Circumstance Based Crits
The idea of circumstance based crits is, at its core, the idea that a critical strike should occur, not based on luck, or some prayer to the RNG gods, but that it will occur based solely on skill, and the behavior of players involved.
(Warning: this is a very Long post. tldr not included)
#Basic Mechanics http://thumbs3.ebaystatic.com/d/l225/m/mTEB1sGjDL6-VJNCe9bBPyA.jpg http://www.enchantedlearning.com/time/blankclocks/nonumberscircles/tiny.GIF http://loltracker.com/images/easyblog_shared/articles_philidia/CyclePBE515/20150723FioraPost1.png fiddle clock, numbers clock, fiora
- Each champion will be surrouned by 12 invisible regions, oriented like the numbers on a clock. (if this is too many, it can be reduced to 8)
- Each action a champion takes will be designated as having occurred in a particular region relative to the champion, as indicated by the number on the clock.
- The computer will keep track of which region each of the last 15 actions taken by a champion have occurred in. For example, if the champion attacks a minion which is located in region 12, that action is considered to have occurred in region 12, relative to the champion. If the champion moves in the direction of region 3, or fires a skill shot in the direction of region 3, those actions are considered to have occurred in region 3.
- Needless to say, these relative regions move with the champion, and apply only to actions taken nearby to the champion (an action which targets the minimap will not be considered to have occurred in any of the 12 regions).
- If the champion has not taken any actions in a particular region or an adjacent region in a period of time, a colored sphere will appear in that region (visible only to enemies) marking them as vulnerable to critical strikes coming from that direction. The threat level will be categorized into 4 levels: Green: no critical strikes from this direction Yellow: no critical strikes from this direction, except from special items (Infinity edge) Orange: enemies capable of making a critical strike will deal 50% bonus damage plus a % equal to their critical damage multiplier. Red: enemies capable of making a critical strike will deal 100% bonus damage plus a % equal to their critical damage multiplier.
Vulnerability will occur according to the following rules:
- If a champion has not taken any of their last 8 actions in a region, that region will be marked as Orange.
- If a champion has not taken any of their last 15 actions in a region, that region will be marked as Red.
- When the champion takes an action targeting a specific region, that region, as well as each region adjacent to it has its threat level reduced by 1 step (red to orange, orange to yellow, yellow to green)
- any unit subject to fear, terror, stunning suppression, or channeling will be considered 1 step more vulnerable from all directions, while the effect persists. The threat level will automatically go back down when the effect ends.
- every 5 seconds spent without the champion taking any actions will cause all regions to have their threat increased by 1 step.
- Minions and Monsters will be critically struck if they are attacked while out of combat, or if they are attacked while feared, terrorized, or stunned.
- Finally, Champions will no longer have a % crit chance. Instead, they will have a % crit modifier. When a champion critical strikes, they will deal 150% normal damage (for an orange region) or 200% normal damage (for a red region), plus 1% additional damage per point of crit modifier. Thus, a champion with 20% crit modifier will deal 170% normal auto attack damage on critical strikes to an orange region, or 220% damage in a red region.
#champion statistics and alterations:
Passive: Tryndamere can see and critical strike vulnerable regions for enemies.
Tryndamere gains Fury for each attack, critical strike, and killing blow he makes.
Tryndamere deals an extra +1% crit damage modifier for every point of Fury he currently has.
Q: Will critical strike (deal bonus damage) when Tryndamere dashes through a vulnerable region.
E: increases the threat level of all crit regions for all enemies effected, by 1 step.
Passive: Moving and attacking generate Flow.
If Yasou's Flow is full, his attacks will Critically strike.
If Yasou's Flow is full, and he takes damage, his flow will be depleted, and he will gain a shield.
If Yasou makes a basic attack, or strikes with his Q within 0.5 second of his flow being depleted, that first attack will crit.
Yasou's Q can crit, and deals crit damage to all targets hit.
Yasou has a base crit damage modifier of - 25%, rather than +0%, as would be normal.
Ashe's basic attacks slow her targets.
Ashes basic attacks cannot crit. instead, all her attacks against slowed targets are considered to be critical strikes, though they deal only 100% + "% crit modifier" damage.
When Shaco stands behind an enemy champion, a targeting cone will become visible extending backwards from them. If shaco stands in this cone while attacking that enemy, his attacks will crit.
As Shaco gains levels the targeting cone gets wider.
Q: (unchanged)
E: Pantheon's basic attacks and Spear Shot will critically strike against targets below 15% Health.
If Graves critical strikes a target, the bonus critical damage will be independent of the number of bullets that strike the target.
If Graves hits multiple crit zones on a single target, he will use the highest applicable crit modifier among crit zones he hits.
Graves may critical strike multiple targets with one volley, provided they all qualify to critical strike.
E: while Unbreakable is in effect, Braum cannot receive critical strikes from the direction of his shield. (those regions are reset to green)
Item changes:
- most items which formerly had a % crit chance will now instead grant a % crit damage modifier equal to half their former crit chance.
+5% Crit damage modifier
+5% Crit damage modifier, +5% movement speed, +15% attack speed
Unique Passive: Critical Eye: you may see critical strike vulnerable regions of enemies, and you may critically strike.
+10% Crit damage modifier
Unique Passive: Critical Eye: you may see critical strike vulnerable regions of enemies, and you may critically strike.
Unique Passive: Moving and attacking will make an attack energized.
Energised Attacks critically strike.
Critical Strikes gain +35% bonus range.
(add Critical Eye passive)
(add Critical Eye passive - crit is determined separately for each bolt)
(crit chance removed. gain +10% crit damage modifier, add Critical Eye passive)
Unique Passive: attacking an enemy champion will cause them to become 1 step more vulnerable to critical strikes, from all directions. You cannot crit against any target for 5 seconds after this effect is activated. 20 second cooldown.
+25% Crit damage modifier, +65 Attack Damage
Unique Passive: You may critically strike Yellow regions. These critical strikes deal only normal damage + % crit modifier damage.
+40% attack speed, +5% movement speed, +15% Crit damage modifier
Unique Passive: Lament: targets you critically strike deal 15% less damage to you for X seconds.
Unique Passive: Spectral Waltz: (as is)
These changes will wildly change the nature of critical strikes in the game. Being based on positioning, rather than chance, Melee characters (especially mobile ones) will be able to crit consistently much more easily than ranged champions. Allied supports will be able to open up critical strike opportunities by using appropriate types of CC. The possibilities go on and on.