Should there be an anti-crit armor item in S5?

darkdill··4 votes·1,156 views

While everyone knows that armor is a trap stat against crits, it feels like crit strikes do better against armor than ArPen. Add on that Randuin's and Warden Mail don't do anything with their passives against crit strikes (they slow your attacks; they aren't any better against crit strikes than other armor items), and you quickly find no truly good counter exists to Infinity Edge.

This gave me a thought: What if there was an armor item that was cost-inefficient against AD casters and BoRK, but good against crit strikes? It would have a passive that reduces total damage taken from crit strikes by, say, 10-15% (like the mastery), but if your opponent doesn't build crits, that passive is wasted.

Just a thought.

11 Comments

67chrome5 votes

While everyone knows that armor is a trap stat against crits,

It's not a trap stat.

Armor reduces all physical damage by a percentage. Critical strikes increase most physical auto-attack damage by a percentage.

Add on that Randuin's and Warden Mail don't do anything with their passives against crit strikes

Critical strikes are delivered by auto-attacks. The faster a champion auto-attacks, the more they critically strike. The slower a champion auto-attacks, the less frequently they critically strike, and the less auto-attack damage they do.

This gave me a thought: What if there was an armor item that was cost-inefficient against AD casters and BoRK, but good against crit strikes? It would have a passive that reduces total damage taken from crit strikes by, say, 10-15% (like the mastery), but if your opponent doesn't build crits, that passive is wasted.

It would be awful.

Armor, Health, and %AS slows all increase survivability against attack damage, attack speed, and critical strikes together. Targeting critical strikes specifically is only good against critical strike damage modifications specifically.

And only a very small number of champions actually start the game with critical strike chance. Crit isn't something like HP, HP/5, AD, AS, Armor, MR, or MS that all champions come with. Starts at 0, so all anti-crit mechanics start at 0. Marksman are generally the only archetype you can count on purchasing crit at all (most tanks, fighters, assassins, mages, and supports don't rely on crit).


On the off chance the item was actually powerful enough to be worth grabbing (outside of vs. Yasou matchups), the meta would simply shift so the only champions played as marksman weren't reliant on crit - making said item worthless again.

It's worth noting caster-heavy, AA light marksman like Corki, Ezreal, and Lucian have dominated seasons 1, 2, and 3.

DaSneakyGit4 votes

I never got why Riot claimed "Dodging wasn't a fun playstyle mechanic" because of the RNG of it, but in the same breath leave Crits in the game.

Facepalm moment for sure.

67chrome1 votes

I never got why Riot claimed "Dodging wasn't a fun playstyle mechanic" because of the RNG of it, but in the same breath leave Crits in the game.

Facepalm moment for sure.

Dodge was never available in high enough quantities to be a consistent factor. Also not the inverse of critical strikes, seeing as the opposite of x2 is 1/2, and dodge didn't reduce damage by 1/2. Dodge also applied vs. towers and crit doesn't. Probably one of the reasons it wasn't available in a lot of items.

Anyways - crit is usually in high enough quantities to not be much of a surprise or luck factor. When it takes 11 auto-attacks to kill an opponent, crit is around 10%. When it takes 6, it's around 50%. Dodge always stuck in the 1% to 10% zone for everyone not named Jax, so you just had the GP winning lane from a lucky crit feels for the entire game with dodge.

Especially when some would just run with the 0.5% dodge chance from masteries. Watching that kick-in in any trade never felt good. And champions like Udyr, Nidalee, and Sivir didn't have a whole lot of dodge built-into their kit either.

If dodge was implemented like the armor in D&D where there's a solid 50% chance it's going to apply to each AA, and it had a subsequent spell-dodge equivalent like the fortitude/reflex/will save dodge stats in D&D that tended to carry a solid ~25% chance of kicking in; then dodge could likely have a solid spot. The infrastructure with LoL stats just wasn't set up to really support it.

DaSneakyGit1 votes

I never got why Riot claimed "Dodging wasn't a fun playstyle mechanic" because of the RNG of it, but in the same breath leave Crits in the game.

Facepalm moment for sure.

Dodge was never available in high enough quantities to be a consistent factor. Also not the inverse of critical strikes, seeing as the opposite of x2 is 1/2, and dodge didn't reduce damage by 1/2. Dodge also applied vs. towers and crit doesn't. Probably one of the reasons it wasn't available in a lot of items.

Anyways - crit is usually in high enough quantities to not be much of a surprise or luck factor. When it takes 11 auto-attacks to kill an opponent, crit is around 10%. When it takes 6, it's around 50%. Dodge always stuck in the 1% to 10% zone for everyone not named Jax, so you just had the GP winning lane from a lucky crit feels for the entire game with dodge.

Especially when some would just run with the 0.5% dodge chance from masteries. Watching that kick-in in any trade never felt good. And champions like Udyr, Nidalee, and Sivir didn't have a whole lot of dodge built-into their kit either.

If dodge was implemented like the armor in D&D where there's a solid 50% chance it's going to apply to each AA, and it had a subsequent spell-dodge equivalent like the fortitude/reflex/will save dodge stats in D&D that tended to carry a solid ~25% chance of kicking in; then dodge could likely have a solid spot. The infrastructure with LoL stats just wasn't set up to really support it.

The main point was that it was "cheap and didn't feel fun" when someone got denied hits.

Being lucky critted 3 times in a row to be instagibbed by an ADC that only has an IE is cheap and unfun too.

ParinoidPanda1 votes

Considering that grevius wound is being removed soon so healing can be universally nerfed, I think we'll see critical power being lowered sometime this season.

darkdill1 votes

Source?

Kuroi861 votes

Reinforced armor Ninja Tabi

You're welcome.

Kobold1 votes

Well there was post a while ago where some suggested that crits be reduced to 150% from 200% though im not sure they did all the math in the thread but it could fix some of the problems we have of the power of certain champions compared to others (crit based vs AD based). What are everyones thoughts?

Fed by Snu Snu1 votes

No.

We should just change crit to something healthier and not a stat that belongs to the PvE aspect of RPGs only.

WooBeeWoo1 votes

They should just add that to thornmail. Then maybe lower how much armor it gives.

DaSneakyGit1 votes

SInce Atma's is being removed perhaps they can add an item in it's place something like:

+25 armor +15-20 Damage +200 HP Aura: Enemy champs within 600 range have their crit change reduced by 15%

Number tweaks obviously.

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