How to fix critical chance RNG (in regards to latest Riot dev post)

DayLight V·12/14/2017, 6:16:25 AM·2 votes·349 views

I'm not a huge fan of how critical chance is dealt with at the moment but i don't think its breaking the game, it could however throw a few games like if 1 adc gets 1 extra critical killing the other first in a key fight.

I thought I would share 3 of my ideas of how critical chance could be reworked.

**1) Stacking up to the Critical **

Making critical chance into a 1 in every X bullets crit. For example, this could stack in either 2 ways (shown left and right). 10% critical chance = 1 in 10 (or) 1 in 10 20% = 1 in 5 (or) 1 in 9 50% = 1 in 2 (or) 1 in 5 100% = 1 in 1 (or) 1 in 1

This would make criticals more reliable and give adcs another thing to master; stacking up a crit before the fight.

I don't know how the version on the left would work for non integer crit chances though like 40% crit would be 1 in every 2.5 aa crit which wouldn't work... a) You could round the number so its still 1 in 3 (but that would make buying 10% crit useless sometimes) b) You could make it that there is a 50% chance of critting on the 2nd or 3rd aa (but that's adding RNG and would interfere with stacking slightly)

For the version on the right critical damage would likely need to be buffed.

2) Critical Chance Carries Over

Making critical chance carry over from one aa to the next so when you don't crit your crit chance is added to the next attack (but make crits less dmg). For example...

If you have 40% crit chance and don't crit then your next attack has 80% crit chance and if didn't crit again then your attack has a 120% crit chance meaning a guaranteed crit and (possibly 20% extra to next attack). This still has some RNG but is more reliable overall. Critical damage would have to be nerfed a little because late game with 80% crit chance adcs, this would be scary. Whether the chance carries over after a crit would also have to be determined after play testing.

80 (assume no crit), 160 crit, 60+80 crit, 40+ 80 crit, 20+80 crit, 80 (crit or no crit) or 80 (assume no crit), 160 crit, 80 (crit or no crit)

3) All Attacks Crit, No Attacks Crit

Making all attacks deal more damage based on critical chance and critical damage. For example...

AA Damage = Damage + Damage x (crit chance/100) x (critical multiplier)

** 4) Keen To Hear Your Ideas Post Below**

Daylight V

1 Comments

DayLight V12/14/2017, 6:30:18 AM1 votes

If down vote please leave a comment on why? the problems you see with these options or post or link to a post of better options.