second time and guarantees a death. The margins are close enough where that is the primary concern. The situations where "we are not fighting, but I could jump her and kill her in the span of one attack but she could also kill me in one" is bullshit. It's is rare to the point of nonexistence.

A much more realistic scenario is that I start a fight with an AD champion, know that he'll do X amount of damage over the Y number of attacks and skills that he will throw in a fight, and then I know that there is a very small chance that RNG will majorly deviate the damage from that expectation. That small chance is almost never worth playing around, because it is always a smaller factor than skill usage and positioning. Those are the real variance factors. The RNG so rarely contributes variance that playing around it is a mistake.

Not only is this situation not "incredibly unrealistic." It's a situation that occurs in every lane with an AD champ, every single game.

No, it doesn't. What happens in lanes with AD champs is that they get in fights and win or lose based almost entirely on skill usage and positioning. They make damage assessments based on expected damage output and whether or not they'll hit their skills. Any player worth their salt knows that crit's variance is so low that expecting non-standard outcomes from it will lead to you making bad decisions.

And finally, I'll repeat what I ended with: even if I accepted that you were right, I still view this as a pure positive with no downsides. It is good when player's actions are the only determinant of the outcomes.

toorazamaki1 votes

On a more serious note. If they did that, they would have to change the stat name "critical strike chance" to critical strike damage or something like that to make more sense with the change you are suggesting.

There would be less reason to buy ie or essence reaver except for the sole purpose of that crit damage or the cdr and mana regen. If crits were to crit consistently, then it would be best just to rush the crit attack speed items because you'd be getting consistent higher damage from higher crit chance and getting more attack speed making the ad and crit from ie or essence reaver obsolete because you get guaranteed crit damage and attack speed from say phantom dancer, runans. Of course you can work numbers around but I think it's a lot of work and the current system for me personally is good already. Just imagine how yasuo would work if he got crit item since his crit chances are doubled and with your suggestion, crits chance consistently increases your crit damage. He literally can just buy a item 1051 and item 1018 that cost together 1200 and get 60 percent crit and insane damage from just that. The whole point of not rushing these cheap items is that if you rush crit chance items but have no attack speed or damage because you didn't buy the damage and attack speed parts aka item 1038 ,item 3086 , item 1037 etc, then yes you would crit more often but your crits dont do damage. Your suggestion would require a huge change and make people like yasuo get nerfed or be extremely broken because you'd only need crit chance items on him since his passive doubles his crit chance, meaning your suggestion would make him that much stronger compared to other champs who use crit in their kit

toorazamaki1 votes

Would not make sense to hit like a truck if your items are about hitting fast with the attack speed crits. Crit chance affecting crit damage would mean it's more easier to just rush cheap 2k costing attack speed crit items over damage items since you get the damage from attack speed crit items for cheaper and it would buff not only your damage but also attack speed. broken

nm10101 votes

You understand this doesn't affect DPS at any point in the game with any items or any champion right? For your example a Yasuo who rushes both of those items would currently have 77 Ad at level 9 and we will say roughly 1 attack speed to keep it simple.

The current DPS formula is AD x Attack Speed x average DPS increase from crit = DPS

77 x 1 x 1.6 = 123.2 DPS

The new formula for DPS would be AD x Attack Speed x Auto Attack Damage multiplier = DPS

77 x 1 x 1.6 = 123.2 DPS

Crit doesn't do a whole lot without AD or attack speed to multiply its effectiveness.

toorazamaki1 votes

Exactly my point. I literally said that bro. The reason you don't rush crit chance is because crits won't do a lot of damage without damage and attack speed combined with crits. But pie cubed, the guy who posted this suggestion, is suggesting that crit chance gives you empowered auto attacks consistently. Which is why I said it is a bad idea because that would mean you can literally rush crit chance items. Please read my man, read...

nm10101 votes

Read my previous post slowly.

The new formula for DPS would be AD x Attack Speed x Auto Attack Damage multiplier = DPS

77 x 1 x 1.6 = 123.2 DPS

Even with the new system you wouldn't do any more damage, that isn't how DPS works. This change just gets rid of RNG...

toorazamaki1 votes

you aren't doing your formula correctly. Auto attack damage multiplier is not a constant 1.6. It is based on your crit chance meaning,

  1. 1600 gold, rush 2 crit cloaks = 140% auto damage. (yasuo + 2 crit cloaks = 180%-10%=170% damage per auto)
  2. 2400 gold, rush 2 crit cloaks and 2 brawlers glove=160% damage per auto (yasuo + 2 crit cloaks + 2 brawlers gloves = 240%-10%=230% damage per auto)

Based on what pie cube suggests, he wants crit chance to amplify all auto attack damage consistently instead of randomly at the cost of lower damage at the start but increasing with more crit chance. But that would mean your auto damage would sky rocket insanely from just crit items alones even with your dps formula. I don't understand what you mean when you say auto attack damage multiplier is 1.6 constantly when we are talking about crit chance increasing crit damage the more crit chance you have. That would mean the auto attack damage multiplier should be increasing and not staying at 1.6 since clearly 100 percent crit chance would mean 200 percent damage per auto. (100 percent of your ad + 100 percent crit = 200 percent damage per auto based on pie cubed's suggestion). Where does 1.6 come from? I thought the multiplier for auto attack damage was crit and crit damage increases from crit chance based on his suggestion

nm10101 votes

I'm sorry but I don't have the patience to explain how crit currently effects crit chance for the 20th time this week (I had a thread very much like this a week ago). So I'm going to link you the crit chance page where it will explain it.

http://leagueoflegends.wikia.com/wiki/Critical_strike

The new formula is increasing your dps based on how much of this new "crit" stat you have. Both systems have the exact same dps, the only difference is the new one doesn't have rng to skew individual fights.

Let's put it this way if you have 50% crit chance and auto twice you would expect to do 300% damage (1 auto for 100% and 1 for 200%)

With 50% increased auto attack damage you would also expect 300% damage (2 autos for 150% damage)

toorazamaki1 votes

I know how crit works currently bro. It is not 300 percent damage -.-. and idk why you have no idea this isn't the same. When it is random, you have a potential chance to hit a lot more damage with a few crits with standard crit damage than constant reduced crit damage. You can also have no crit damage because rng makes it that you don't crit. It is definitely not the same dps and there are too many variables because your answer does not answer for dps at different ranges of crit. Having 80 percent crit on both the current and new formula will yield different results compared to 10 percent crit on both formulas. It is not equal I have no idea how you think dps is the same it boggles my mind. You are talking as if when crit is rng, dps is equal to if it was consistent and not rng which is totally false. Manipulating crit chance is cheap in terms of gold and if crit chance alone increases critical damage, i have no idea how you honestly think that doesnt make you have more dps. I'm done arguing because you will think what you what but realistically in a game, the current crit formula you can potentially deal more dps or less dps than the suggested formula of having it be consistent. The current crit formula is not something that follows your damage formula unless you knew you would crit consistently but thats the thing. its random so you can either do more dps or less. The dps is not equal bro get that in your head. If you can't understand just let it go I don't wanna hear it anymore you believe what you want I believe what I want.

edit: just to simplify my last statement. How the hell do you honestly think dps is equal if buying crit chance literally increases your dps because you deal more damage with crit chance? Crit chance item parts alone are very cheap compared to full crit items but all you need are crit components because crit chance alone already increases your damage...LITERALLY HIGHER DPS. That's like saying buying ad will increase your damage, but not your dps...LIKE wtf??? im done say what you want but its common sense that if you do more damage, you have higher dps nuff said

nm10101 votes

You are either trolling or unable to read, any answer you want is listed above. Again I would suggest reading the wiki that breaks down exactly why the DPS is the same.

toorazamaki1 votes

Just let it go. If increasing crit chance means higher crit damage consistently, and that does not tell your brain that damage per second is higher because your attacks hit harder then just let it go. I never once compared current formula to new suggested one, you did and now we are arguing about something completely different because you just randomly brought it up. Does your formula calculate how many times I will crit you with 10 percent crit? Because I could crit you once, twice, nine times, or none within 20 auto attacks. You cannot calculate damage per second within my 20 auto attacks that I do if crits are random. You can however calculate damage per second if crits are consistent like the suggestion as crit chance applies consistent increased damage based on crit chance. This shit is not even related to his main topic, I'm just confused how dumb you are to say the damage per second is equaled if crits are random in one scenario and crits are consistent in the other. You CANNOT predict how many times you are gonna crit unless you have 100 percent crit. Your formula cannot calculate how many times I will crit meaning dps is not equal get it through your head dude. You troll. Just stop wasting my time and yours.

nm10103 votes

Please god let you actually be a troll.

Does your formula calculate how many times I will crit you with 10 percent crit?

Yes it does, if you would read the article it explains probability mathematics to you. We have known how to calculate the average times a percentage will happen in respect to a time frame for literally hundreds of years.

https://i.gyazo.com/edf6be8a9db1cf01bea03d2dbe02da1b.png

https://en.wikipedia.org/wiki/Probability

Can it vary in short term applications? YES that is why this thread exists, to fix the randomness of the current crit.

toorazamaki1 votes

That is precisely the point I am trying to make. Yes you guys are trying to stop rng and make it consistent. But the fact of the matter is in a realistic point of view, having 50 percent fucking crit does not mean out of 2 autos im gonna crit once because I have half chance to crit. You don't fucking know because rng can screw you or not. I get in theory what you say makes sense, but realistically the DPS IS NOT THE SAME!!! that is the point I'm trying to make. In a realistic scenario, a person with 10 percent crit is more likely to not crit a lot unless he is lucky, meaning the guy who has guaranteed crit will do more damage early consistently and keep increasing from merely buying crit chance items. Even if you apply the current crit system where you deal 200 percent damage for every crit and rush crit components like cloak of agility or brawler's glove, the likelihood of critting and equalling a guy with consistent crit is still uneven and dps is not even. The guy with consistent crit is guaranteed to deal more damage unless the random crit guy gets lucky. Of course later when both have higher amount of crit around 70 and above then it will start to even out a little, but definitely in a realistic game, having 10 crit chance with the current crit system, the chances of critting even once is extremely low out of 5 autos that the guy who has consistent crit will outdamage the random crit guy almost all the time unless he gets lucky. Your formula makes sense in theory but the fact of the matter is crit strikes are not consistent and therefore the formula for dps is not absolute and thus not equal like you stated. That is what I stand by because one is consistent and one is not. It's not as simple as you say about them being literally the same except rng is taken out of one when they both literally dont do the same amount of damage because there is actually rng. Well whatever im off, how do i block notifications from telling me you replied to this comment?

nm10102 votes

having 50 percent fucking crit does not mean out of 2 autos im gonna crit once because I have half chance to crit.

No but you will crit about 500 times out of 1000 because that is the way probability works, I'm sorry that you can't wrap your head around that. I don't get paid to do this, if you aren't going to go read any of the sources I gave you I'm not going to teach you probability from square one.

Maybe I'll make a graph tomorrow to show you why you are wrong. It does sound fun, but Idk because I have been out of Calc for like 4 years so that's a lot of research...

toorazamaki1 votes

Tell me how the hell is dps the same throughout the entire game. Here is an example. -mirror match except my champ is applied old crit system, your champ is applied new crit system. We both buy brawler's glove from the start and we are both caitlyn. We each do 5 auto attacks to each other.

  1. I crit you once out of 5 autos so I will deal 100 percent basic attack damagex5 plus 100 percent extra damage from 1 crit so to make it simple I did 600 percent basic attack damage. You get 5 guaranteed crits but each crit only doing 110 percent basic attack damage each. Multiplied by 5 equals to 550 percent basic attack damage. I literally did more damage with 1 crit than you with 5 guaranteed.

  2. I crit you zero times out of 5 so I will deal 100 percent basic attack damage multiplied by 5 equalling 500 percent basic attack damage. You get 5 guaranteed crits with each doing 110 percent basic attack damage equaling to 550 percent basic attack damage. You did more damage than me in that dps.

  3. I crit you 5 times out of 5 so I will deal 100 percent basic attack damage x 5 because I did 5 auto attacks, plus 100 percent extra damage x 5 for each crit meaning 500 extra damage from crit so together I dealth 1000 percent basic attack damage. You crit 5 times guaranteed but each crit only dealing 110 percent so total out of 5 autos you deal 550 percent basic attack damage.

Tell me...HOW THE HELL IS THAT THE SAME DPS!!!!! HOW THE HELL????

I cannot believe I even wasted time on a troll like you

nm10102 votes

You understand DPS is an abstract calculation right? If you apply an abstract to a physical scenario it will vary in the short term. In your example Caitlyns DPS in either scenario in the abstract is still the same, assuming 1 auto per second they both have a DPS of 110.

Again this is an abstract calculation you get a 10% DPS increase because you should crit one out of ten times. If that crit comes as the first auto it will skew the short term, but you will make up that difference eventually.

If you aren't willing to click on a simple formula link then Idk what to tell you, if you just want to stay ignorant of how the math works then don't discuss it.

toorazamaki1 votes

So why the hell did you ever bring up dps? Where in my post did I ever talk about a theoretical term about abstract calculation of damage? I am talking about a realistic point of view of the game not some theory calculation that basically is saying oh yea you will deal more dps so more damage but it's not actually damage just a theory of amount of damage you will do. Like dude I dont care about how much damage you do in theory. In real terms, there will be huge ups and downs. Maybe in ranked games where people actually play respectful and less risky then sure. But in games where you can do the less logical thing and do something like full ad, full ap, full crit damage runes, full lethality, no one gives a fuck about theoretical shit. It's about oh hey i have this so I'm gonna do this much fucking damage compared to that. If crit damage was consistent, realistically I will just rush 2 cloaks of agility, 2 brawler's gloves and build those both into zeals meaning I will have 80 percent crit and since crit damage is guaranteed to increase do to crit chance then I'd be hitting around 180 crits for merely 4k gold with a super easy build path. In a realistic point of view, this will yield way higher damage because the crits are actually guaranteed but it would seem stupid if you are dealing massive crit damage with just cloak of agility and zeal which is a crit attack speed item. I get that you tried to point out that in theory the dps is the same, but you gotta realize that the damage is actually consistent and you are actually doing massive damage consistently with attack speed items and zero ad so it will just look extremely weird. I get that the damage won't be as insane as I am making it to be because the formula includes attack damage and attack speed and since in this scenario I rushed crit chance and no damage then my crits should not hurt that much ideally, but they do hurt and they hurt consistently. It's whatever, you have your side where you want crits to be consistent in a game that requires skills. Heck, I want point click champs to have skillshots too, but we can't have them all can we? It's just your thoughts on wanting crits to be consistent and my thoughts that I rather have a potential of beating someone with 2 random crits or losing because no crit. I am a casual player so I will always prefer the randomness factor especially because you can actually make it not random once you get 100 percent. But of course players who play this more seriously would opt for consistent damage. But in a realistic point of view, fuck dps bullshit. Who cares if dps is the same if in the end, they dont deal the same damage with the same amount of crit but one is consistent and one is not? This whole thing was about you telling me that in theory we do the same amount of damage while in practice, you dont deal the same amount of damage so dps doesnt even freaking matter. THATS THE POINT IM MAKING. Theory is okay but it doesnt matter when it isn't absolute. Anyway I'm just gonna leave it at that, dps means shit when they dont deal the same amount of damage due to randomness, and that yes you guys who want to play the game competitive want it to be consistent while casual players like me want it to be random because it's more fun or funny. There I'll leave it at that.

nm10101 votes

You started all this saying this was some enormous buff to yasuo, I disproved that and you have literally said nothing but contradictory garbage since. Going from incorrect damage calculations on Yasuo, to ignoring my calculations, to ignoring my links to educate you until I literally posted a picture. Now you want to argue DPS doesn't matter in reality when the whole point of DPS is to show this change avoids losing fights to random crits while you do the same damage over the course of the game.

I no longer care, if you manage to have a coherent line of thought without 10 side thoughts and form some paragraphs maybe I'll consider talking to you.

toorazamaki1 votes

Okay here's the thing really man.

Realistically, if you change the way crits work and make it consistent, the amount of damage that person does will not be the same and will be different. Dps does not matter because it is just a calculation on the amount of damage you will do and in theory then yes dps is the same but then get the point that dps means nothing because realistically the two champs with crit mechanics different aren't gonna be dealing relatively the same amount of damage. Realistically it is highly likely that the current crit system champ will be dealing less damage than the suggested system early on because with such low crit chance would require a lot of luck to crit and do damage to out damage the guy with consistent crit modifier. Second, it is possible for the one with lower crit chance to outdamage the consistent crit chance champ if he manages to land crits based on how many auto attacks were calculated. Also, in a trade realistically the guy with consistent crits will visually look like he is winning trades and the guy with random crits will look like an idiot for constantly trying to get a crit while losing in the trade since his crits are not consistent and he is doing less damage. Play yasuo only further distances the gap as yasuo's crit chance doubles and at around 40 percent crit chance, realistically the guaranteed crit yasuo will outdamage the random crit yasuo unless he gets 2 lucky crits every 5 times. Anyway to end this, you brought up that dps is the same. My point is, who gives a fuck about dps if realistically they aren't gonna be dealing the same amount of damage? Who cares about dps being the same, a theory that the two champs will deal the same amount of damage with rng out of the picture, when realistically they ARE NOT gonna be dealing the same amount of damage over more than half the time. Dps is equal but damage output realistically is not so who cares about dps? Your statement that Dps is equal does not apply except maybe when crit chances are above or equaled to 50 percent.

nm10101 votes

My point is, who gives a fuck about dps if realistically they aren't gonna be dealing the same amount of damage?

Good players give a fuck, because it helps them know when they will statistically win a fight. You don't attempt to be a top tier player as you stated in a previous post so maybe you should just give up arguing something you don't understand the full use of.

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